Base Class: Warlock
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
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 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.
Fiend Expanded Spells
Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
wildogast's web of fire, wall of fire |
5th |
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.
Orbs of Light
At 1st level, you gain the ability to channel celestial energy into orbs of healing light. As a bonus action, you can summon up to 2 orbs of light in a space you can see within 30ft of you, and you cannot have more than 2 orbs at once. You can summon an amount of orbs equal to your proficiency bonus.
Each orb sheds dim light in a 10ft radius sphere, whenever a creature ends its turn in the sphere you can grant it temporary hit points equal to half your warlock level (rounded down, minimum of 1), if the creature ends its turn within the spheres of 2 orbs you can double the temporary hit points granted.
On your turn, you can move each orb up to 15 ft in any direction. And, as a bonus action, you can cause an orb to explode, releasing healing energy that can restore a number of hit points equal to twice your warlock level. Choose any creatures within 10 ft of the orb, and divide those hit points among them.
You regain all uses of this feature when you finish a long rest.
Healing Blast
At 1st level, a beam of celestial energy streaks towards a creature you can see within 120 ft of you, the creature restores 1d10 hit points. The blast creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Radiant Soul
Starting at 6th level, your link to the Celestial allows you to manifest an aspect of your patron's celestial power. As a bonus action, you transform for 1 minute, choosing two of the following bonuses:
- Healing: You can add your charisma modifier to the hit points restored by each beam of your healing blast.
- Damage: When you cast that deals radiant or fire damage, you add your charisma modifier to one radiant or fire damage roll of that spell. In addition, once per turn, you can force a creature that took radiant or fire damage from one of your spells to roll a Constitution saving throw against your spell save DC, on a failure the creature is blinded until the end of your next turn.
- Utility: Choose two creatures within 30 ft of you. Whenever one of these creatures makes an attack roll, saving throw, or an ability check before the spell ends, the target can roll a d4 and add the number rolled to the attack, saving throw, or ability check.
- Defense: You gain a protective barrier around you that has an amount of hit points equal to eight times your proficiency bonus, Whenever you take damage while this transformation is active the damage is transferred to the barrier. When the barrier reaches 0 hit points it shatters and the remaining damage is transferred to you.
- Terrain: Choose any number of creatures you can see to be unaffected by this transformation. An affected creature treats any space within 15 ft of you as if it were difficult terrain.
- Mobility: You gain one of the following:
- A swimming speed equal to your walking speed.
- A climbing speed equal to your walking speed.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Celestial Resistance
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.
Starting at 10th level, whenever you cause one of your orbs to explode, instead of healing, you can choose to deal 2d8 + your Charisma modifier to any creature of your choice within 10 ft of the orb. In addition, whenever you cause an orb to explode you can teleport to the location it occupied.
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 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.
Previous Versions
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9/10/2023 5:37:57 AM
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