Base Class: Warlock
Congratulations, you have made a pact with a powerful celestial being that needs use of you to further the cause of good in the world. Well, their view of good. On a positive note, a celestial probably is not going to need your soul when your pact has been fulfilled and they no longer have use for you. Some celestials grant you power to heal the world, your's also wants you to destroy evil. Maybe you helped one of their devout out of a bad situation, maybe you stumbled onto their plane and shared a meal with them. No matter how you met them, they decided to grant some power, not asking for belief or adherence in return, just a favor.
Expanded Spell List
The Celestial Blade 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 Blade Expanded Spells
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Blessed Blade
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 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.
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. 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. Your pool regains all expended dice when you finish a long rest.
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, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Radiance
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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Posted Nov 14, 2023Nice combo - I think you meant to put "Greater Restoration" on the table for a 5th level spell?
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Posted May 6, 2021Awesome! I had a character concept exactly along these lines, and was troubled about Hexblade vs Celestial. Many thanks for putting in the work!