The beings of the upper planes are powerful and glorious to behold. These beings are often difficult for mortals to fully perceive as much of their essence lies beyond a veil that can only be pierced through the mortal’s own death. These beings dwell in planes of everlasting bliss, passing their time with entertainment, happiness, and seeking to better themselves. Some venture out from these planes in search of this final goal and these ones that do often end up becoming pactmasters for warlocks, allowing them to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes to the behavior and beliefs of the fledgling warlock. They may find themselves driven to annihilate the undead, defeat fiends, and protect the innocent. Some of these powerful beings are not so benevolent, however, and take advantage of their status as celestials to trick mortals into pledging themselves to them.
Alteration
Warlocks who pledge to this category of patron become divine spellcasters rather than arcane, and so such a warlock's spells count as Divine spells.
Patron Spells
1st-Level Warlock (The Celestial) Feature
You gain patron spells at the warlock levels listed. These spells do not count against your spells known.
Spell Level | Spells |
1st | cure wounds, guiding bolt |
3rd | flaming sphere, lesser restoration |
5th | daylight, revivify |
7th | guardian of faith, wall of fire |
9th | flame strike, greater restoration |
Celestial’s Blast
1st-Level Warlock (The Celestial) Feature
When you cast your eldritch blast spell, you can choose to change the damage type to positive energy. When you score a critical hit against a creature with your eldritch blast and deal positive energy damage, a creature you can see within your eldritch blast’s range gains temporary hit points equal to the damage dealt. These temporary hit points last for 1 hour.
Bonus Cantrips
1st-Level Warlock (The Celestial) Feature
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
1st-Level Warlock (The Celestial) Feature
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.
Pact Focus: Eldritch Feather
3rd-Level Warlock (The Celestial) Feature
Dedicated to the Celestial, you can select this option instead of one of the pact foci available to all warlocks when you gain the option to choose one at 3rd level.
Your patron has granted you authority over life. You can cast
cure wounds without expending a spell slot or spell components with a range of 30 feet instead of Touch. After using this ability, you cannot do so again until you finish a short or long rest, or you expend a Warlock spell slot to cast this spell again.
Radiant Soul
6th-Level Warlock (The Celestial) Feature
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 add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Celestial Resistance
10th-Level Warlock (The Celestial) Feature
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
14th-Level Warlock (The Celestial) Feature
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 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.
Celestial Pactmasters
Comments