Celestial Pact Warlock

Not all who call upon the angels are saints.

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There are those who worship at the altar of heaven, who supplicate themselves and praise their loving gods and beseech miracles on behalf of compassion and mercy. The clerics who worship the gods of goodness and life do so out of altruism and duty, hoping to manifest a bit of their god's energy for the benefit of the faithful.

But just as there are gods of evil, and also fiendish princes and lords of evil, there are gods of good, and also angels and protectors of good. Clerics worship the former. Warlocks swear pacts with the latter.

Though shrouded in light and holy magic, it would be a grave mistake to presume that warlocks sworn to a celestial are in any way benevolent or altruistic. They need be no more pure than those who dance with devils or frolick with the fey. The pact formed with the celestials is, like all warlock pacts, one of loyalty and service in exchange for personal power and forbidden lore. For the celestial warlock, this takes the form of divine artifacts, ancient tomes of the dead, forgotten prayers, forbidden dances, potent dreams, and trancelike, mystical experiences, where the "spirit takes you." Celestials make pacts with these warlocks not because of the warlock's altruism or respect for life, but because of the warlock's utility against the enemies of the celestials. Sometimes, the best way to assure heaven for people is to bestow the power of heaven on one who keeps them safe and keeps them well…even if that one isn't so great themselves.

Celestial-pact warlocks may be tomb-raiders and archivists, consulting forgotten divine lore. They may learn of dead gods and plumb the secrets of the heavens. They may provide shamanic healing or spirit-journeys for the ill. Some of the greatest celestial-pact warlocks have been divine kings, popes, and pharaohs, leaders of churches and kingdoms, invested with great authority to command the heavens to do their bidding. Others have been prophets, seers, and occasionally unwilling or unworthy preachers of the truths of the gods, offering revelations the standard church is unwilling or unable to hear. Some of the most vile are those who wage holy wars with their divine powers, bringing strife, death, disease, fear, and inquisition into the hallowed halls. It seems celestials are as bound to the chains of this pact as their fiendish counterparts are. All call upon the light of heaven…on their own terms.

New Patron: The Celestial

Your patron is an angelic being of the upper planes, one who holds divine secrets and the knows the very power of the gods. The agenda of this being is unquestionably altruistic, and they are interested in the greater good of all mortals. Of course, their warlocks might not be nearly so interested in that agenda. Beings of this sort include Talisid the Celestial Lion, Morwel of the Court of Stars, Zaphkiel the Watcher, and certain powerful Solars.

Pact Boon Alterations

Celestial patrons working with warlocks who choose the pact of the chain never bestow imp or quasit familiars. In addition to the pixie or pseudodragon, they may bestow a coure eladrin or a lantern archon (see below).

Celestial patrons working with warlocks who choose the pact of the tome don't call their secret book the Book of Shadows, they call it the Book of Truths, though it functions identically.


Lantern Archon

Tiny celestial (archon), lawful good


Armor Class 12
Hit Points 16 (3d4+9)
Speed fly 40 ft. (fly 80 ft. in ball of light form)


STR 5 (-3) | INT 10 (+0)
DEX 14 (+2) | WIS 14 (+2)
CON 17 (+3) | CHA 12 (+1)


Skills Persuasion +3, Insight +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't magical
Condition Immunities charmed, paralyzed
Senses darkvision 150 ft.; passive perception 10
Languages Celestial, Common
Challenge 1 (200 XP)


Aura of Menace Enemies within 5 ft. of a lantern archon take disadvantage on all attack rolls. They can end this penalty by hitting the lantern archon with an attack.

ACTIONS
Beam of Light Ranged Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 5 (1d6+2) radiant damage.

Coure

Tiny celestial (eladrin), chaotic good


Armor Class 13
Hit Points 7 (3d4)
Speed 20 ft., fly 40 ft. (fly 80 ft. in ball of light form)


STR 5 (-3) | INT 10 (+0)
DEX 17 (+3) | WIS 10 (+0)
CON 10 (+0) | CHA 14 (+2)


Skills Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't cold iron
Damage Immunities electricity
Condition Immunities charmed
Senses low-light vision, passive perception 10
Languages Sylvan, Celestial, Common
Challenge 1 (200 XP)


ACTIONS
Tiny Blade Melee Weapon Attack +5 to hit, reach 5 ft., one creature. Hit 5 (1d4+3) slashing damage.

Tiny Arrow Ranged Weapon Attack +5 to hit, range 50 ft., one creature. Hit 5 (1d4+3) piercing damage.

Magic Missile The coure can cast the magic missile spell up to three times per day.

Uncontrollable Laughter The target (which must have an Intelligence greater than 4) must make a Wisdom saving throw (DC 12) or fall prone and become incapacitated for as long as the coure concentrates, up to 1 minute. The target can make a new save at the end of each of its turns, and each time it takes damage (and in that case, with advantage). The coure can use this ability once per day.

Ball of Light The coure assumes the form of a ball of light. In this form, attacks against its AC take disadvantage, and its fly speed increases as noted above. In this form, the coure cannot take actions except to move or to resume coure form.


Expanded Spell List

The following spells are added the warlock list for you

Spell Level Spells
1st cure wounds, command
2nd augury, hold person
3rd remove curse, spirit guardians
4th divination, guardian of faith
5th commune, raise dead

Angelic Martyr

At 1st level, whenever your ally is damaged by an enemy, you may choose to take that damage yourself. No effect can lessen this damage in any way. If you choose to take this damage, as reaction, you can summon an angelic martyr. It appears as a tall, winged humanoid clad in white. The angel has hit points equal to your Charisma modifier + your Warlock level (minimum 1). It can take no actions, but as long as the angel has hit points, any ally of yours that takes damage can transfer any amount of this damage to the angel. As the angel accrues damage, blood begins to trickle down its body and stain its robes. When the angel reaches 0 hit points, it collapses to the ground with a serene smile on its face and fades into glowing white feathers that disperse on the wind. If the angel does not reach 0 hit points before the end of your next long rest, it fades away into a column of light.

Guardian Angel

At 6th level, whenever your ally is damaged by an enemy, you may use your reaction to call upon a guardian angel to interpose itself between your ally and that enemy. The angel appears in a flash of light, bearing a radiant shield, and disappears just as suddenly. This negates the damage to your ally, and deals radiant damage to the enemy equal to your Charisma modifier + your Warlock level (minimum 1).

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

Mantle of Heaven

At 10th level, you gain resistance to radiant damage. In addition, you are immune to being frightened.

Heavenly Host

At 14th level, you can summon a host of 10 angels. They appear as flying, luminescent beings made of white light flying near you. While they are present, they bear you aloft, allowing you to fly at a speed of 30. As a bonus action, you can give one of the angels a command to strike a foe. The angel flies from you, strikes unerringly with a glistening sword, and disappears in a flash of light. This deals 1d10 slashing damage to a given target, and strikes as a magic weapon. Once all 10 angels are used, this ability ends (as does your fly speed, causing you to fall if you are aloft at that time). This ability also ends if you finish a short or long rest.

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