The Celestial

You have made a pact with a celestial from the higher planes of existence, a being whose aims are good, even if you stray from that path. Such beings seek to protect the mortal world from evil and injustice. Usually servants of good become clerics or paladins, but sometimes celestials will seek to form a pact directly, often for a specific cause that requires their direct attention. Celestials are often more discerning than other patrons, and are more likely to break a pact if the warlock takes action against their will. Celestials powerful enough to forge a pact include members of the Celestial Hebdomad such as Barachiel, Domiel, Raziel, and Sealtiel; Talisid or one of the Five Companions such as Manath and Bharrai; Morwel, Queen of the Court of Stars; or Solars and especially powerful Planetars.

Pact of the Chain

The following familiars are added to the special forms: coure and lantern archon.

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Celestial Expanded Spells

Spell Level Spells 1st Guiding Bolt, Shield of Faith 2nd Blindness/Deafness, Magic Weapon 3rd Crusader's Mantle, Magic Circle 4th Aura of Life, Guardian of Faith 5th Destructive Wave, Dispel Evil and Good

Holy Guardian

Starting at 1st level, as a bonus action you can shield an ally in a divine aura, granting them temporary hit points equal to your Charisma modifier + level. Once you use this feature, you can't use it again until you finish a short or long rest.

Astral Step

Starting at 6th level, you can temporarily step through the plane on which your patron resides. When you take damage, you can use your reaction to pass through the Astral Plane to an unoccupied space that you can see within 120 feet. You have advantage on saving throws against spells and other magical effects until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Celestial's Grace

Beginning at 10th level, you have come to embody the virtues of life and light, becoming a beacon against the forces of darkness and decay as your patrons divine radiance emanates from you. You gain resistance against necrotic and cold damage. Additionally, you can’t be aged magically and age more slowly. For every 5 years that pass, your body ages only 1 year.

Divine Judgment

At 14th level, when you hit a creature with an attack, you can use this feature to name them judged. If the target is not a Celestial, radiant chains of silver and gold erupt from the area and drag it to the ground, even if it is flying, holding it prostrate. The creature is considered restrained, and no spell or attack can pass through the chains to harm the target. On your next turn an immense holy weapon is hurled from the heavens at the target, impaling it for 10d10 radiant damage. Once you use this feature, you can't use it again until you finish a long rest.