Pact of 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 creature of celestial origin. Such entities are invested in the struggle against the forces of evil, though your relationship with your patron is complex — bound by obligation as much as shared purpose. These radiant beings extend a measure of their power to you, and in exchange, you carry their light into the darkest corners of the world.
Pact of the Celestial Table:
| Level | Subclass Features Gained |
|---|---|
| 1st | Expanded Spell List, Bonus Cantrips, Healing Light |
| 6th | Radiant Soul |
| 10th | Celestial Resilience |
| 14th | Searing Vengeance |
Subclass Features
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.
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, guiding bolt |
| 2nd | flaming sphere, lesser restoration |
| 3rd | daylight, revivify |
| 4th | guardian of faith, wall of fire |
| 5th | flame strike, greater restoration |
Bonus Cantrips
1st-level Pact of the Celestial feature
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
1st-level Pact of the Celestial feature
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of \(1d6\)s 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
6th-level Pact of the Celestial feature
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 Resilience
10th-level Pact of the Celestial feature
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
14th-level Pact of the Celestial feature
Starting at 14th level, the radiant power you channel allows you to resist death. When you or an ally within 60 feet of you falls to 0 hit points, you can use your reaction to channel radiant energy. The creature is instead restored to 1 hit point, and a burst of radiant energy erupts from it in a 30-foot radius. Each creature of your choice in that area takes \(2d8\) + your Charisma modifier radiant damage and 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.