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The Celestial

Your patron is a being of the higher planes - an immortal


champion of Good across the realms. Celestials pacts are
rare, as most celestial agendas are furthered by other agents
of Good, such as paladins and clerics of deities aligned with
those agendas. However, in special circumstances celestials
will make pacts with mortals who who further their ideals.
Celestials who enter into formal pacts are often extremely
demanding patrons, expecting a warlock to use their gifts for
the greater good in all cases.
In some settings, Celestials almost entirely serve good
deities - in such settings, pact forming celestials are typically
Heralds with significant agency and specific missions or
tasks. In others, celestials are entirely separate from deities for example in Dirge, the Fallen Realms, celestials are beings
formed of the high planes, and just like fiends and fey, have
their own agendas.
In still others, celestials may transcend their original forms
and acquire a small spark of divinity - these are called
Empyreal Lords or the Lords of the Empyrean, and it is these
that form pacts of service. Such beings include Ragathiel,
Arshea, Michael, Gabriel, the Seven Seraphim, Solars, and
some exceptional Planetars and Ghaeles.

Expanded Spell List


Spell Level

Spells

1st

Bless, Searing Smite

2rd

Lesser Restoration, Continual Flame

3th

Spirit Guardians, Blinding Smite

4th

Aura of Purity, Banishment

5th

Dispel Evil and Good, Hallow

Radiant warrior

At 1st level, you learn the Sacred Flame cantrip, it doesnt


count toward your cantrips known, and when you cast a spell
or use an invocation that deals necrotic damage, you instead
deal radiant damage. Finally, you may use your bonus action
to infuse an attack with holy power, and deal an extra 1d4
radiant damage with your next weapon or spell attack. At 9th
level this increases to 1d8 and at 17th level, it increases to
2d8.

Wrathful Mantle

Beginning at 6th level, you can take on the righteous aura of


an avenging celestial, awing and terrifying your foes. As an
action, you exude a righteous aura in a 10' radius for 1
minute - hostile creatures who enter or begin their turn
within this aura must make a wisdom save or be frightened
until their next turn. Creatures that make their save are
immune to this ability for the remainder of the duration.
Once you use this ability, you may not use it again until you
complete a short or long rest.

Credits - Sarenrae belongs to Paizo Publishing. This


content is not for commercial use.

Celestial Resilience

Starting at 10th level, you gain resistance to radiant & poison


damage, as well as advantage on saving throws vs
petrification, poison, and disease. If you are already resistant
to radiant, you instead gain immunity to radiant damage.

Heavens Call

At 14th level, you may draw on your bond with the higher
planes to call forth a Celestial Ally. You can cast Conjure
Celestial without expending a spell slot. You cant do so again
until you complete a long rest. At 17th level, you cast the spell
as if you expended a 9th level spell slot.

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