Warlock
Base Class: Warlock

You have made your pact with the residual energies a powerful celestial has imparted upon their weapon, giving it a Sentience and Will of its own in line with the Celestial who wielded it. You have pledged your service to the will of the weapon of a powerful celestial and/or deity. Your pact with that Entity allows you to channel radiant energy from the celestial plane.

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 Blade of 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.

Blade of the Celestial Expanded Spells
Spell Level Spells
1st cure wounds, Shield or searing smite
2nd lesser restorationbranding smite
3rd revivifyFireball or elemental weapon
4th guardian of faithwall of fire
5th flame strikegreater restoration

Celestial 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. 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.

Radiant Light

At 1st level, you gain the ability to channel celestial energy to aid you and your allies. You have a pool of d6s that you spend to fuel this power. The number of dice in the pool equals 1 + your warlock level.

Your pool regains all expended dice when you finish a long rest.

Radiant Healing

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.

Radiant Armor

At 6th level, your radiant light strengthens your body and allows you to channel it defensively. You have resistance to radiant damage. If you are hit with a melee attack roll, you can use your reaction and expend a radiant light die to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Radiant Strength

Starting at 10th level, your radiance grows more powerful and allows you to channel it offensively. Once per turn when you hit a creature with your pact weapon, you can deal extra radiant damage to the target, spending dice from your radiance 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 add additional radiant damage equal to the total.

Radiant Rebirth

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 choose how this radiant energy manifests, either punishing your foes or providing aid to your allies.

Invigorating Resurgence

You will not let a simple thing like death get in the way of protecting those in your care. 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, you regain radiance dice equal to 1 + half your warlock level, and then you stand up if you so choose. You can heal each creature of your choice that is within 30 feet of you, spending dice from your radiance pool. The maximum number of dice you can spend 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.

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

Searing Vengeance

Your foes will learn that not even death can temper your fury. 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, you regain radiance dice equal to 1 + half your warlock level, 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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