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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.