Warlock
Base Class: Warlock

Your patron is an Empyrean-one of the mightiest celestial beings in existence, descended from gods or forged in the divine flame of creation itself. These radiant beings enforce cosmic balance and speak in visions of blinding light and glory. You wield divine retribution and radiant power in their name.

 

Level 3: Empyrean's Mind

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.

Level 3: Empyrean Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Empyrean Spells table, you thereafter always have the listed spells prepared.

Empyrean Spells
Warlock Level Spells
3 Tasha's Hideous Laughter, Guiding Bolt, Moonbeam, Warding Bond
5 Clairvoyance, Spirit Guardians
7 Dimension Door, Wall of Fire
9 Flame Strike, Mass Cure Wounds

Level 6: Radiant Reprisal

Your patron empowers you to strike back at those who dare to harm you or your allies. When a creature you can see within 30 feet of you deals damage to you or a creature other than itself, you can use your reaction to unleash divine punishment.

The target must succeed on a Dexterity saving throw or take radiant damage equal to Warlock Level +Charisma modifier On a success, it takes half damage.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all uses after a long rest.

Level 10: Aura of Glory

A radiant aura surrounds you, bolstering allies and subduing enemies.

You and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened.

In addition, once per turn when you deal radiant damage to a creature, it has disadvantage on the next attack roll it makes before the start of your next turn.

Level 14: Avatar of Judgment

You become a vessel for your patron's divine judgment. As an action, you can transform for 1 minute. During this time:

You gain a flying speed of 30 feet.

You shed bright light in a 30-foot radius and dim light for another 30 feet.

Once per turn when you hit with a spell or weapon attack, you deal an extra 4d8 radiant damage.

When a creature within 30 feet targets you or an ally with an attack or harmful spell for the first time on its turn, it must succeed on a Wisdom saving throw (DC = your spell save DC) or be frightened until the end of its next turn.

You can use this feature once per long rest.