Celestial v2.0.0 #
Patron Spells (1) #
- When your Pact Slots reach the Spell Level shown on the Celestial Spells table you learn the corresponding Spells. Each of these Spells counts as a Warlock Spell for you, but it doesn’t count against your number of Spells Known.
- Additionally you learn the Sacred Flame and Light cantrips. They count as Warlock Cantrips for you, but they don’t count against your number of cantrips known.
Celestial Spells #
Spell Level | Spells |
---|---|
1st | Cure Wounds, Guiding Bolt |
2nd | Aid, Lesser Restoration |
3rd | Daylight, Revivify |
4th | Guardian of Faith, Wall of Fire |
5th | Greater Restoration, Summon Celestial |
Healing Light (1) #
- 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 that you can see within 60 feet of yourself, 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, and restore a number of Hit Points equal to the roll’s total.
- Your pool regains all expended dice when you finish a Long Rest.
Radiant Soul (6) #
- Your link to your patron 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 the Radiant or Fire Damage Roll of that spell.
Celestial Resilience (10) #
- You gain Temporary Hit Points whenever you use your Eldritch Communion feature or finish a Short or Long Rest. These Temporary Hit Points equal your Warlock Level plus 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 plus your Charisma Modifier.
Searing Vengeance (14) #
- The radiant energy you channel allows you to resist death. When you or one of your allies have to make a Death Saving Throw at the start of their turn, you can instead cause them to spring to their feet with a burst of radiant energy. They regain Hit Points equal to half their Hit Point Maximum and then stand if they so choose. Each Creature of your choice that is within 30 feet of them takes Radiant Damage equal to 2d8 plus your Charisma Modifier, and each has the Blinded condition until the end of the current turn.
- Once you use this feature, you can’t use it again until you finish a Long Rest or spend a Pact Slot to regain your usage.