Celestial (3.5e Warlock Patrons)

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Celestial[edit]

The best defense against evil is good men who are skilled at violence,
—Unknown

Great Solars both lawful and chaotic make up the body of celestial patrons. Felarathael, Gabriel, and Zariel (before her fall) are just a few of the many. Good aligned deities like Illmater, Tyr, and Corellon may also be willing to make pacts with mortal warlocks in order to accomplish task they couldn't ask their followers or clerics to do. The motivations of celestials vary but most boil down to defending the world from evils great and small. As a warlock bound to a celestial, the stopping of these evils is your task.

Forming a Pact with a Celestial[edit]

Alignment: Any good

Invocation Required: Beguiling influence, entropic ward, or see the unseen

Influence: While bound to a celestial, either lawful or chaotic, your first goal is to do no evil if possible. And if impossible, your second goal is to choose the evil that will do the least harm. Saving the world sometimes requires sacrifice; as a pact warlock bound to your celestial patron it falls to you to take on whatever evil stand before you.


Pact Bound (Ex): Upon forming the pact, your patron grants you a small gift of power. You gain the nimbus of light feat and a +2 sacred bonus on saves versus negative energy effects.

Damage Reduction (Ex): The damage reduction granted by your patron is overcome by evil.

Patron's Resilience (Ex): You gain +2 on saves vs petrification and death effects as well as acid resistance 5.

Otherworldly Aura (Su): You gain an aura of courage out to 10ft. You are immune to fear (magical or otherwise). Allies within your aura gain a +4 morale bonus on saving throws against fear effects.

Gift of the Patron (Sp): You gain the Transform Magic invocation.

Transform Magic (6th, Greater): This invocation allows you to deliver a targeted greater dispel magic with your touch. On a success, designate an ally within 30ft of you. That ally heals 5 points of damage for each spell level dispelled by this invocation. You count as your own ally for this purpose. You cannot use transform magic on your own invocations.

Pact Ability (Su):

Heavenly Light (6th Greater): You open a way between your plane and the upper planes flooding the area with blinding radiance. The area of affect is a stationary cylinder with a 20ft radius and 20ft high centered on you. The area is bathed in bright light out to 20ft and dim light 20ft outside of that. When this invocation is first cast, nongood creature within the 20 radius range must make a fort save or be blinded for 1 round and dazzled for the remainder of the invocation. Creatures that are neither good nor evil get a +4 bonus on this save. A successful save renders the creature dazzled for 1 round instead. As a standard action, you can cause a blast of radiance, forcing all nongood creatures to make another save or be blinded like when the invocation was first cast.

This invocation lasts for 1 round / caster level and counters or dispels any darkness ability of equal or lower level. Casting the invocation a second time before the first casting expires causes the first area of light to disappear.

Transcendence (Ex): You become an outsider with the good subtype. If you're lawful or chaotic you gain that alignment as a subtype as well. As an outsider you are no longer affected by abilities that target humanoids such as hold person. Additionally, your resilience increases, giving you a +4 on saves versus petrification and death effects and acid 10. These bonuses override the previous ones granted by Patron's Resilience.

Final Blessing (Sp):

Radiant Blast (8th, dark, eldritch essence): Using this invocation infuses your eldritch blast with brilliant holy energy, changing the damage type to holy energy. Good aligned creatures struck by a radiant blast take no damage. Evil creatures must make a Will save or the radiant blast deals sacred wounds that don't heal naturally (including fast healing) and resists healing magic. A creature attempting to cast healing magic on a creature damaged by a radiant blast must succeed on a caster level check, or the spell has no effect on the injured character. The DC is equal to the DC of the invocation. Alternatively, an evil creature that is the subject of an atonement spell can heal the damage dealt by radiant blast naturally or with magic without requiring a caster level check.


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