Celestial Patron

Your pact draws upon the power of the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or some similar entity associated with those realms. Your pact allows you to experience the barest touch of the holy light that illuminates the multiverse.

Expanded Spell List

At 3rd level, you gain the following spells. They do not count against your spells known, and count as warlock spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.

1st Level: Cure Wounds, Guiding Bolt

2nd Level: Flaming Sphere, Lesser Restoration

3rd Level: Daylight, Revivify

4th Level: Guardian of Faith, Wall of Fire

5th Level: Flame Strike, Greater Restoration

Bonus Cantrips

At 3rd level, you gain the cantrips Light and Sacred Flame. They count as warlock cantrips for you, and don't count against the number of cantrips known.

Healing Light

At 3rd 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 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, or when you use your Magical Cunning feature.

Radiant Soul

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 add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you use your Magical Cunning feature or 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 or Magical Cunning feature. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

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 radiant damage equal to 2d8 + your Charisma modifier, 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.