The 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.

Expanded Spell List

The Celestial 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 Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th dawn, greater restauration

Bonus Cantrips

At 1st level, you learn the Light, Sacred Flame and Word Of Radiance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

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.

Additionnaly, your patron enlightens you for battle, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.


Radiant Conduit

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to necrotic damage and once per turn when you deal radiant damage, you can add your charisma modifier to the damage.

Additionally, when you roll for healing for a spell or for your Healing Light feature, you can reroll any 1 rolled.

Celestial Reinforcement

Starting at 10th level, the Celestial magic you use gently circulates through you, reinforcing your Celestial abilities. You can add a +2 bonus to each d6 rolled for your Healing Light feature.

Additionally, you and up to 5 creatures of your choice that you can see gain temporary hit points equal to half your warlock level + your spellcasting ability modifier whenever you finish a short or long rest.

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 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.

Art by Wizards of the Coast

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