Warlock
Base Class: Warlock

You have managed to make a pact with two different patrons, a celestial and an archfey

Expanded Spell List

The Celestial Archfey 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 Archfey Expanded Spells
SPELL LEVEL SPELLS

1st

guiding bolt, sleep

2nd

calm emotions, flaming sphere

3rd

blink, revivify

4th

dominate beast, wall of fire

5th

dominate person, seeming

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it 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.

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