Base Class: Warlock
She is an arch-fiend who was "cursed" to become like an angel, her bat wings replaced with a glow that looks like feathers, her horns now glowing brightly in the darkness, her powers subverted to good instead of evil. She came to you in the night, filling the room with her heavenly glow. Her beauty left you dumbstruck, her sudden appearance left you fearful, and the sound of rushing wind in the still night made you question your sanity. Then she knelt before you where you sat on your bed, pleading that you take up her cause for the rest of heaven forbade her a place among them unless she could find a mortal to be her champion. "If I can convert and redeem you . . . they will know I should be welcomed among them." Looking up at you, her eyes deep, glistening pools of sapphire and emerald, you knew there was no way you could ever say no. You knew that you would gladly give your life over to serve this creature who has come to you in the night.
Level 3: Celestial Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Sanctuary, Cure Wounds, Shield of Faith, Lesser Restoration, Light, Zone of Truth |
| 5 | Magic Circle, Revivify |
| 7 | Guardian of Faith, Private Sanctum |
| 9 | Greater Restoration, Raise Dead |
Level 3: Healing Light
You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.
As a Bonus Action, you can heal one creature you can see (not yourself) with the touch of your lips on their exposed skin, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Short Rest. IF you kiss the recipient on the lips, all 1's and 2's rolled become 3's.
You are also granted the ability to cast Spare the Dying any time you wish.
Level 6: Radiant Soul
Starting at 6th level, your link to your patron allows you to resist any type of radiant energy. You have resistance to radiant damage caused by magical means. When an ally within 10 feet of you receives radiant or fire damage, they can subtract your Charisma modifier from any radiant or fire damage attack that a spell would cause them.
Level 10: The Lady's Love
Starting at 10th level, you gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see when you gain the points. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier. To impart this boon, you must simply tell each intended ally that you are there to protect them with the Lady's love.
Level 14: Searing Vengeance
When you or an ally within 60 feet of you is about to make a Death Saving Throw, you can unleash radiant energy to save the creature. The creature regains Hit Points equal to half its Hit Point maximum and can end the Prone condition on itself. Each creature of your choice that is within 30 feet of the creature takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition 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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Posted Jan 9, 2026Pretty cool twist on the Celestial Patron. I just feel that zone of truth is an odd option that you could change to an offensive spell like guiding Bolt since there is a lack of that when you are level 3