Xanathar's Warlock Celestial

WotC's Mearls talks to D&D Beyond about the Warlock Celestial subclass in Xanathar's Guide to Everything. "What we've established in the cosmology of Dungeons & Dragons, is that clerics are tied to the divine beings, gods, or concepts and viewed with the divine, so it might be like the silver flame from Eberron. The celestial though is rather than being a divine being per se, it's a celestial being so it could be something like an angel, a ki-rin, a unicorn or anything else that's a powerful good aligned creature but it doesn't necessarily have to be a God."


[video=youtube;yfEWMNe2Q8M]https://www.youtube.com/watch?v=yfEWMNe2Q8M[/video]


"And so that's the difference between for a warlock, warlock don't make pacts with specific individuals who are sharing power with the Warlock, rather than a cleric renting, gains power that's granted to them by the divine. And also with Celestials we still assume obviously it's a celestial, it's some sort of good aligned creature. So it's something the celestial warlock compared to other warlocks as a healer, they gain cure wounds as one of their sort of baked-in first level spells, and one of their first class class features allows them to heal. They also deal with radiant energy.

So I mean obviously you can play an evil celestial pact warlock if you wanted to, nothing stopping you from doing that, but the game kind of assumes that celestial means either good aligned or having to do with radiant energy and healing. And so compared to a cleric, where when you think of a divine spellcaster you think you think they're going to be tied to a domain like the cleric class does, where the god's portfolio influences the follower's magic, the celestial's more specific about being about radiant energy. It's almost like it's less refined compared to a cleric's ability to wield magic and cosmologically it's more of a brute force way to get magic with a pact, and that's kinda how we think of the Warlock in general that the Warlock pact is like the is almost like a a hack in the system of magic rather than the sort of accepted or intended ways in which people use spells. And in my head canon that's kind of why the warlock came into D&D later on it, sort of took the universe of D&D a while, people to figure out how to use magic this way as opposed to the sort of more traditional spell slot based ways of using magic.

And so yeah it's a celestial, you can imagine it might be something like especially, say, a coatl who might have agents in the world and so the coatl has these pacts with its agents for going out and working on its behalf, so they're they're good aligned celestial style creatures who aren't gods. And because of that one of the things I like about warlocks [in the city of pax?] is it can be more personal, a coatl might have a desire to protect a specific person, a specific family, or city where gods are more remote in Dungeons & Dragons, and I think that's something which in a DM can play up or a player could really bring into the game, this idea that the patron is more personal, might be someone you have more direct conversations with rather than speaking directly to God or Thor or something like that where they're much more remote, more abstract.

So I really kind of created it with this idea of someone wanting playing more the heroic warlock. Warlocks traditionally have a sinister bent to them in the game. If you look at the Players Handbook, the initial patrons are either things that are traditionally very evil like a fiend or the Great Old Ones or something that's kind of dangerous, maybe not evil but not necessarily friendly like a fey lord, so we wanted to kind of balance the scales a little bit and say being a warlock is does not inherently make you villainous or doesn't inherently make you dark and sinister. That celestial beings - obviously it's a celestial pact - they can also create pacts and so it's kind of balancing out the storytelling possibilities. And I also like that even introducing a new healer into the game essentially then you can run a warlock as your healer if you don't want to play a cleric, you can play a character in a very different casting tempo who can still bring a lot of healing to the table for the group."



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Another thought is an evil or shady neutral character who's empowered by a celestial for the sake of a greater good – either for a particular mission that the Higher Planes need dirty hands for or because mortals don't see fully the picture at play. Think of it as the obverse of those good characters making pacts with demons to do good deeds before being dragged off to hell.
 

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I think an interesting twist is an evil or at least morally dubious warlock, who has imprisoned some celestial being and harvest power from it. The Ultimate cover, a celestial warlock who runs a cult of the Light.

All the same options people came up with for non-evil Fiend pacts equally apply to non-good Celestial pacts. The "patron" can be a captive being drained by a cult that holds it prisoner. The Warlock can be a cosmic thief, secretly siphoning off a small portion of power from an unknowing patron, in line with the "Warlocks as hackers" description Mearls used. The Warlock can be the inheritor of a pact that the patron can't void, despite the new holder not suiting their tastes. Or maybe it's the patron itself who's abnormal, with an alignment at odds to its innate nature due to past circumstances.

Really, the open ended and non-mechanical nature of the Warlock and patron relationship leaves players free to design whatever backstory they please for it. The more creative the better, IMO.
 

All the same options people came up with for non-evil Fiend pacts equally apply to non-good Celestial pacts. The "patron" can be a captive being drained by a cult that holds it prisoner. The Warlock can be a cosmic thief, secretly siphoning off a small portion of power from an unknowing patron, in line with the "Warlocks as hackers" description Mearls used. The Warlock can be the inheritor of a pact that the patron can't void, despite the new holder not suiting their tastes. Or maybe it's the patron itself who's abnormal, with an alignment at odds to its innate nature due to past circumstances.

Really, the open ended and non-mechanical nature of the Warlock and patron relationship leaves players free to design whatever backstory they please for it. The more creative the better, IMO.

This is exactly why I love having unique warlocks in the games I run. My players have come with some serious twists and unique flavor to give their warlocks, and very few of them actually evil. I'm actually quite looking forward to a balanced celestial-themed patron.
 


Something that occurred to me is that for FR, a Spellfire wielder could just be Warlock.

I see Spellfire more as a Sorceror, Spellfire is innate not the result of a pact.

If I was going going to do Celestial Pact, I'd go full on biblical, scary ass angel, like it wanted to wipe out a village for blasphemy or something, like it's a good creature, but it's idea of good is more cosmic and alien to the character and terrorifying.

Or an Aasimar whose pact is with their Guardian Angel (in fact I see a majority of Celestial Pact Warlocks being Aasimar, simply because of the ease of access).

Really out there idea, the Celestial Pact is with the party Favoured Soul who draws on their divine spark to make the pact.
 

I could also see a celestial making a pact with a warlock due to feeling that a given diety's cleric's aren't accomplishing the diety's goals quickly enough. Like the Special Forces deciding to send in Rambo while the ambassadors slowly eke out minor policy concessions.
 


Because I'm often thinking of new campaign settings, this could fit in quite well with a setting that I was thinking about where the gods have disappeared and so the angels have picked up the slack to counter the fiends which already had a good foothold in the world.

Rather than clerics, I could make the celestial warlock patron take up that role. Paladins could still exist with an angel as a patron of the order (I prefer my paladins to be champions of the gods). Clerics I was thinking of including until I read this thread and was reminded of this warlock pact, it might be more interesting not to have clerics and instead have these warlocks as the champions of the angels.

As for what happened to the gods, I'll keep that as a mystery of the setting. Perhaps the fiends and celestials know what happened but aren't telling, perhaps they are just as much in the dark as the rest of the world.
 

See I always had this idea for a Warlock that his patron was not real it was just his imagination and therefore he was his own Patron but he did not know that he was his own Patron because he would hear the voices in his head and see the Patron in his dreams and visions. Hey you could have some fun stuff with that as a player and DM
 

So, a Good Witch, sort of.

It's OK, but I actually like the danger of playing a character that makes a deal with the devil, still!

In all though, it's quite a good addition, but there are a couple of things:

Firstly, some of the Warlocks abilities and developments are a bit undefined/undeveloped still. For example, we could do with a more specific Familiar type for Great Old One Pacts of the Chain, or more guidelines with regards to how to earn more spells or rituals in the Pact of the Tomb, or what levels to give out magical weapons to fuse with Pact of the Blade. There is an awful lot of DM fiat involved with how effective a Warlock can be currently. A bit more definition, not to mention more options in Invocations, etc.

Secondly, and this is a weird one to me admittedly, but I actually wonder whether the fundamental way in which a Warlock works magic through Pacts is more to do with Intelligence (investigating forbidden tombs, negotiating effective get-out clauses, etc) than it is with Charisma (which implies the link to the Patreon is simply based upon charm). We already have a Charisma based caster with the Sorcerer (two classes if you also count the Bard), yet only the Wizard is based on Intelligence. I personally don't like playing unintelligent characters regardless, so the INT score is high on my Warlocks anyway, but I do think that the switch could be made quite easily and justifiably. Does anyone else agree at all?
 

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