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  1. Notes

Pact of the Celestial(Homebrew)

Subclass

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 to 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, 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 Patron Spells


Celestial Patron Spells

Spell LevelSpells
1st

Cure Wounds, Guiding Bolt

2nd

Prayer of Healing, Scorching Ray

3rd

Revivify, Spirit Guardians

4th

Freedom of Movement, Wall of Fire

5th

Flame Strike, Greater Restoration

Bonus Cantrips

At 1st level, you learn the Guidance and Light 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 proficiency bonus. 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. When you cast a spell or use a Warlock class feature that restores hit points or deals radiant or fire damage, you add your proficiency bonus to the number of hit points restored and radiant and fire damage dealt. Spells with multiple instances of damage or healing only apply this bonus once.

Celestial Resilience

Starting at 10th level, you and up to five other creatures that you can see gain temporary hit points equal to your warlock level whenever you finish a short or long rest.


In addition, if you end your turn with less than half your hit points remaining, you can immediately spend hit dice to regain hit points. You can spend a number of hit dice up to your proficiency bonus. Once you’ve used this feature you can’t use it again until you finish a short or long rest.

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 stand up if you so choose. Each creature of your choice that is within 30 feet of you takes 2d10 + your warlock level radiant damage and is blinded until the end of their current turn.


Once you use this feature, you can’t use it again until you finish a long rest.