Base Class: Warlock
Your pact draws on the power of the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a solar, a ki-rin, a unicorn, or some similar entity associated with those realms. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience the barest touch of the holy light that illuminates the multiverse.
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 | bless, guiding bolt |
| 2nd | aid, lesser restoration |
| 3rd | beacon of hope, revivify |
| 4th | death ward, guardian of faith |
| 5th | greater restoration, mass cure wounds |
| 6th | heal |
| 7th | conjure celestial |
| 8th | holy aura |
| 9th | mass heal |
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. Your pool regains all expended dice when you finish a long rest.
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.
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.
In addition, once on each of your turns, you can add extra radiant damage equal to your Charisma modifier to one target when you deal damage to it with an attack or a spell that doesn’t already add your Charisma modifier to the roll.
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.
Previous Versions
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