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New Archetypes


Celestial Patron

Expanded Spell List

1st Level: Divine Favor, Thunderwave
2nd Level: Calm Emotions, Lesser Restoration
3rd Level: Beacon of Hope, Spirit Guardians
4th Level: Death Ward, Guardian of Faith
5th Level: Dispel Good and Evil, Hallow

Healing Touch
As 1st level your patron grants you the ability of a soothing, healing touch by virtue of your presence and attention. This ability acts without limit, healing those you wish once, for an amount equal to one of their own Hit Dice (though this does not act against their own use of Hit Dice). A character cannot benefit from this again until they have undergone a short or long rest.

Armor of Faith
Starting at 6th level the character may add their Wisdom modifier to their AC as a Response to an attack by an evil creature. They may also use the same bonus to any single saving throw against an spell or spell-like attack from an evil creature as well. Use of either ability means that neither can be used until after a short or a long rest.

Mantle of Heaven
At 10th Level the character has Resistance to Necrotic damage and has Advantage to all saving throws against Fear or Possession.

Celestial Harrowing
Upon reaching 14th Level the character can touch a target and immobilize a target until the end of the characters next turn as it is racked by a weighing and judgment of all it’s evil, selfish, and impure thoughts. If the target is not a Celestial it takes 5d10 radiant damage and 5d10 psychic damage. This feature cannot be used again until the character finishes a long rest.

Undead Lord Patron

Expanded Spell List
Spell Level Spells
1st detect evil and good, false life
2nd blur, gentle repose
3rd animate dead, feign death
4th death ward, evard’s black tentacles
5th cone of cold, dispel evil and good

Cold Heart
Starting at 1st level, you become inured to cold. You gain resistance to cold attacks.

Beginning at 10th level, you take a quick step into the Shadowfell when you are about to take harm. After you have been successfully hit, but before damage has been declared, you may use your reaction to quickly teleport into the Shadowfell and out again. You take no damage from the successful attack. Once you use this feature, you can’t use it again until you finish a short or long rest.

Undead Pallor
Starting at 6th level, your patron bestows upon you the ability to appear undead to those around you. Anyone observing you must make a Wisdom saving throw against your warlock spell save DC. Creatures that fail the saving throw are convinced you are undead. For living creatures this results in the creature becoming frightened. This ability lasts for 1 minute or until concentration is broken. Once you use this feature, you can’t use it again until you finish a short or long rest. In addition, you become proficient in the Intimidation skill if you are not already.

Into the Shadowfell
Starting at 14th level, when you hit a creature with an attack you can use this ability to instantly transport the target through the Shadowfell. The creature disappears instantly and hurtles through a cold and bleak landscape. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. The target takes 10d10 psychic damage as it recovers from the horrible experience. Once you use this feature, you can’t use it again until you finish a long rest.

Changed Archetypes

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