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Warlock Celestial

The document summarizes the Celestial patron option for warlocks in Dungeons & Dragons 5e. Celestial warlocks make a pact with powerful beings from the Upper Planes, which can cause them to be driven to destroy undead and evil creatures. Their expanded spell list includes healing spells, and their abilities grant radiant damage resistance, temporary hit points for allies after rests, and the ability to heal or instantly revive themselves at higher levels.

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0% found this document useful (0 votes)
172 views

Warlock Celestial

The document summarizes the Celestial patron option for warlocks in Dungeons & Dragons 5e. Celestial warlocks make a pact with powerful beings from the Upper Planes, which can cause them to be driven to destroy undead and evil creatures. Their expanded spell list includes healing spells, and their abilities grant radiant damage resistance, temporary hit points for allies after rests, and the ability to heal or instantly revive themselves at higher levels.

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lo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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15/05/2020 The Warlock Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond

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.

Celestial Features

Warlock Level Feature

1st Expanded Spell List, Bonus Cantrips, Healing Light

6th Radiant Soul

10th Celestial Resilience

14th Searing Vengeance

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.

Celestial Expanded Spells

Spell Level Spells

1st cure wounds, guiding bolt

2nd flaming sphere, lesser restoration

3rd daylight, revivify


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15/05/2020 The Warlock Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
3rd day g t, e y
Spell Level Spells

4th guardian of faith, wall of fire

5th flame strike, greater restoration

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

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15/05/2020 The Warlock Class for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond

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.

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