Celestial Warlock 5e: Bound to the Upper Planes


The Celestial Warlock is one who has made a pact with the Upper Planes, and has been granted the power to strike down the forces of darkness who torment the innocent.

Celestial Warlock 5e

Xanathar’s Guide to Everything has provided a few new choices for character creation, one of which is the Celestial Warlock. This character functions and is structured much like the standard Warlock but has made a pact with a being of celestial nature such as an ancient empyrean, solar, ki-rin, or unicorn. This pact grants the Warlock expanded spells and unique class features.

Expanded Spell List:

  • 1st Level               Cure Wounds, Guiding Bolt
  • 2nd Level              Flaming Sphere, Lesser Restoration
  • 3rd Level               Daylight, Revivify
  • 4th Level               Guardian of Faith, Wall of Fire
  • 5th Level               Flame Strike, Greater Restoration

Celestial Warlock Class Features:

Bonus Cantrips: Sacred Flame and Light. These count as Warlock cantrips but do not count against cantrips known.

Healing Light (Pool replenishes at the end of a long rest.): you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once is equal your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Radiant Soul: your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resistance: you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance (Once per long rest): the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier and is blinded until the end of the current turn.

Celestial Warlock 5e Build

The best potential for a Celestial Warlock build is human. Humans have the most versatility with stat bonuses and the variant human option adds a feat at creation. The Celestial Warlock benefits from Charisma the most, so bump that stat. Additionally, with Light as a known cantrip there is no need to worry about darkvision.

The second-best choice probably lands on Aasimar. Released from Volo’s Guide to Monsters, the Aasimar has possibly the best option for tying the character to a story. There is a ton of flavor potential with this option. The downside is the overlap between race and class.

All of the Pact Bond options available at 3rd level are serviceable for the class. Pick the one that best fits the play style and flavor desired. The Celestial Warlock, like most Warlock builds, will probably rely on Eldritch Blast considering it is one of the best cantrips in the game.


The Celestial Warlock is a fun character concept that provides many options for flavor. Like any Warlock, the story of the bond with the patron is a great way to get a feel for the character. The class leaves much to be desired in terms of unique uses, though. Many of the traits and inherent characteristics will be overshadowed by a Cleric immediately. It provides the option to venture forth knowing solid healing is available without having a full-blown Cleric in the group.    

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