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Subclass Warlock Celestial Patron

yoonmoonsik edited this page Jul 2, 2026 · 11 revisions

Celestial

What Is the Celestial Patron?

The Celestial Patron is a Warlock subclass built around healing and Radiant damage.

This is the only Warlock subclass in the mod with a dedicated healing resource: Healing Light — a pool of charges that scales with your Warlock level and lets you heal allies or yourself as a Bonus Action. At Level 6, Radiant Soul adds your Charisma modifier to radiant damage. At Level 10, Celestial Resilience applies a protective status to allies around you once per Short Rest.

The Celestial Patron allows a Warlock to support a party through Healing Light and Celestial Resilience without sacrificing damage output.

Class Features

Progression Overview

LEVEL FEATURE
3 Celestial Spells, Healing Light (4 charges)
4 +1 Healing Light charge
5 Celestial Spells (expanded), +1 Healing Light charge
6 Radiant Soul, +1 Healing Light charge
7 Celestial Spells (expanded), +1 Healing Light charge
8 +1 Healing Light charge
9 Celestial Spells (expanded), +1 Healing Light charge
10 Celestial Resilience, +1 Healing Light charge
11 +1 Healing Light charge
12 +1 Healing Light charge

Level 3 Features

Celestial Spells

Your Patron grants an expanding spell list that is always prepared and doesn't count against your Pact Magic limit:

WARLOCK LEVEL SPELLS ADDED
3 Light, Sacred Flame, Cure Wounds, Guiding Bolt, Aid, Lesser Restoration
5 Daylight, Revivify
7 Guardian of Faith, Wall of Fire
9 Greater Restoration

7 spells total — a healing and radiant toolkit that no other Warlock Patron provides. Revivify at Level 5 is always prepared. Greater Restoration at Level 9 clears the most severe conditions in the game.

Healing Light

A new action resource — HealingLight — that starts at 4 charges at Level 3 and gains 1 additional charge per Warlock level thereafter, reaching a maximum of 12 charges at Level 12.

As a Bonus Action, spend 1+ Healing Light charges to restore HP to a creature you can see within 60 feet:

  • Each charge restores 1d6 HP
  • You can spend multiple charges in one use for more healing
  • You can use it on yourself
ActionResource: HealingLight
ReplenishType: Rest
Starting charges: 4 (Level 3) +1 per level from Level 4

Healing Light costs a Bonus Action rather than an Action and scales continuously with level. At Level 12, you have 12d6 of healing available per rest, distributed as needed. The resource panel shows current charges.

Level 6 Features

Radiant Soul

Celestial_6_RadiantSoul — a passive that adds your Charisma modifier to the damage of:

  • Radiant spells
  • Fire spells
  • Healing spells that restore HP

Radiant Soul adds Charisma modifier to damage for all radiant, fire, and healing spells. Sacred Flame, Guiding Bolt, and Wall of Fire all benefit — no additional stat investment required since Charisma is already the primary stat.

Level 10 Features

Celestial Resilience

Celestial_10_CelestialResilience — usable once per Short Rest as an Action. Applies CELESTIAL_RESILIENCE status to all allies within 9 meters.

Cooldown: OncePerShortRest
AreaRadius: 9
TargetConditions: Ally() and not Dead()
SpellProperties: ApplyStatus(CELESTIAL_RESILIENCE,100,-1)

Celestial Resilience is a protective AoE buff that covers your entire nearby party in one action. The status persists until removed — it is not a time-limited effect. Short Rest replenishment means you can use it once between encounters, making it reliable pre-combat preparation for every fight.

Playstyle Notes

The Celestial Patron is a radiant support Warlock that brings healing and protective utility without abandoning offensive capability.

Your combat identity:

  1. Healing Light — every Short Rest you have a pool of Bonus Action heals; use them when allies drop, not preemptively
  2. Sacred Flame + Guiding Bolt — always prepared radiant damage options boosted by Radiant Soul at Level 6
  3. Eldritch Blast — your primary damage cantrip, enhanced by Invocations as normal
  4. Revivify — always prepared from Level 5
  5. Celestial Resilience — pre-combat buff to your whole party, once per Short Rest
  6. Greater Restoration — always prepared at Level 9; the most powerful condition-cleanse in the game

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