Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
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.
Nalkara, Sire of Auril and Thrym (Empyrean)
She is a stunningly beautiful Empyrean whose very feelings affect the area surrounding her. She is a unique patron of Celestial Warlocks as she is more Neutral than Good and has an evil streak that prevents her from being fully a heavenly being.
Terms: You are to be a defender of the creatures of water and the cold. You bridge between traditional good and evil as Auril and Thyrm bridged god and overgiant.
Punishments: Water and snow becoming dangerous.
Gabriel, Servant of Bahumat (Solar)
A mind bendingly powerful Solar who fights for justice and serves the Platinum Dragongod with unceasing loyalty. Like all angels he is a construct of Law and Goodness who is impartial and dedicated to his tasks.
Terms: Serve Law and the greater good.
Punishments: Killing a fiend or undead.
Viryn, Valkyrie of Tyr (Solar)
A valiant and prideful warrior who shepherds the valiant to their well deserved rest. She loves proving heroes and fighting for really any reason but justice is a good reason. (Female only)
Terms: Fighting injustice and never running from a fight.
Punishments: Facing summoned Berserkers to prove your metal.
Daiwon, Enemy of Red Dragons (Ki-Rin)
He is a mighty defender of nature and targets and kills the most powerful of the Chromatic Dragons. More than a divine servant, he is a force of destruction that the multiverse is blessed to have on the side of good.
Terms: Protect nature from creatures that produce fire.
Punishments: Quests to kill creatures of fire.
Andahar, Magical Steed (Unicorn)
A steed to the gods and a powerful being in their own right, Andahar is an ally of magic users. They are a herald of doom to those that seek out evil. He defends sources of magical knowledge so that they can be used for generations to frustrate the efforts of evil.
Terms: To promote and defend arcane casters and the study of magic for the betterment of good.
Punishments: Finding and returning Unicorn parts or corpses to the wild.
Tezza-Zyanya, Servant of Jezirian (Couatl)
She is a servant to one of the most powerful and good beings of all time. She is a living symbol of salvation and good to all that serve the heavens. She is a crafty soul who values creative and intelligent followers.
Terms: Guiding lost and good souls to the upper planes.
Punishments: Riddles that are presented to test your mind that if unsolved could result in a short term spell with the Debuff tag cast upon you such as Bane.
Fireline, Breaker of Primordials (Sphinx)
She is on the forefront of one of the most important battlefields in the multiverse. If she was allowed to do as she wished without her self appointed task she would be one of the most powerful beings of all time that influenced the material plane.
Terms: Fight and undermine Primordials and return them to their prisons.
Punishments: Spending time protecting and checking ancient sites.
| Level | Prepared Spells |
|---|---|
| 3 | Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Sacred Flame |
| 5 | Daylight, Revify |
| 7 | Guardian of Faith, Wall of Fire |
| 9 | Greater Restoration, Summon Celestial |
Subclass Features
Patron Spells
Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Healing Light
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 ft of you, spending dice from the pool. The maximum number of dice you can spend at once equals your CHA modifier (Minimum 1). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Radiant Soul
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, once per turn you can add your CHA modifier (Minimum 10 to one Radiant or Fire damage roll of that spell against one of its targets.
Celestial Resistance
You gain additional protection from your Magical Cunning ritual. You gain temporary hit points whenever you finish your Magical Cunning ritual. These temporary hit points equal your Warlock level + your CHA modifier (Minimum 1). 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 CHA modifier (Minimum 1).
Searing Vengeance
The radiant energy you channel allows you to resist death. When you or a creature within 60 ft of you has to make a death saving throw you can use your reaction to give the target hit points equal to your Warlock level plus your CHA modifier (Minimum 1), and then end their Prone condition. Choose up to five creatures within 30 ft of the target, they take Radiant damage equal to half the hit points restored, and on a failed CON saving throw DC equal to your spell save DC, are 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.