Base Class: Warlock
Channeler of the Gods’ Tangled Destinies
Warlocks who swear themselves to the Patron of the Celestarium serve not a single god, but the vast tapestry of divinity itself — an infinite weave of fates that whisper through the Deck of Divine Threads. Each card they draw is a petition to the heavens, an act of reverence and risk, as celestial will and mortal intent intertwine in dangerous harmony. To channel such power is to read the will of the gods as it is written in starlight.
Level 3: The Celestarium Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in The Celestarium Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Animal Friendship, Bane, Spike Growth, Suggestion |
| 5 | Bestow Curse, Fly |
| 7 | Phantasmal Killer, Polymorph |
| 9 | Dominate Person, Scrying |
Level 3: Cartomancy
When you finish a Long Rest, you can imbue magic into a nonmagical Tiny card you’re holding. Choose one of your prepared Warlock spells that has a casting time of an action. A creature holding the marked object can take a Magic action to cast the spell (using your Charisma modifier, spell attack bonus, or spell save DC). The mark fades when the spell is cast from it or when you finish a Long Rest.
Level 3: Deck of Divine Threads
3rd-Level Celestarium Patron Feature
Forged from silken fibers drawn from the Loom of Aetheris itself, the Celestarium is said to hold the echo of every departed god’s design — six divine threads intertwined, each card a fragment of their eternal pattern. To draw from the Deck of Divine Threads is to tempt the Weave to answer.
Using the Deck
When you reach 3rd level, you gain the ability to draw upon the Deck of Divine Threads to channel unpredictable power through your Eldritch Blast cantrip.
Summon your hand: As a Free action, you can draw 3 cards from the Deck of Divine Threads into your hand. When you do so, roll the die size shown for your character level to determine which cards are summoned. The cards remain in your hand for a minute, or until you expend all uses of the cards.
| Character Level | Deck Die | Cards Available |
| 1-10 | d12 | 2 Aspect, 7 Patron, 3 Zenith |
| 11-20 | d20 | 4 Aspect, 10 Patron, 6 Zenith |
Play a Card: When casting Eldritch Blast, you may use a Bonus Action to activate a card, imbuing your next Eldritch Blast beam attack with the card's associated effect below. All effects are limited to a single beam unless otherwise specified.
You can play a card this way a number of times equal to your Charisma modifier (minimum of once) per Long Rest. You also regain one expended use when you finish a Short Rest.
- A card’s effect applies to only the empowered beam (not to other beams).
- If a card says you “forego damage,” you forego the empowered beam’s damage only.
- Any saving throw uses your spell save DC.
Quick Shuffle: As a Bonus Action, discard any number of cards in your hand and draw the same number of new cards from the Deck (you can’t exceed a hand of 3). Once you use this, you cannot use this feature again until you finish a Long Rest.
Deck of Divine Threads (The Celestarium)
| Die Roll | Deck Card | Mystic Omen | Effect |
| 1 | The Cunning Fool (Buskin) | The card constantly flips and rotates on its own; the artwork on the face seems to shift between a grinning jester and a weeping tragedy mask. | Your next Eldritch Blast beam attack is rolled at advantage. On a successful hit, if the first roll is higher than the second, the blast deals an additional 1d10 force damage to the target. If the second roll is higher, you take 1d10 force damage. |
| 2 | The Wanderer (Gale) | The card flutters violently as if caught in a high wind, darting from one position to the next. | When you make your next Eldritch Blast beam attack, you can bank the beam off of up to two surfaces to bend around obstacles and ignore half and three-quarters cover. |
| 3 | The Whispering Tide (Merelune) | The card appears sodden and heavy. Seawater continuously weeps from its bottom edge, dripping upwards in defiance of gravity. | If you hit a creature with your next Eldritch Blast beam, you temporarily daze the target, reducing its focus. Until the start of your next turn, the creature has disadvantage on its next Intelligence, Wisdom, or Charisma saving throw. |
| 4 | The Storm's Visage (Onyx) | Small arcs of blue lightning jump from the card to your shoulder and it emits a low, thrumming bass vibration. | If you hit a creature with your next Eldritch Blast beam, the creature must also succeed on a Strength saving throw against your spell save DC or be knocked prone. |
| 5 | The Blooming Spiral (Virelune) | Vibrant, spectral petals peel off the face of the card and dissolve into golden pollen as they hit the ground. | If you hit a creature with your next Eldritch Blast beam, the target cannot take reactions until the start of its next turn. |
| 6 | The Black Shepherd (The Obsidian Shepherd) | Shadows cling to this card, stretching out like tendrils or grasping fingers towards the nearest enemy. The card itself seems to suck the light out of the immediate area. | If you hit a creature with your next Eldritch Blast beam, you can pull the target 10 ft closer to you in a straight line. You may also also forego the damage of your attack to pull the target an additional 5 ft. |
| 7 | The Turning Cycle (Tzacthun) | The card pulses rhythmically like a beating heart. Thick, dark crimson droplets ooze from the card's edges. | If you hit a creature with your next Eldritch Blast beam, the target's speed is halved until the start of your next turn, and the creature has disadvantage on all Dexterity saving throws and ability checks. |
| 8 | The Sundered Veil | The air immediately around the card looks fractured, like a broken mirror. The image on the card glitches and stutters. | If you hit a creature with your next Edritch Blast beam, you also disrupt the target’s focus, causing it to have disadvantage on its next Constitution saving throw to maintain concentration until the start of your next turn. |
| 9 | The Trial of Chains | Spectral chains hang translucently from the bottom of the card, dragging in the air as it floats. | If you hit a creature with your next Eldritch Blast beam, spectral shackles also pins the target in place. The target’s speed becomes 0 until the start of your next turn. |
| 10 | The Iron Anvil (Gardal) | The card glows a dull, angry cherry-red, as if it was just pulled from a forge. Heat waves ripple the air above it, and occasional sparking. | If you hit a creature with your next Eldritch Blast beam, the creature must also succeed on a Strength saving throw against your spell save DC or drop 1 held object of your choice. The object can also be pushed up to 10 feet away from you. |
| 11 | The Broken Chain (Pyroxis) | The card is charred and cracked, with veins of molten magma glowing brightly through the fissures. | If you hit a creature with your next Eldritch Blast beam, the blast deals and additional 1d6 force damage to all other creatures within 5 ft. of the target, as the beam explodes upon impact. |
| 12 | The Flaming Crown (Solarum) | The card shines with a blinding, white-gold luminance, resembling a miniature sun. | If you hit a creature with your next Eldritch Blast beam, you can forego damage to cause each creature of your choice within 15 ft. of the target to succeed on a Strength saving throw against your spell save DC or be pulled up to 10 ft. toward the target's space. |
| 13 | The Drowned Soul (Olothri) | Ghostly, translucent hands seem to press against the surface of the card from the inside, trying to push out. | If you hit a creature with your next Eldritch Blast beam, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn. |
| 14 | The Blighted Grove (Margreve) | The edges of the card appear curled and brown, as if decaying in real-time. Greenish spores puff out from the card in small clouds. | If you hit a creature with your next Eldritch Blast beam, you can forego the damage to instead force the target to succeed on a Constitution saving throw or subtract a 1d6 from all attack rolls for its next turn. |
| 15 | The Dance of Ash (Pyralis) | The card slowly disintegrates and reforms endlessly. Flakes of gray ash drift off it, as it sways in a dancing motion. | If you hit a creature with your next Eldritch Blast beam, you can forego the damage to cause the beam to ignite the ground in burning embers in a 15 ft. sphere around the target until the start of your next turn. The embers act as difficult terrain for the duration. When a creature moves into or within the area, it takes 1d6 fire damage for every 5 feet it travels. |
| 16 | The Eye Fractured (Oculon) | An eye on the card frantically looks around . The space around the card warps making it difficult to tell exactly how far away the card is. | If you hit a creature with your next Eldritch Blast beam, you can forego the damage to magically twist space around the target. The creature must succeed on a Wisdom saving throw (the target can choose to fail), or you instantly swap places with the creature if within 60 ft. |
| 17 | The Gilded Hunt | The card is semi-transparent and ghostly. It leaves a tracer trail of green spectral light when it moves. | Your next Eldritch Blast beam attack can hit a target through total cover up to 5 ft. thick. However, the attack roll must be made at disadvantage unless you have a means of knowing the location of the target (e.g. Faerie Fire). |
| 18 | Velithar's Twin | The card rotates slowly on its axis, each side showing a different phase of the moon with every turn. | If you hit a creature with your next Eldritch Blast beam, you can forego the damage to disorient the target. Until the start of your next turn, the creature must first succeed on a Wisdom saving throw against your spell save DC prior to its next attack or else it must choose a different target. If there are no other targets available, the creature loses its attack action. |
| 19 | The Wild Hunt (Velthorn) | The card vibrates violently. Green brambles burst wildly from the card before decaying. | Prior to casting Eldritch Blast, you may expend a spell slot to deal an extra 1d8 force damage to the target if your next beam hits, plus another 1d8 per level of the spell slot. However, all other beam attacks on your turn are made at disadvantage. |
| 20 | The Last Door (Endura) | The card appears as a void of pure blackness, absorbing all light that touches it. It floats perfectly still—unnaturally so. | Your next Eldritch Blast beam attack scores a critical hit on a roll of 18–20. If the attack is a critical hit, it deals and additional 1d10 force damage. |
Level 6: Spiteful Curse
When you use the Deck of Divine Threads, you can now cast Bestow Curse once without a spell slot as the action or Reaction for that feature, and you regain the ability to cast it in that way when you finish a Long Rest. If the target succeeds on its saving throw against the spell, your use of this feature isn’t expended.
When you cast the spell in this way, its range becomes 60 feet, and it lasts 1 minute with no Concentration required. If the target succeeds on its saving throw against the spell, roll on the Deck of Divine Threads curses, and the target suffers that curse instead.
Level 10: Crown of Judgement
As a Bonus Action, you can manifest the majestic might of Solarum for 1 minute. For the duration, a visible mark appears on you—such as a seven-pointed crown made of flames surmounting your head—and you gain the benefits listed below. Once you use this Bonus Action, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Dark Heart. Once on each of your turns when you damage a creature, the target takes an extra 1d8 Necrotic damage.
King of All. You radiate an aura of power in a 20-foot Emanation that originates from you. When you activate this feature, and at the start of each of your turns, you can choose a creature you can see in the aura. The target must succeed on a Charisma saving throw against your spell save DC or suffer one of the following effects of your choice until the start of your next turn:
Enticement. The target has the Charmed condition.
Wickedness. The target has Disadvantage on attack rolls and ability checks.
Terror. The target has the Frightened condition and must move away from you by the safest route during its turn unless there is nowhere to move.
Level 14: Gather the Coven
You can now share the Horned King’s power with those you deem worthy. You perform a 1-hour ritual, which can be done during a rest, forming a bond with up to six willing creatures that must remain within 10 feet of you during the ritual. You can end the bond for any number of the creatures (no action required), and the bond ends when you die. The bond grants the following benefits.
Cartomancy. Choose one of the curses from your Deck of Divine Threads feature. The bonded creatures can now each use that Reaction option once, and they regain the ability to do so when they finish a Long Rest.
Fly By Night. As a Bonus Action, choose one of the bonded creatures. If you and the target are on the same plane of existence, you magically teleport to the nearest unoccupied space next to the creature. You can use this benefit once, and you regain the ability to do so when you finish a Short or Long Rest. If your Crown of Solarum feature is active when you use this Bonus Action, the use isn’t expended.
Hand of the King. While your Crown of Solarum feature is active, the first time a bonded creature damages another creature during its turn, the target takes an extra 1d10 Necrotic damage.
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