Warlock
Base Class: Warlock

As a child of the gods your parent grants you certain abilities(spells) based on the kingdom they rule over. 

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a Wizard spell. You can choose one spell per level from the wizard spell list that corresponds with your parent's domain or any spell/cantrip that can be used as a utility 

Bonus Cantrips

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

Celestial Bronze Weapons

After attuning with a weapon for 5 minutes it morphs into celestial bronze. 

When you make a weapon attack any non humanoid creature you gain an extra dice of damage against it, starting at 1d4 at level 1, 1d6 at level 3, 1d8 at level 5, 1d10 at level 7, and 1d12 at level 10. You will then add a d12 every 5 levels after level 10.

If the weapon is a thrown weapon. After it is thrown it will return to you at the end of your next turn. 

Also any weapon attack made with this weapon counts as magical damage

Radiant Soul

Starting at 6th level, your link to your godly heritage 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 damage, you can add your Charisma modifier to one radiant damage roll of that spell against one of its targets.

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 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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