Warlock
Base Class: Warlock

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

Cantrips - Guidance, Sacred Flame

1st Level - Guiding Bolt, Sanctuary

2nd Level - Lesser Restoration, Moonbeam

3rd Level - Beacon of Hope, Spiritual Guardian

4th Level - Freedom of Movement, Guardian of Faith

5th Level - Commune, Dispel Evil and Good

Angel Blade Boon

Starting at 1st level, you gain the ability to place a holy mark on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The mark vanishes early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the marked target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.
  • If the marked target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Holy Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property to attune to that weapon. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Touched by Radiance

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant and fire damage.  In addition, once per day you can add your charisma modifier to the damage rolled from a spell using radiant damage that you cast.

Retributive Armor

Starting at 10th level, as a bonus action you can call upon your patron to protect you with radiant armor.  Any physical attack upon you will trigger the armor to send forth a burst of radiant energy.  Any enemies within a 10-foot radius make a CON save against your spell DC or suffer 2d6 damage.  A successful save halves the damage.  You are also resistant to Necrotic damage.  The armor endures for 1 minute.

This ability can be used once per long rest.

Wrath of Light

Starting at 14th level, you are able to call forth the radiant energy of your patron's home plane and send it forth in a burst around you.  Any creature within a 60-foot radius you desire must save vs CON at your spell DC or take 12d6 damage, and, it is blinded until the end of your next turn.  A successful save takes half damage and is not blinded.  Undead, oozes, and fiends are at disadvantage on this save.

Once you use this feature, you can’t use it again until you finish a long rest.

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