Base Class: Warlock
The Couatl having met you has judged the moral fiber of your soul and has deemed you worthy to aid them on their task. The task of a Couatl can vary from defending a forest to helping to defeat a great evil against the world, it is highly dependent on the individual. You gain several abilities thanks to your connection to this Celestial being that would otherwise be far beyond a normal characters scope of expertise.
Divine Strike
Starting at 1st level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend or alternative enemy to your Couatl, to a maximum of 6d8.
Celestial Sense
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Celestial Finesse
At 6th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Finesse options of your choice. You gain another one at 10th and 14th level.
You can use only one Finesse option on a spell when you cast it, unless otherwise noted and you may use each option only twice per short rest.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.
When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Finesse option during the casting of the spell.
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
When you cast a spell, you can cast it without any somatic or verbal components.
When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell
Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengance
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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