Empyreal sages are, in some ways, the opposite of diabolists, warlocks patroned not by fiendish forces but celestial ones. A few act as divine champions or prophets, agents of Cosmic Good, though many are less righteous or devout. Some bargain and deal with more flexible celestials, exchanging favors for power they can use as they desire. Others steal secrets and power from the supernal realms through guile, trickery, or even accident. A select few take even darker paths such as capturing and imprisoning celestials to take their power by force, or even ritually drinking celestial blood to absorb some of their power, twisting the might of good towards evil ends. In some cases, celestials will see potential warlocks begin to walk the darker path and intervene to offer an alternative, believing that compromising themselves in this small way can avert a greater evil and possibly redeem a wayward soul.
At 1st level you gain one of the following features:
You can touch a creature to heal it for 2d8 + you proficiency bonus hit points.
Alternatively you may end a disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned. You can do so once per long rest for every two warlock levels you possess.
You can use a bonus action to place a curse on a creature you can see within 30 feet. The curse lasts for 1 minute, and ends early if the target dies, you die, or you become incapacitated. The curse has the following effects:
At 6th level you gain knowledge of the secret language of angels. You can speak, read, write, and sign Celestial if you couldn't already, and you know the tongues spell, it counts as a warlock spell, and it doesn't count against your number of spells known.
In addition, as an action you can use this knowledge to infuse your words with a semblance of divine authority when you call out. You may cast the bless spell a number of times equal to your proficiency bonus. When you cast the spell in this way, it affects a number of creatures equal to your spellcasting ability modifier, has only a verbal component, and can only affect creatures that can hear and understand you. It counts as a first level spell. You regain all expended uses when you finish a long rest.
At 10th level, you can directly channel power from the upper planes, whether the gods will it or not. At the end of each long rest, you gain a Channel Divinity feature. This feature must be from a cleric archetype and granted to clerics of 2nd level.
Alternatively, you can instead gain Turn Undead with the benefit of two instances of the Destroy Undead empowerment. This latter options gains a third instance of such an empowerment at 14th level, and a 4th at 17th level.
Once you have used the chosen cleric feature, you can’t use it again until you finish a short or long rest.
At 14th level you may cast the angel paradox and conjure celestial spells once each at their lowest spell level, and they count as warlock spells for you. You regain this ability when you finish a long rest.