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The Celestial

Y our 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



Bless, Searing Smite


Lesser Restoration, Continual Flame


Spirit Guardians, Blinding Smite


Aura of Purity, Banishment


Dispel Evil and Good, Hallow

Radiant warrior

At 1st level, you learn the S acred Flame cantrip, it doesn’t 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


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.

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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.

Heaven’s 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 can’t 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.

do so again until you complete a long rest. At 17th level, you cast the spell