Your patron is a powerful being of divine radiance. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that lives in everlasting bliss. Your pact with that being allows you to experience the barest touch of the divine light that illuminates the multiverse.
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### 1st Level
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##### Celestial Spell List
You gain additional spells at the Warlock levels listed. They do not count against the number of spells you know.
| Warlock Level | Celestial Spells |
| :-----------: | -------------------------------------------------------------------------------------------------------- |
| 1 | [[Divine Spells#Cure Wounds\|cure wounds]], [[Divine Spells#Guiding Bolt\|guiding bolt]] |
| 3 | [[Arcane Spells#Flaming Sphere\|flaming sphere]], [[Ailments#Lesser Restoration\|lesser restoration]] |
| 5 | [[Divine Spells#Daylight\|daylight]], [[Other Spells#Revivify\|revivify]] |
| 7 | [[Divine Spells#Guardian of Faith\|guardian of faith]], [[Arcane Spells#Wall of Fire\|wall of fire]] |
| 9 | [[Divine Spells#Flame Strike\|flame strike]], [[Divine Spells#Greater Restoration\|greater restoration]] |
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###### Bonus Cantrips
>In addition to your expanded spell list, you learn the [[Armour & Weapons#Light|light]] and [[Divine Spells#Sacred Flame|sacred flame]] cantrips. They count as occult cantrips for you, but they don’t count against your number of cantrips known.
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##### Healing Light
At 1st level, you gain the ability to channel [[Creature Type#Celestial|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 equals your spellcasting ability modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a [[Survival Needs#Long Rest|long rest]].
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### 6th Level
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##### Radiant Soul
Starting at 6th level, your link to your patron allows you to serve as a conduit for radiant energy. You have [[Damage and Healing#Resistance|resistance]] to radiant damage, and once per turn when you cast a spell that deals damage, you can add radiant damage equal to your spellcasting ability modifier to the damage of that spell.
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### 10th Level
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##### Celestial Resilience
Starting at 10th level, you gain temporary hit points whenever you finish a [[Survival Needs#Rest|rest]]. These temporary hit points equal your warlock level + your spellcasting ability 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 spellcasting ability modifier.
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### 14th Level
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##### Searing Vengeance
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a [[Damage and Healing#Death Saving Throws 🛠|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 spellcasting ability modifier, and it is [[Conditions#Blinded|blinded]] until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a [[Survival Needs#Long Rest|long rest]].