The Celestial in Galir | World Anvil
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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 in 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, and 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.
Spell Level Spells
1st Cure Wounds, Guiding Bolt
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Spirit Guardians
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration

Radiant Blast

Your eldritch blast sears and blinds your foes. Whenever you score a critical hit with your eldritch blast, that creature becomes blinded until the end of their next turn.   Additionally, you can choose to deal radiant damage, instead of force, for your eldritch blast.  

Bonus Cantrips

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 + 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 damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

Celestial Resistance

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 Charisma modifier, and it 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 Exclusive Invocations

Angelic Weapon

Prerequisite: Pact of the Blade feature
As a free action on your turn, you can sheath your pact weapon with glowing light. This light sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While your weapon glows in this way, it deals radiant damage and deals an extra 1d8 radiant damage to fiends and undead.  

Angel's Wings

Prerequisite: 15th level
You can cast fly on yourself at will, without concentration, expending a spell slot, or material components.  

Celestial Scripture

Prerequisite: Pact of the Tome feature
Your Book of Shadows can now be inscribed with many more spells in much the same way a wizard's spellbook can. When you find a spell from the Cleric or Paladin spell lists, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell.   For each level of the spell, the transcription process takes 2 hours and costs 50 sp for the rare inks needed to inscribe it. The spells appear in the book and don't count against the number of spells you know.   You can cast any inscribed spell using your warlock spell slots, as long as you have your Book of Shadows.  

Divine Protection

Prerequisite: Pact of the Shroud feature
You can cast sanctuary and shield of faith on yourself at will, without expending a spell slot or material components.  

Mending Talisman

Prerequisite: Pact of the Talisman feature
When you would normally roll one or more dice to restore hit points with a spell or feature to a creature wearing your Talisman, you may instead use the highest number possible for each die.   Once you use this invocation, you can't use it again until you finish a short or long rest.  

Steed of the Faithful

Prerequisite: 5th level, Pact of the Chain feature
You can cast find steed at will without expending a spell slot. The steed replaces your familiar, and vice versa.   Once you use this invocation, you can't use it again until you finish a short or long rest.

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