Warlock
Base Class: Warlock

Your patron is a powerful being that works for a great entity that remains a mystery for you. Your pact with that being allows you to experience the barest touch of the holy light taht illuminates the multiverse and of the fire magic that runs through the veins of your patron. Because of that connection 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 longing for the real of your patron but you now, that your mission is among mortals for now, and that your pact binds you to the tark places of the world.

Expanded Spell List

The Fire Guardian 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 Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, blindness/deafness
3rd fireball, revivify
4th guardian of faith, fire shield
5th flame strike, greater restoration

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.

Healing Light

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

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.

Your pool regains all expended dice when you finish a 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.

Celestial Resilience

Starting at 10th level, you can choose one damage type when you finish a short or longe rest. You gain resistance ot that damage type until you choose a different one with this feature. Damage from magical weapons or silver ignores this resistance.

Purgatory

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the outer planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

The Fire Guardian Image