Celestial Warlock (5e Class)

From D&D Wiki

Jump to: navigation, search

Celestial Warlock[edit]

Not every holy person is freely given gifts by their gods. Not every warlock feels the need to ally/make a deal with a demon. Occasionally a deal must be made with a Celestial being to keep someone's soul intact. With good bargaining skills and better luck, becoming a Celestial Warlock can be the result. A Celestial Warlock is able to manipulate radiant energy with positive or negative elements and can begin to utilize certain aspects of their divine patron for their own benefit.


Class Features

As a Celestial Warlock you gain the following class features.

Hit Points

Hit Dice: 1d8 per Celestial Warlock level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Celestial Warlock level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Healer's kit or Adventure's kit
Saving Throws: Charisma & Wisdom
Skills: Choose 2 from: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Crossbow with 20 Bolts or (b) Any Simple Weapon
  • (a) Component Pouch or (b) Arcane Focus
  • Leather Armor
  • (a) Healer's Kit or (b) Adventure's Kit
  • If you are using starting wealth, you have 5 Electrum Coins in funds.

Table: The Celestial Warlock

Level Proficiency
Bonus
Features Light's Caress Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Light's Caress 1d6 2 0
2nd +2 Sacred Weapon 1d6 2 2 2
3rd +2 Celestial Aspects 1d6 2 3 3
4th +2 Ability Score Improvement 2d6 3 4 3
5th +3 Ritual Casting feat 2d6 3 5 4 2
6th +3 Sacred Pulse 2d6 3 6 4 2
7th +3 Celestial Aspect Feature 3d6 4 7 4 3
8th +3 Ability Score Improvement 3d6 4 8 4 3
9th +4 3d6 4 9 4 3 2
10th +4 Sacred Armor 4d6 4 10 4 3 2
11th +4 4d6 5 10 4 3 3
12th +4 Ability Score Improvement 4d6 5 11 4 3 3
13th +5 Celestial Aspect Feature 5d6 5 11 4 3 3 1
14th +5 5d6 5 12 4 3 3 1
15th +5 Sacred Return 5d6 6 12 4 3 3 2
16th +5 Ability Score Improvement 6d6 6 13 4 3 3 2
17th +6 6d6 6 13 4 3 3 3 1
18th +6 Celestial Aspect Feature 6d6 7 14 4 3 3 3 1
19th +6 Ability Score Improvement 7d6 7 14 4 3 3 3 2
20th +6 Sacred Avatar 7d6 7 15 4 3 3 3 2

Spellcasting[edit]

At 1st level, you know one cantrip of your choice from both the Cleric spell list and the Warlock spell list (with the exception of any necromancy and/or necrotic damage spells). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.


By 2nd level, you have learned to draw on arcane magic and turn it into divine magic to cast spells.

Learning and Casting Spells

The Celestial Warlock table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest. As you level, you will choose your spells known from the Cleric spell list and/or the Warlock spell list(with the exception of any necromancy and/or necrotic damage spells). The spells learned must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spells. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the DC for a basic spell you cast and when making a attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a sacred weapon as a spellcasting focus for your spells, otherwise you must use your Divine Patron's holy book, scripture, or other divine implement.


Light's Caress[edit]

At 1st level, the Celestial Warlock learns a unique way to manipulate radiant energy focusing either negative or positive elements to it. The Warlock shapes that energy into a bolt and throws it to a target within 30 feet; If the bolt has positive energy the target is healed; if the bolt has negative energy make a ranged spell attack against the target, on a hit the target takes damage. The hit die for this ability is located in the Celestial Warlock Table. You can use this ability as many times as your Charisma modifier +Your level. You regain all charges after a long rest and 2 charges after a short rest.

Undead and demons take an additional 50% of damage.

Sacred Weapon[edit]

At 2nd level, with a bonus action, you imbue one weapon with negative radiant energy. The imbued weapon deals an extra 1d4 radiant damage with every successful attack. This ability can be applied to one weapon at a time and only once.

The damage increases at 5th level (1d6), 10th level (1d10) 15th level (2d6) and 20th level (2d8)

Celestial Aspects[edit]

At 3rd level, you may choose a Celestial Aspect as listed at the bottom of this page. You gain additional features at levels 7, 13, and 18.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Ritual Casting[edit]

You can use your Divine Patron's holy book or scripture as a ritual book as per the Ritual Casting feat.

Sacred Pulse[edit]

At 6th level, you learn to release a wave of radiant energy in a 30 feet radius from the Divine Warlock. The Warlock must choose if the energy is positive (every creature within radius is healed) or negative (every creature within radius takes radiant damage). All undead and demonic creatures treat this spell as if cast with negative energy and take damage accordingly. Creatures targeted by this ability may perform a Dex saving throw against the Warlock spell save DC and take half damage on a successful roll. This ability uses the same hit die as Light's Caress from the Celestial Warlock Table. you can use this ability 2 times a day and you regain this uses after a long rest. At 12th level, you can use this ability 3 times a day and 4 times a day at level 18.

Sacred Armor[edit]

At 10th level, you may imbue your armor or the armor of another creature with negative radiant energy. Every time you are successfully hit by a creature within 10 feet of you, the armor will deal 2 points radiant damage to that creature as a reaction from the attack. The damage increases at level 15 to 4 points.

Sacred Return[edit]

At 15th level, the Celestial Warlock learns to store a great amount of positive radiant energy within him. As long as this energy is within you, whenever your hit points reach 0 or lower you spend this ability to automatically resurrect with half hp and protective aura that increases your AC by 5 for one turn. You can also use this ability to resurrect one creature within range to a quarter hp as long as it has not been dead for more than 24 hours and you only need a small piece of the creature to be able to use this ability. This ability has 1 charge, to regain the charge you must complete a 15-hour ritual with a component requirement of 1 large diamond and a bag of purifying salts worth a total of 1 platinum.

Sacred Avatar[edit]

At 20th level, you learn to cover yourself in a mixture of positive and negative radiant energy creating a shiny angelic avatar that is launched from you. The angelic form is 35 feet wide (centered on you), 15 feet tall and travels as far as 100 feet in a straight line from the Warlock. Any enemy creature in range of this attack is automatically hit with 7d6 radiant damage and are knocked prone regardless of size; Any friendly creature in its path is healed by 7d6. You can use this ability once and can regain it after a long rest.

Celestial Aspects[edit]

There are many divine aspects that may manifest into the world depending on your patron and the terms of your pact. Below are 3 such Aspects and their benefits.

God of Light[edit]

Light's Boon

At 3rd level when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). These temporary hitpoints may be used by you or half the value can be granted to another creature of your choosing within 30ft.

Divine Intervention

At 7th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Light Shell

At 13th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons ignores this resistance.

Judgement

At 18th level, when you hit a creature with an attack, you can use this feature to instantly transport the target to your patron's plane. Your patron will judge their fate to their whims. If allowed to survive, then at the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 8d10 radiant damage unless your patron deigns to protect the creature from their divine presence. Once you use this feature, you can't use it again until you finish a ritual requiring a gemstone, a plant, and part of a creature as decided by your patron. The ritual will take 4 uninterrupted hours which will not count as a short rest. The knowledge of this ritual is granted to you upon gaining this level.

God of Creation[edit]

Great Maker

At 3rd level you may now add spells from the Druid spell list, as well as immediately gaining the spell Find Familiar from the wizard spell list. The following limitations apply to the familiar: the creature summoned will always be classified as celestial. The creature will be chosen by your divine patron.

Act on My Will

At 7th level your celestial familiar will be granted a plus 2 proficiency on all rolls due to divine influence.

Granted Form

At 13th level your patron will select a new form to better support you. This new form will not be above CR 6. This form is now sentient and can now utilize tools, weapons, and armor as appropriate, as well as gaining the ability to speak and understand any language the Celestial Warlock can.

A Lesser Divine

At 18th level your divine patron will empower your familiar with their might, allowing the celestial being to channel the power of your patron and act on their behalf for 1 turn. Results may vary. Once you use this feature, you can't use it again until you finish a ritual requiring a gemstone, a plant, and part of a creature as decided by your patron. The ritual will take 4 uninterrupted hours which will not count as a short rest. The knowledge of this ritual is granted to you upon gaining this level.

God of Vengeance[edit]

Divine Enemy

At 3rd level you may choose a divine enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively you may choose any 2 demonic species. Against your divine enemy you will gain advantage on wisdom checks to track them and intelligence checks to learn/remember/know details about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

May You Strike True

At 7th level you gain advantage on all rolls when in combat or other conflict with your divine enemy.

Eradicate My Foes

At 13th level you may choose another divine enemy archetype or 2 demonic species.

Eye of Vengeance

At 18th level, you gain divine senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it will no longer impose disadvantage on your attack rolls against it.

You may also channel the power of your patron to guide your sight to a threat or other item/creature/location of importance that your patron decides. If the target is hidden or invisible, then they are revealed to you. Once you use this feature, you can't use it again until you finish a ritual requiring a gemstone, a plant, and part of a creature as decided by your patron. The ritual will take 4 uninterrupted hours which will not count as a short rest. The knowledge of this ritual is granted to you upon gaining this level.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Celestial class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Celestial class, you gain the following proficiencies: Light armor, simple weapons.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: