Base Class: Warlock
Your patron is a powerful being of the Upper Planes. Whilst most Celetial Warlocks bind themselves to creatures of goodness and purity of heart - Unicorns, Solars or Empyreans - you have instead found yourself in the service of one of the Modron servants of Koios, the neutral god of Knowledge and Logic. Consciously or not, you struck a deal with this creature: in exchange for collecting knowledge and harvesting the secrets of the world, you gained the power to help people - heal your allies, smite your enemies, and uncover long lost truths.
Being connected to the logical world of Koios might begin to have impacts on you; you might find yourself driven to absorb knowledge, or become fascinated by machinery and clockwork mechanisms. At times, you might long for a more ordered, rigid and heirarchical world - though your innate goodness prevents you from imposing such a desire on others.
Expanded Spell List
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, alarm |
| 2nd | augury, lesser restoration |
| 3rd | daylight, revivify |
| 4th | guardian of faith, arcane eye |
| 5th | legend lore, greater restoration |
Eyes of the Collector
At first level, you gain the ability to glean information that would otherwise remain hidden. You can take one minute to cast one of the following spells, even if you do not otherwise know it:
You can use this ability a number of times equal to your proficiency bonus, recovering all uses on a long rest.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Radiant Scholar
Starting at 6th level, your link to the Celestial Collector has allowed you to attune to the celestial energies, granting you the following benefits.
- You have resistance to radiant damage
- You can use a Bonus Action to learn if a creature you can see is immune/vulnerable/resistant to one damage type or condition of your choice
- Whenever you deal damage to a creature with a spell, you can choose to deal radiant damage instead of the original type
Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Forbidden Knowledge
Starting at 14th level, you have learned many dark and hidden secrets from your patron - including new ways to channel the forces of life and death. When you use your Healing Light feature on a creature, you may choose to replace the healing effect of one dice with one of the following benefits.
- For 1 minute, the creature can speak a new language, or gains proficiency in a chosen skill or tool (or expertise if they were already proficient)
- For 1 minute, the creature gains blindsight
- The creature is cured of one of the following status effects: Poisoned, Blinded, Deafened, Frightened or Stunned
- The creature gains +1d4 to attack rolls, saving throws or ability checks they make in the next minute
- Creatures you choose within 5ft of the target must succeed on a Dexterity Saving throw against your spell save DC, or take 2d8 radiant damage - halved on a success
You can use only one of these options per turn, and a creature may only have one such benefit active at a time. Applying a new benefit ends the previous one.
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