The Celestial in Audalis | World Anvil

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient being of the astral dominions. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.  

Celestial Patrons

Aftalkas, the Star Swallower
Patron Alignment: Neutral Evil   Patron Description: Aftalkas is a massive gold and blue serpent that roams the astral sea, ripping stars from the sky and leaving dark holes in the sky. It sports a massive hood similar to a cobra and its eyes glow bright with the light of numerous stars lost forevermore. Its fangs gleam with a deadly toxin that is rumored to even affect the gods themselves.   Patron Goals: Aftalkas seeks a dark multiverse, seeing light as a disgusting thing that must be extinguished. It makes pacts with mortals who seek power in order to snuff out others or help to darken their worlds.   Patron's Wrath Damage Types: Cold, Necrotic
Dardriel, the Abandoned
Patron Alignment: Lawful Neutral   Patron Description: Dardriel is an ancient archangel of Relinile who still seeks to follow her ways even this long after his passing. He works alongside the angels of Solanis to keep the proper order of things in the cosmos, protecting the moons of multiple worlds from dangerous entities. As an Angel of Supremacy, he is very tall with bronze 'skin' and flowing golden hair. He used to wear silver armor, but is rarely in it nowadays, preferring instead to wear fine robes spun from moonlight.   Patron Goals: The rare few people who make pacts with Dardriel are granted power to help protect their world's moon from extraplanar threats, and are often foretold to be someone of importance by Dardriel himself.   Patron's Wrath Damage Types: Cold, Radiant
Irys, Memory of Loyalty
Patron Alignment: Lawful Good   Patron Description: Irys is one of the archangels of Merca, an ascended angel of authority with pale 'skin' and white hair and energy. She wields a large staff that sheds bright light from its head.     Patron Goals: Irys hates disloyalty and refuses to tolerate those who would not keep their word. She makes pacts with other Lawful creatures to destroy the chaotic forces of the world.     Patron's Wrath Damage Types: Cold, Fire, Force, Radiant
Kemuel, the Endless Serpent
Patron Alignment: Lawful Good   Patron Description: Kemuel is a long-lived couatl that has been granted eternal life by the gods above to fulfill its given mission. It has shimmering and mirror-like scales that reflect the a person's true wishes and wings made of the finest and softest feathers the colors of a sunset. Kemuel can sense a person's alignment, and refuses to deal with black-hearted or disloyal people instead only making pacts with lawful and good mortals.     Patron Goals: Kemuel seeks to find and truly destroy the Book of Vile Darkness, ending its reign and obliterating the knowledge within it from the multiverse. He tasks those he makes pacts with with rooting out and destroying evil wherever they find it.     Patron's Wrath Damage Types: Radiant, Poison, Psychic
Kralios, Sun's Own Light
Patron Alignment: Lawful Good   Patron Description: Kralios is an ascended archangel of light, originally created by the god Solanis. He was granted sentient thought and greater power and seeks to protect the astral sea from the great consumer Aftalkas. He appears much as a normal Angel of Light - a glowing humanoid whose legs are replaced by a wisp of light - though he is always found wearing finely crafted silvery armor and a helmet as well as wielding a round shield and a glowing spear.   Patron Goals: Kralios seeks to protect the multiverse and the many worlds within it from Aftalkas. He reignites stars and grants power to those dedicated to Solanis and to keeping the light of their world burning bright.   Patron's Wrath Damage Types: Fire, Radiant
Larieth, Bearer of Dawn
Patron Alignment: Lawful Good   Patron Description: Larieth is a pure white unicorn that lived much of its early life living within the feywild, learning of the importance of the dawn to that realm and to the mortal worlds.     Patron Goals: Larieth seeks to preserve the light, and often works alongside Kralios in order to protect it. She is not as interested in preserving suh powerful lights as close stars, but is most comfortable under a soft dim light like that of moonlight. She makes deals with mortals to help preserve this light and the purity that dwells within it.     Patron's Wrath Damage Types: Radiant
Manar, First to Stand
Patron Alignment: Neutral Good   Patron Description: Manar is claimed to be one of the first archangels to exist, being granted power by multiple gods when they were still completely coming to their full power. Manar fought on the forefront of legions of angels, driving back the primordials to dwell in the elemental chaos.   Patron Goals: Manar is a great archangel that seeks only to protect the natural realms and the realms of the gods. His chief foes include elementals and primordials, and he grants power to mortals to aid in his fight against such creatures.   Patron's Wrath Damage Types: Lightning, Radiant, Thunder

Patron Spells

You gain patron spells at the warlock levels listed.
Warlock Level Spells
1st cure wounds, guiding bolt
3rd flaming sphere, lesser restoration
5th daylight, revivify
7th guardian of faith, wall of fire
9th flame strike, greater restoration

Bonus Cantrips

At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.  

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.   As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.   Your pool regains all expended dice when you finish a long rest.  

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.  

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.   Once you use this feature, you can’t use it again until you finish a long rest.

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