Seekers of hidden light, members of esoteric orders, students of heavenly architects, appointees of rogue celestials, and the dreamers of the dreams. The self-proclaimed "glorified" warlocks are touched by divine forces, but they are rarely motivated by true piety. Some may choose patrons close to the gods out of self-righteousness, or a sense that theirs is the winning cosmic team. Others are hungry for secret powers—eager to claim blades of heavenly light, the miracle of healing, or even metaphysical tomes like The Song of Creation or the Book of Thoth. There have also been cases of celestials who saw a would-be warlock risking an ill path, and offered themselves as patron instead of letting yet another soul fall to the dark.
When you choose a warlock archetype, you also choose an expanded spell list granted by your patron. Choose one patron expanded spell list, either from here, the core rulebook, or elsewhere. These spells count as warlock spells for you.
Table: Healing Expanded Spells
Spell Level | Spells |
---|---|
1st | bless, healing word |
2nd | lesser restoration, prayer of healing |
3rd | mass healing word, revivify |
4th | death ward, freedom of movement |
5th | greater restoration, raise dead |
Table: Light Expanded Spells
Spell Level | Spells |
---|---|
1st | divine favor, guiding bolt |
2nd | flame blade, moonbeam |
3rd | daylight, spirit guardians |
4th | banishment, fire shield |
5th | flame strike, celestial armory |
Searing Revelation
When you take this archetype at 1st level, you draw too close to the secrets of the light, transforming your mind with agonizing glory. You learn two bonus cantrips of your choice from celestial burst (p. 32), guidance, light and sacred flame. Additionally, choose one of the following:
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:
Once you have used this feature, you can’t use it again until you finish a short or long rest.
Your patron’s revelation grants you knowledge of a life-giving secret. You gain a pool of solace dice, which represents your patron’s help in accessing the shreds of magical grace which suffuse the multiverse. Your solace dice pool contains a number of d6s equal to 1+ your warlock level.
As a bonus action, you can heal a creature you can see within 60 feet. Spend solace dice up to an amount equal to your spellcasting ability modifier (minimum 1). Roll these dice; the creature regains that many hit points.
Alternatively, when you hit a creature with a weapon or spell attack, before rolling for damage you learn whether or not that creature has temporary hit points. You can immediately expend solace dice up to an amount equal to your spellcasting ability modifier (minimum 1), roll those dice, and remove from the creature a number of temporary hit points equal to double that total.
You regain any spent solace dice when you complete a long rest.
At 6th level, you establish a connection to the Plane of Positive Energy so powerful it almost causes you to glow. You gain resistance to radiant damage. When you cast a fire or radiant spell, you can increase the damage against one target by your spellcasting ability modifier.
At 10th level, whenever you complete a short or long rest, you gain temporary hit points equal to your warlock level + your spellcasting ability modifier. When you do, you grant half as many temporary hit points to up to five creatures you can see.
At 14th level, you learn the secret of the phoenix and the newday sun. When you are knocked unconscious (even if you would be killed outright), you can use this feature to automatically stabilize and to emit a fiery eruption, creating a zone of immolation within 30 feet of you. While this effect is active, taking damage does not cause you to accumulate death save failures.
At the start of your next two turns, creatures in the immolation zone other than those you designate take fire or radiant damage (your choice once per round) equal to 2d8 + your spellcasting ability modifier.
At the start of your third turn of this effect, you regain half your hit points + 1, and you may stand from prone (this spends no movement). Any damage to your weapons and clothing are repaired, and you and your gear are all cleaned.
Once you use this feature, you can’t do so again until you complete a long rest.