The Celestial Patron
Your patron is an angelic being known as a celestial, who grants you divine and radiant power. Though they share similarities to gods, celestials are not god-like beings and aren’t constrained by the rules of godhood. Your patron is an especially powerful celestial that grants you its radiant light to wield in battle. With this patron’s power, you can empower your magic with radiant light and face your enemies with angelic brilliance.
Patron’s Influence
Starting at 3rd level, your patron’s power changes your pact magic capabilities. The following spells are added to your list of spells. These spells are always prepared and do not count against the number of spells you know. These spells are considered warlock spells for you.
When you reach 14th level, you can cast one of the spells from this table without expending a spell slot. Using this feature, you must complete a long rest before you can do so again.
| Warlock Level | Patron Spells |
|---|---|
| 3rd | Guiding Bolt, Moonbeam |
| 5th | Daylight |
| 7th | Guardian of Faith |
| 9th | Flame Strike |
Additionally, when you cast the Eldritch Blast cantrip, you can change the damage type of the spell to radiant damage instead of force damage.
Celestial Light
Starting at 3rd level, you gain the ability to channel celestial energy into searing light. You have a pool of d6s that you spend to fuel your attacks and spells. The number of dice in this pool equals 1 + your warlock level. Your pool regains all expended dice when you finish a long rest.
Whenever you deal radiant damage, you can spend dice from your pool of d6s to add additional radiant damage. You choose the number of dice to spend from the pool, roll the dice, and add the results to the radiant damage you deal. The maximum number of dice you can spend at once in this way equals your Intelligence modifier or Charisma modifier (minimum of one die).
Alternatively, as a bonus action, you can choose to spend dice from your pool to shoot a ray of radiant energy. You make a ranged spell attack at a target within 60 feet. On hit, the ray deals radiant damage equal to the number of dice you spend + your Intelligence modifier or Charisma modifier. The maximum number of dice you can spend at once in this way equals half your proficiency bonus (rounded down). Additional radiant damage added from this pool of dice is not doubled when determining the damage of a critical hit.
Radiant Vessel
Beginning at 6th level, your patron bestows you the ability to emit a brilliant radiant light that burns away at your nearby enemies. As a bonus action, you can illuminate your body and everything you’re carrying, shedding 10 feet of bright light, and 10 feet of dim light. Any creature of your choice that starts its turn within your bright light takes radiant damage equal to half your Intelligence modifier (rounded up) or half your Charisma modifier (rounded up). This light lasts until you are reduced to 0 hit points, or until you dismiss it as a bonus action.
Celestial Reservoir
Starting at 6th level, your otherworldly reserves of power extend to your patron’s searing light. When you use your Eldritch Reservoir feature, in addition to regaining expended pact spell slots, you also regain 2 expended dice from your pool of d6s in your Celestial Light feature.
Searing Vengeance
Starting at 10th level, the radiant energy you channel allows you to resist death. When you reach 0 hit points, instead of falling unconscious, 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 1d12 + your Intelligence modifier or Charisma modifier, and it is blinded until the end of its next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Radiant Soul
Starting at 10th level, your link to your patron enhances your radiant power. While the light from your Radiant Vessel feature is active, it radiates 20 feet of bright light and 20 feet of dim light instead of its original radius, and when you roll any of the dice in your pool of d6s from your Celestial Light feature, you treat any rolls of 1 or 2 as a 3.
Celestial’s Brilliance
Starting at 14th level, you can conjure the power of your celestial patron to deliver a radiant storm of light. As an action, you create five beams of light that appear in five separate points you can see within 120 feet. Each beam is 10 feet long, 10 feet wide, and 60 feet tall, and cannot target the space where another beam is targeting. Each creature in the space of at least one beam must make a Dexterity saving throw against your Spell save DC. On a failed save the target takes 6d10 radiant damage plus an additional 3d10 for each additional beam that hits the target. On a successful save, the target takes half the radiant damage.
After conjuring this light, your patron blesses you with additional power. You gain advantage on the next attack roll you make within the next minute against each target.
Once you use this feature, you can't use it again until you finish a long rest.

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