Celestial Warlock (3.5e Class)

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Celestial Warlock[edit]

"Yes, the soul may be weak and sometimes it may even give in. But I've learned that deep down, there's a light that never goes out!"
—unnamed young Celestial Warlock


Where most warlocks get their spells from a demonic or draconic origin, this Warlock has had some divine association in its earlier years in life: he have sealed a pact with an angel. This divine connection makes this Warlock different from the power of a different sort of warlock. Usually angels who seal pacts with these people are dying angels whose will to keep doing good reaches some pure souls. Once the pact is sealed the angel dies, but his soul keeps living inside a Celestial Warlock's one. After the pact is sealed the Celestial Warlock forgets everything about the angel and the pact, but gains part of the angel's knowledge; enough knowledge to understand what he's able to do with his mysterious powers, what he is prohibited to do, and general knowledge a Celestial Warlock may need during the course of his life.

Making a Celestial Warlock[edit]

This class is more for crowd controlling with minor dabbles in divine spellcasting. Would work well as an offensive ranged spellcaster. It may also be used as a minor healer.

Abilities: Charisma, Wisdom and Constitution or Dexterity.

Races: Most any race would do.

Alignment: Any good or lawful neutral

Starting Gold: 4d4×10 gp (average: 100 gp).

Starting Age:Any.

Table: The Celestial Warlock

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Light Blast 1d6, Celestial familiar, Channel Positive Energy 1d6, Aura, Divine Protection, Invocation learned
2nd +1 +3 +0 +3 Domain Access, Detect/Read Magic, Detect alignment, Channel Positive Energy 2d6 Light Blast 2d6, Invocation learned
3rd +2 +3 +1 +3 Flame of Light
4th +3 +4 +1 +4 Divine Smite 1/day, Channel Positive Energy 3d6 Light Blast 3d6, Invocation learned
5th +3 +4 +1 +4 Domain Access, Bonus Feat Angelic Resistance
6th +4 +5 +2 +5 Light Blast 4d6 Channel Positive Energy 4d6,Invocation learned
7th +5 +5 +2 +5 Divine Smite 2/day, Domain Access
8th +6/+1 +6 +2 +6 Light Blast 5d6, Channel Positive Energy 5d6, Invocation learned
9th +6/+1 +6 +3 +6 Bonus Feat, tongues
10th +7/+2 +7 +3 +7 Light Blast 6d6, Channel Positive Energy 6d6, Invocation learned
11th +8/+3 +7 +3 +7 Domain Access, Divine Smite 3/day
12th +9/+4 +8 +4 +8 Light Blast 7d6, Channel Positive Energy 7d6,Invocation learned
13th +9/+4 +8 +4 +8 Angelic Wings
14th +10/+5 +9 +4 +9 Domain Access Light Blast 8d6, Channel Positive Energy 8d6, Invocation learned
15th +11/+6/+1 +9 +5 +9 Empowered Divine Light Blast, Bonus Feat
16th +12/+7/+2 +10 +5 +10 Divine Smite 4/day Light Blast 9d6, Channel Positive Energy 9d6, Invocation learned
17th +12/+7/+2 +10 +5 +10 Domain Access, Timeless body
18th +13/+8/+3 +11 +5 +11 Domain Access Light Blast 10d6, Channel Positive Energy 10d6, Invocation learned
19th +14/+9/+4 +11 +6 +11 Divine Smite 5/day, Bonus Feat
20th +15/+10/+5 +12 +6 +12 Light Blast 12d8, Domain Access, Channel Positive Energy 12d8, Invocation learned, One With the Angels

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)

Class Features[edit]

All of the following are class features of the Celestial Warlock.

Weapon and Armor Proficiency: Celestial warlocks are proficient with all simple weapons and the favored weapon of their deity. They are proficient with light armor and shields.

Channel Positive Energy: As a standard action, a Celestial Warlock may release a wave of energy. This power may affect one target for every 1 point in their Charisma modifier. With his channeling with a standard action, moreover, the targets must be close at least 10 feet from each other. The positive energy channeled heals living creatures and damages undead or outsiders with the evil sub-type, and the Celestial Warlock may add his Charisma modifier to the amount healed, but not to damage dealt to undead. It may be used a number of times per day equal to 3+ their Charisma modifier. This ability has the same range of the Light Blast.

Light Blast: As an attack action, a Celestial Warlock may fire a blast of energy at his foes. This blast may be a line ,a cone, or a projectile-like sphere. This ability has a range of 80 feet, but if used as a cone it has a 25 foot area and enemies must make a reflex save to half the damage taken. The line or sphere requires a ranged touch attack to hit. The Celestial Warlock may add his Charisma modifier to both to hit and damage. This feature can be treated as a weapon and levels in this class treated as fighter level for feats that would normally involve an actual weapon. For example: Weapon focus would apply to this feature, as would Rapid Shot. The light blast can be modify as the warlock eldritch blast at every even level 2-4-6-8-10-12-14-16-18-20 he can choose those invocation only to enhance his light blast special: He can not choose evil descriptor or vile descriptor instead they are changed to good and holy descriptor.

Invocations: Celestial warlocks have the ability to call upon the powers of Angels, using abilities called 'invocations'. These are considered to be at-will spell-like abilities. They always have a caster level equal to the celestial warlock's character level, and DCs equal to 10 + ½ the celestial warlock's character level + the celestial warlock's Charisma modifier. Unlike most spell-like abilities, invocations have an effective spell level, as noted in their descriptions.

Celestial warlock invocations come in five grades: least, lesser, greater, dark, and dire. The table above indicates when an celestial warlock can learn higher grades of invocations. At any level when an celestial warlock learns invocations, they can learn any invocation up to the highest grade they can use.

At 4th level, and every even-numbered level after that, an celestial warlock can permanently forget one invocation they know and replace it with another invocation that they could have learned at that level.

Aura (Su): A Celestial Warlock gives off an aura of any alignment that they lean strongly to. The auras being law/chaos and/or good. Any alignment changes will affect the aura and a True Neutral alignment does not give off a specific aura. This ability cannot be suppressed but is temporarily dispelled in an Anti-Magic Field or a similar functioning ability.

tongues: At 9th level a Celestial Warlock can speak any language except for Druidic.

Bonus Feat: A Celestial Warlock gain a bonus feat at certain level those feat must be either racial warlock feat or as fighter feat

Celestial Familiar: At first level a Celestial Warlock gains a familiar originated by the angel's heart (not by his soul). It functions as the Wizard ability, except the familiar gains the celestial template, though it cannot share nor transfer spells. Once the Celestial Warlock reaches lvl 3 it may be used to transfer the effects of domain powers by touch. If the familiar dies the Celestial Warlock cannot Channel Positive Energy (but retains all other abilities) until it is restored with an uninterrupted ritual of 48 hours, after the ritual the Celestial Warlock is exhausted and may not be able to use his powers for 1 day. The new familiar is originated by a divine miracle, so the angel's heart is completely restored, but the familiar gains 1 negative level for the next week.The familiar must be one appropriate of the deity the Warlock worships. For example a Warlock who worships Tyr will have a dog as a familiar. The familiar resides in the Warlock's heart, but may be summoned whenever the Celestial Warlock wants to as a full round action. can take a item familiar that is a symbol to the warlock instead of this feat gain item familiar feat.

Divine Protection: When unarmored a Celestial Warlock may add his CHA modifier to AC (as a deflection bonus) and to all his saves.

Detect/Read Magic: Functions as the 0-level cantrip. It can be used at will.

Detect Alignment: The Celestial Warlock has the supernatural ability to detect a subject's alignment. He doesn't need to pronounce magic formulas, nor it needs somatic components. He just needs to focus for 1 entire round on the subject and he will eventually know its true alignment. No spells or items can counter such ability.

Domain Access: At the given levels a Celestial Warlock gains access to 1 domain. This can be of any given domain, but best works in keeping with domains of the Deity that is worshiped. Each domain also has a certain 'level' of access: Basic, Intermediate, Advanced, Expert. When a domain is selected once, it is basic access. Choosing it a second time 'upgrades' it to Intermediate, a third time makes it Advanced, and a fourth time makes it expert. Basic Access grants the granted power feature of a Domain, plus each domain spell he can cast 3/day. Intermediate grants 4/day use each spell in the domain. Advanced Access grants 5/day of each spell in the domain. Expert access grants the spells 6/day. The exact spells available are defined as follows: The spell levels are determined as (only if spell is not listed with spell domains level) Celestial Warlock level/2 rounded down. There is also a requirement of having a Charisma Score of (10 + spell level) for being able to cast a specific spell.

Flame of Light: At 3rd level a Celestial Warlock's Light Blast may deal shock, holy, or fire damage now. The Celestial Warlock may change the energy type at will as a swift action.

Divine Smite: Starting at 4th level, the Celestial Warlock gains the ability to add twice their charisma modifier to attack and damage rolls on attacks against one evil-aligned creature or one neutral creature who have committed an evil act in front of the Celestial Warlock. This effect lasts until the designated creature is slain. This can be used 1/day and increases an additional use at the designated levels.

Divine Light Blast :A Celestial Warlock may choose to sacrifice 2d6 of the damage that the Light Blast could have done to instead intensify the electrical blast to a point to where this blast does half damage to a creature that would instead have immunity/absorption of shock or fire damage. At 15th level, this ability can be used without sacrificing the damage that can be done.

Angelic Wings :At 13th level, you can sprout a pair of ethereal wings and fly for a number of hours per day equal to your Celestial Warlock level/2 (rounded down), with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive.

Timeless body: At 17th level a Celestial no longer ages either through the passage of time or magically due to their divine abilities.

Angelic Resistance :At 5th level you gain DR 5/10/15/20 evil at levels 5/10/15/20 and resistance 10 against all types of energy

One with the Angels: At 20th level the celestial warlock is now a treated as a good outsider, in turn they are now affected by spells against good and banishment. You become immune to being charmed, frightened, possessed, petrified or exhausted. Gain Truesight 30ft and when you drop an evil outsider to 0 hp with your light blast they are completely destroyed instead of banished.

Ex-Celestial Warlocks[edit]

A Celestial Warlock who strays too far to the path of evil or takes level in a prohibited class will have these features completely lost and replaced with the equivalent levels of Warlock by sealing a new pact with a demon. If it exceeds 15 levels, The excess levels can be traded off for equivalent levels in any other class that the character qualifies for (Including prestige classes that the character qualifies for when the 15 levels of the class are factored in)

Epic Celestial Warlock[edit]

Table: The Epic Divine Warlock

Hit Die: d8

Level Special
21st
22nd
23rd Bonus Feat
24th
25th Domain Access
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

4 + Int modifier skill points per level. Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Bonus Feats: The epic Celestial Warlock gains a bonus feat from any feat that the Divine Warlock qualifies for every 3 levels after 20th.

Human Celestial Warlock Starting Package[edit]

Weapons: Kukri

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con -
Diplomacy 4 Cha -
Heal 4 Wis -
Knowledge (Religion) 4 Int -
Knowledge (The Planes) 4 Int -
Sense Motive 4 Wis -
Profession(Any) 4 Wis -
Sense Motive 4 Cha -
Spellcraft 4 Int -
Use Magic Device 4 Cha -

Feat: Toughness, Weapon Proficiency(Kukri).

Bonus Feats: Improved Initiative.

Gear:Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel.

Gold: 3d4 * 10 GP (Average: 75 GP)

Campaign Information[edit]

Playing a Celestial Warlock[edit]

Religion: Usually deities like Heironeous all the way to Olidammara (Consult the Player's Handbook) are considered. No evil deities are worshipped given how this is supposed to be of a good divine nature.

Other Classes: This class gets along well with both Arcane and Divine spellcasters given this class' general nature. The usual lawful good paladin would love these guys since this class is an epitome of the divine ranks. The closer to lawful good, the more the paladin will like these guys, not to mention the two would make something of a good combatitive foil, add a cleric with focus on healing and you'd have the triad of party members. Rogues can be anything from steadfast friends to viewing one another as begrudging allies at best alignment determines. warriors can be looked at as anything from heretics to crusaders, depends on alignment.

Combat: This class is usually an offensive caster, so can take place of a Sorcerer or a Wizard, or even a Cleric, especially in a campaign setting that stresses a battle of good vs evil.

Advancement: A Celestial Warlock cannot multiclass. Except he may take a max of 3 levels in other classes whose powers are originated from the divine.

Celestial Warlocks in the World[edit]

Wherever there would be a Cleric, there would be these guys just as likely. More so in areas with larger congregations of good deities.

Daily Life: Warlocks of these sorts tend to live a life of serving their Deity as is preached by the religion. They tend to be religious in their own ways.

Notables: N/A

Organizations: Those of Celestial Warlocks tend to congregate based on their religious beliefs. For the most part it would be the same as a Cleric

NPC Reactions: Most NPCs would see Celestial Warlocks as empowered clerics or a more Divine and varied form of Paladin.

Celestial Warlock Lore[edit]

Characters with ranks in Knowledge (Religion) can research Divine Warlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
5 The Celestial warlocks have some access to divine features akin to Clerics and Paladins.
10 Celestial Warlocks are varied on what Deities they worship, but none are ever evil. As their powers are divine gifts.
15 Celestial Warlocks have two unique divine features that affect their divine spellcasting abilities and combat capabilities.
20 A particular Clestial Warlock's general wherabouts

Celestial Warlocks in the Game[edit]

A Celestial Warlock fits well as a replacement to the spellcaster, healer, ranged attacker, and/or crowd control specialist.

Adaptation: Features of this class could be used in a Divine Prestige class layout.


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