About this mod
Implementation of The Celestial Warlock from Xanathar's Guide to Everything
- Requirements
- Permissions and credits
- Changelogs
Compatibility Framework is supported natively
Merged progression is supported natively
All spell lists for this mod are handled by my Spells Extra library
This subclass has progression to level 20. You don't need a mod to increase the level cap, you just won't get the level 13-20 features
Subclass Features:
Expanded Spell List:
1st-level The Celestial feature
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.
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
- Rules as written
- Spells drawn from the Warlock Spell List
- Progression:
- Level 1: Cure Wounds & Guiding Bolt added to spell selection
- Level 3: Flaming Sphere & Lesser Restoration added to spell selection
- Level 5: Daylight & Revivify added to spell selection
- Level 7: Guardian of Faith & Wall of Fire added to spell selection
- Level 9: Flame Strike & Greater Restoration added to spell selection
Bonus Cantrips:
1st-level 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.
- Rules as written
- Progression:
- Level 1: Learn Light & Sacred Flame
Healing Light:
1st-level The Celestial feature
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 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.
- Rules as written
- Progression:
- Level 1: Gain Healing Light
Radiant Soul:
6th-level 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 add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
- Rules as written
- Radiant Soul will present an interrupt after dealing Radiant or Fire damage with a spell, for each target until you select one
- Only usable once per spell
- Progression:
- Level 6: Gain Radiant Soul
Celestial Resistance:
10th-level 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.
- Rules as written
- After a short or long rest, gain temporary HP equal to your warlock level + Charisma modifier
- Celestial Resistance will appear in the bonus bin; Choose up to 5 targets, targets gain temporary HP equal to half your warlock level + Charisma modifier; Cannot be used in combat
- Progression:
- Level 10: Gain Celestial Resistance
Searing Vengeance:
14th-level The Celestial feature
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.
- Almost rules as written
- Searing Vengeance will trigger upon being downed, rather than the first death saving throw
- Progression:
- Level 14: Gain Searing Vengeance, can be toggled off