The Workshop: Glory – Celestial Pact Warlock

Artist unknown

Glory

Art by Fabian Saravia – https://teaink.deviantart.com/

Armor Class 12
Hit Points 25
Proficiency Bonus +2
Speed 30 ft
Alignment  chaotic good
Languages Common, Draconic, Infernal

Ability Scores
Strength          10 (+0)
Dexterity         12 (+1)
Constitution   15 (+2)
Intelligence     13 (+1)
Wisdom           14 (+2)
Charisma         20 (+5)

Attacks
Melee Attack: quarterstaff +2 1d6 bludgeoning damage, 1d8 bludgeoning damage if wielded two handed
Melee or Ranged Attack: dagger +4 1d4+2 piercing damage, finesse, light, thrown (20/60)
Ranged Attack: light crossbow +4 1d8+2 piercing damage, ammunition, ranged (80/320), loading, two-handed

Skills Acrobatics +1, Animal Handling +2, Arcana +3, Athletics +0, Deception +5, History +1, Insight +2, Intimidation +7, Investigation +1, Medicine +4, Nature +1, Perception +2, Performance +5, Persuasion +5, Religion +1, Sleight of Hand +1, Stealth +1, Survival +2

Equipment light crossbow and 20 bolts, an arcane focus, scholar’s pack, leather armor, quarterstaff, two daggers, scroll case stuffed full of notes from your studies, a winter blanker, a set of common clothes, herbalism kit, and 5 gp

Racial Features

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Hellish Resistance. You have resistance to fire damage.

Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Class Features

Pact Magic. Spell Save DC = 15. Spell Attack Bonus = +7. Spell Slots 2
Cantrips – create bonfire, eldritch blast, find familiar (ritual), light, sacred flame, thaumaturgy
Spells Known (all cast as 2nd-level spells) –
cloud of daggers, cure wounds, guiding bolt

Healing Light. 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 form the pool. The maximum number of dice you can spend at once equals 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. Your pool regains all expended dice when you finish a long rest.

Eldritch Invocations. In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. You gain two eldritch invocations of your choice. You gain additional invocations of your choice at higher levels. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Agonizing Blast. When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Gift of the Ever-Living Ones. Whenever you regain hit points while your familiar is within 100 feet of you, tear any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Pact Boon (Pact of the Chain). You learn the find familiar spell and can cast it as a ritual. This spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Proficiencies
Armor Proficiencies:  Light armor
Weapon Proficiencies:  Simple weapons
Tool Proficiencies: Herbalism kit
Saving Throws: Wisdom and Charisma
Skill Proficiencies: Arcana, Intimidation, Medicine, Religion

Background: Hermit

Personality Traits: I’m oblivious to etiquette and social expectations.
Ideals: Greater Good. My gifts are meant to be shared with all, not used for my own benefit.
Bonds: I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Flaws: Now that I’ve returned to the world, I enjoy its delights a little too much.

Background: Glory knows very little about his past, or the origin of his “gifts.” Several generations ago, a devil and an angel made a bargain with each other as they were forced by circumstance to become allies for a time. They would aid each other and part ways without one harming the other. The angel would not raise a finger against the mortal spawn of the devil, but one day the angel would be able to “claim” one of them as his agent, and the pact was created in the form of an eldritch symbol made of silver.

Glory is meant to be that agent. He was born marked, even for a tiefling, and those that could sense these markings were afraid of the child and attempted to have it killed. But the baby was spirited away to a secluded monastery where he was raised in nearly isolation, taking lessons about life and the universe as they were offered by the strange monks that make the place their home. It wasn’t long before he began manifesting some of his powers. However, no one could tell him what they meant, only that they weren’t natural. Over time, with little guidance from the monks, and no communication from the angel that struck the pact, he began to see these powers as gifts from the divine, signs that he was meant to do great things. The monks tempered Glory’s pride with some humility, or at least they tried, and the young man has a desire to use his gifts to help others, but it’s not entirely selfless. The monks also warned him that there would be those who saw his gifts as dangerous things that needed to be eradicated and he may have to use them to defend himself.

Eventually, he reached the limit of development that the monastery offered him, and he gathered his few belongings and left the only home he had ever known for the wider world. It was then that the monks gave him the small, dull silver symbol that had been the only thing he was delivered to the monastery with. They told him that they had tried over the years to discover the meaning of the symbol, but they were unable to solve the mystery surrounding its origin. And with that, Glory struck out into the world, sure that he is destined for great things. What those things were, or who had preordained them was something he would just have to find out.

Design Notes: Glory is actually a PC I will be playing in an upcoming DND campaign and I’m really interested to see where the idea goes. It was brought on when a friend was describing a warlock character she plays in World of Warcraft that thinks he’s a priest and dresses and acts like it. And that idea got me thinking about the Celestial Pact Warlock from Xanathar’s Guide to Everything and I decided that it sounded like a fun idea to explore. The rest of the background came in fits and starts, and is designed to give the DM ample product to work with and surprise me as both a character and a player. I’m very interested to see how he develops.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.