Base Class: Warlock
You have entered into a pact with the noble Armadyl. Armadyl is known as the patron god of the aviansie, a race of birdlike creatures from Abbinah. He is mostly associated with liberty. law, and freedom to fly in the sky. Your patron has forbade you from making any attacks yourself however you may choose to break these commands but then it is up to DM as to the punishment you'd recieve.
Using this connection you form a contract with an ammunition type of your choice allowing you to enchant them to heal from a range.
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.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, guiding bolt |
| 2nd | flaming sphere, lesser restoration |
| 3rd | daylight, revivify |
| 4th | guardian of faith, wall of fire |
| 5th | flame strike, greater restoration |
Ranged Crusader
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron allows you to enchant your ammunition. Whenever you finish a long rest you can use an hour to select up to twice your total levels worth of arrows and enchant them. These arrows when used can utilize your charisma modifier and deal no damage but instead heal for 1d6 plus charisma modifier. These arrows loose their potency after 24 hours and return to being regular arrows.
Bonus Cantrips
At 1st level, you learn the guidance and gust cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Ranged Radiance
You have resistance to radiant damage, and when you cast a spell that heals, you may add your charisma modifier to the healed amount. You may use this feature equal to your proficiency bonus.
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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