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 |
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#### Celestial Gift
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- 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.
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#### Healing Light
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- 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.
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- 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.
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- Your pool regains all expended dice when you finish a
- long rest.
#### Radiant Soul
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- 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.
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- 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.
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- 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.
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- 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.
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#### Celestial Resilience
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- 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.
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#### Searing Vengeance
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- 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.
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- Once you use this feature, you can’t use it again until you
- finish a long rest.