Base Class: Warlock
You have made your pact with the residual energies a powerful celestial has imparted upon their weapon, giving it a sentience and will of its own in line with the Celestial who wielded it. You have pledged your service to the will of the weapon of a powerful celestial and/or deity. Your pact with that Entity allows you to channel radiant energy from the celestial plane.
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.
Level 3: Celestial Weapon Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Weapon Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Aid, Cure Wounds, Shining Smite, Lesser Restoration, Light, Sacred Flame |
| 5 | Fireball, Revivify |
| 7 | Guardian of Faith, Wall of Fire |
| 9 | Greater Restoration, Flame Strike |
Level 3: Celestial Warrior
Your Patron bestows upon you the knowledge to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type. You gain weapon mastery with that weapon.
Note: To achieve weapon mastery, This class feature makes use of two modifiers. The first modifier is the feat Weapon Master(2024 Core Rules). The second modifier is a bonus debuff. Match the debuff with the Ability Score Increase from the feat to cancel out the ASI. This should leave you with the ability to select weapon mastery on your character sheet to match your Hex Weapon.
Level 3: Radiant Light
You gain the ability to channel celestial energy to aid you and your allies. You have a 1 + your warlock level worth of radiance charges that you expend to fuel this power. You regain all expended charges when you finish a Long Rest.
Level 3: Radiant Healing
As a bonus action, you can heal yourself or one creature you can see within 60 feet of you, expending any number radiance charges up to your Proficiency Bonus. For each charge expended this way, roll that many d6 and restore a number of Hit Points equal to the roll’s total.
Level 6: Radiant Armor
Your Radiant Light strengthens your body and allows you to channel it defensively. You have resistance to radiant damage. If you are hit with an attack roll, you can use your Reaction and expend a radiance charge to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Level 10: Radiant Strength
Your radiance grows more powerful and allows you to channel it offensively. Once per turn when you hit a creature with your pact weapon, you can deal extra radiant damage to the target, expending radiance charges. The maximum number of charges you can spend at once equals your Proficiency Bonus. For each charge expended this way, roll that many d6 and add additional radiant damage equal to the roll's total.
You also gain the ability to recover some of your spent radiance whenever you use your Magical Cunning feature. You regain half your warlock level in radiance charges whenever you use your Magical Cunning feature.
Level 14: Radiant Rebirth
The radiant energy you channel allows you to resist even death itself. When you are about to make a Death Saving Throw, you can instead spring back to your feet with a burst of radiant energy. You choose how this radiant energy manifests, either punishing your foes or providing aid to your allies.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Invigorating Resurgence
You will not let a simple thing like death get in the way of protecting those in your care. Once per long rest, when you are about to make a Death Saving Throw, 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, you regain radiance charges equal to 1 + half your warlock level, and then you stand up if you so choose. A wave of healing light explodes from your location. Choose any number of creatures in a 30-foot-radius Sphere and expend any number radiance charges up to your Proficiency Bonus. For each charge expended this way, roll that many d6. Each target restores a number of Hit Points equal to the roll’s total.
Searing Vengeance
Your foes will learn that not even death can temper your fury. Once per long rest, when you are about to make a Death Saving Throw, 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, you regain radiance dice equal to 1 + half your warlock level, and then you stand up if you so choose. A wave of blinding light explodes from your location. Choose any number of creatures in a 30-foot-radius Sphere and expend any number radiance charges up to your Proficiency Bonus. For each charge expended this way, roll that many d6. Each target takes radiant damage equal to the roll's total and it is blinded until the end of the current turn.
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Posted Dec 31, 2024Dude, I love this. I'm definitely going to use this in an upcoming campaign!