Base Class: Warlock
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss, such as the spirit of an ancient hero or adventurer. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes to 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, 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
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.
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1st |
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2nd |
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3rd |
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4th |
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5th |
Celestial Pupil
Beginning when you choose this patron at 1st level, they have taught you to wield the magic of the upper planes. You learn the light cantrip if you don’t know it already. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.
Furthermore, you learn to speak and write Celestial if you don’t know it already, learning a different language if you already do; and whenever you cast a warlock cantrip that deals damage, you may have that damage be radiant rather than its original type.
Restorative Light
Also at 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d8s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level, and you regain all expended die when you finish a long rest.
As a bonus action, you can heal one creature you can see within 90 feet of you, spending however many dice from the pool you choose. Roll the dice you spend, add them together, add your Charisma modifier, and restore a number of hit points equal to the total.
At 10th level, the dice increase in size, becoming d10s; and whenever you heal a creature using this feature, at the beginning of their next turn, they regain additional hit points equal to your Charisma modifier times half the number of dice spent (rounded down).
Blessing of Protection
Starting at 6th level, you can harness your patron’s energy to cleanse your allies when needed. As an action, you can choose a creature you can see within 60 feet of you, granting it your blessing of protection.
When you do, it regains hit points equal to half your warlock level + your Charisma modifier. Furthermore, if the creature is blinded, charmed, deafened, frightened, grappled, paralyzed, poisoned, restrained, or stunned, you can choose up to one of those conditions affecting it, and it ends on them. If you removed a condition this way, the creature regains additional hit points equal to half your warlock level.
You can use this feature once, regaining the ability to use it again when you finish a short or long rest.
Radiant Nimbus
At 10th level, you’ve learnt to further harness the abilities of your patron to help both your allies and coat them in celestial magic. Whenever you restore hit points to a creature using your Restorative Light or Blessing of Protection features, you can imbue the creature in a radiant nimbus (no action required). Immediately, the creature gains temporary hit points equal to half your warlock level (rounded down) + your Charisma modifier and, until the end of your next turn, it gains the following benefits:
- It emits bright light for 10 feet, and dim light for an additional 10 feet.
- It gains a flying speed of 15 feet and can hover.
- Its speed increases by 15 feet.
- It gains a +2 bonus to its AC.
- It gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or [Tooltip Not Found] action.
You can use this feature twice, regaining all expended uses when you finish a short or long rest, or by expending a use of your Mystic Arcanum.
Herald of the Upper Planes
By the time you’ve reached 14th level, you’ve become the ultimate envoy of your celestial patron. You gain the following features:
Protection of the Upper Planes. Whenever you finish a short or long rest, you gain temporary hit points equal to your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest: they gain temporary hit points equal to the temporary hit points you gained.
Resurgence of the Upper Planes. Whenever you are reduced to 0 hit points or make a death saving throw, you can instead spring back to your feet in a burst of energy. You regain hit points equal to half your hit point maximum, you stand up, and you temporarily gain spectral wings of radiant energy. You gain a flying speed equal to your walking speed until the end of your next turn, and each creature of your choice that is within 30 feet of you takes radiant damage equal to 1d12 + your Charisma modifier, and is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest.
Shelter of the Upper Planes. You can now use your Blessing of Protection and Restorative Light features as a reaction to a creature within range taking damage.
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