The Celestial Revised

by Tatarius

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Patron: 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.

  • Original Source: Xanathar's Guide to Everything

Patron Spell List


  • Each Patron has a list of spells—its patron spells—that
  • you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th
  • These spells are known so long as you are within
  • good standing with your patron. If you have a patron spell
  • that doesn’t appear on the warlock spell list, the spell
  • is nonetheless a warlock spell for you.
The Celestial Patron Spells
Spell Level Spells
1st Cure Wounds, Guiding Bolt
2nd Scorching Ray, Lesser Restoration
3rd Spirit Guardians, Revivify
4th Death Ward, Wall of Fire
5th Flame Strike, Circle of Power

Celestial Gift


  • At 1st level, 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


  • 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
  • plus 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 and fire damage, and when you cast a spell that
  • deals radiant or fire damage, you add your Charisma
  • Modifier (minimum 1) to the damage rolls of that spell or
  • ability. You can’t add your Charisma to damage from this
  • feature more than half your proficiency bonus (rounded
  • down) number of times per turn, if a spell or feature allow
  • multiple instances of damage.

  • Additionally, when someone makes their saving throw vs
  • your Sacred Flame Cantrip, if they make their save, they
  • still take half damage. When the celestial warlock would
  • cause a creature within the bright light of the celestial’s
  • Light cantrip to make a Dexterity saving throw, that save
  • is done so with disadvantage.

  • In addition, the Celestial warlock’s eldritch blast attacks
  • are done so with advantage as long as the target is within
  • the bright light from the celestial's light cantrip.

  • Furthermore, you can choose to have your Eldritch Blast
  • deal radiant damage instead of force damage. You must
  • make this distinction before you roll to attack.

Celestial Resilience


  • 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 Warlock level, and is
  • blinded until the end of your next turn.

  • Once you use this feature, you can’t use it again until you
  • finish a long rest.
 

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