Celestial Warlock

Expanded Spells

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

Class Features

Feature Description
Bonus Cantrips At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but don’t count against your number of cantrips known.
Healing Light At 1st level, you gain a pool of d6s equal to 1 + your warlock level. As a bonus action, you can heal a creature within 60 feet, spending up to your Charisma modifier (minimum 1) dice from the pool. Roll the dice, add them together, and restore that many hit points. The pool replenishes after a long rest.
Radiant Soul At 6th level, you gain resistance to radiant damage. Additionally, when you cast a spell that deals radiant or fire damage, add your Charisma modifier to one damage roll of that spell.
Celestial Resistance At 10th level, whenever you finish a short or long rest, you gain temporary hit points equal to your warlock level + your Charisma modifier. Up to five creatures of your choice within sight also gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance At 14th level, when you start your turn with 0 hit points and must make a death saving throw, you can instead regain hit points equal to half your hit point maximum and stand up. Each creature of your choice within 30 feet takes 2d8 + your Charisma modifier radiant damage and is blinded until the end of the current turn. Usable once per long rest.