Jaron Mortimer
First Post
There are those that reach the divine through supplication, prayer, and study.
There are those that reach the divine through zeal and self righteousness.
There are those that reach the divine though nature and her myriad wonders... And then there's these guys.
The Celestial Warlock
View attachment 66596
The celestial warlock is much like his brethren, though he is loathe to admit it: He was either born with some undeniable link to power, yet cared little for the traditional trappings of wizardry or sorcery; or reached out to one of the many Sub-divine or Near-divine celestial beings for power and aid. Though he is not a cleric, this favored soul wields mighty spells in the fight against true evil. Though he is not a paladin, he brings considerable might to bear against his foes.
- Chain Warlocks gain the ability to call a lantern archon as a familliar, and will always call a good-aligned creature regardless
- Tome warlocks summon a shining, gilded tome, bound in mithral or gold plates
- Blade Warlocks summon a gleaming blade, godel or silver in hue, that seems to shine with an internal light.
1st: Armor of the divine - At first level, the Celestial warlock gains Proficiency with Medium armor and shields. Additionally, while wearing armor or using the Armor of Shadows invocation, you add +1 to your AC.
6th: Light of the Divine - At 6th level, the Celestial warlock may change the Damage type of spell he can cast. Choose one spell you know that can deal damage; Until you complete a long rest, this spell deals Radiant damage instead of its normal damage type. After completing a Short or long rest, you may chose a different spell for this ability. As well, any spells you cast that deal radiant damage deal bonus damage equal to your charisma modifier. This does not stack with the bonus damage from Agonizing Blast.
10th: Mantle of the Divine - At 10th level, After finishing a short or Long rest, pick a damage type. You gain resistance to that damage type. This damage type can't be changed until after you finish a short or long rest. Magic Weapons bypass this resistance.
14th: Divine Intervention - At 14th level, you may summon a divine entity to your aid. You can cast Conjure Celestial as a 7th level spell without any components and without using a spell slot. You must finish a long rest before you can do this again.
Spell List
1: Bless, Guiding Bolt
2: Prayer of Healing, Scorching Ray
3: Fly, Spirit Guardians
4: Guardian of Faith, Banishment
5: Destructive Wave, Hallow
So, this is my attempt at the "Holy" warlock that's been seen before. Essentially, for all that the Fiend pact is to the Tiefling, I wanted to make the Celestial Pact to the Aasimar: Better AC, no bonus hit points; Bonus damage instead of a reroll; the exact same resistance ability; and summoning an angel instead of sending them to hell. it is reccommended to reflavor the invocations to fit the concept, though, mechanically, nothing needs to change.
Edit: Changed the "Light of the divine" ability to make it a bit more user friendly.
There are those that reach the divine through zeal and self righteousness.
There are those that reach the divine though nature and her myriad wonders... And then there's these guys.
The Celestial Warlock
View attachment 66596
The celestial warlock is much like his brethren, though he is loathe to admit it: He was either born with some undeniable link to power, yet cared little for the traditional trappings of wizardry or sorcery; or reached out to one of the many Sub-divine or Near-divine celestial beings for power and aid. Though he is not a cleric, this favored soul wields mighty spells in the fight against true evil. Though he is not a paladin, he brings considerable might to bear against his foes.
- Chain Warlocks gain the ability to call a lantern archon as a familliar, and will always call a good-aligned creature regardless
- Tome warlocks summon a shining, gilded tome, bound in mithral or gold plates
- Blade Warlocks summon a gleaming blade, godel or silver in hue, that seems to shine with an internal light.
1st: Armor of the divine - At first level, the Celestial warlock gains Proficiency with Medium armor and shields. Additionally, while wearing armor or using the Armor of Shadows invocation, you add +1 to your AC.
6th: Light of the Divine - At 6th level, the Celestial warlock may change the Damage type of spell he can cast. Choose one spell you know that can deal damage; Until you complete a long rest, this spell deals Radiant damage instead of its normal damage type. After completing a Short or long rest, you may chose a different spell for this ability. As well, any spells you cast that deal radiant damage deal bonus damage equal to your charisma modifier. This does not stack with the bonus damage from Agonizing Blast.
10th: Mantle of the Divine - At 10th level, After finishing a short or Long rest, pick a damage type. You gain resistance to that damage type. This damage type can't be changed until after you finish a short or long rest. Magic Weapons bypass this resistance.
14th: Divine Intervention - At 14th level, you may summon a divine entity to your aid. You can cast Conjure Celestial as a 7th level spell without any components and without using a spell slot. You must finish a long rest before you can do this again.
Spell List
1: Bless, Guiding Bolt
2: Prayer of Healing, Scorching Ray
3: Fly, Spirit Guardians
4: Guardian of Faith, Banishment
5: Destructive Wave, Hallow
So, this is my attempt at the "Holy" warlock that's been seen before. Essentially, for all that the Fiend pact is to the Tiefling, I wanted to make the Celestial Pact to the Aasimar: Better AC, no bonus hit points; Bonus damage instead of a reroll; the exact same resistance ability; and summoning an angel instead of sending them to hell. it is reccommended to reflavor the invocations to fit the concept, though, mechanically, nothing needs to change.
Edit: Changed the "Light of the divine" ability to make it a bit more user friendly.
Last edited: