luminant
Some who are beyond the clergy of divine favour, or unwilling to dedicate themselves to a deity’s powers, might find themselves in service of lesser celestials. These beings, be they servants themselves or fallen beings of divine origin are often particular in their choice of who to forge a pact with, most notable is that such pacts often are not of blind servitude, but of shared burden, working in the shadows of their divine radiance.
Luminants are often mistaken for clergy members, but act in less devout manner and are more secular agents that deal directly with envoys of a higher power. Many of them dislike the thought of the wider religious undertones and seek power through proxies instead, believing that these beings are able to grant them a more direct touch and attention in comparison to their celestial overlords.
Expanded Spell List
As a Luminant you gain access to an expanded list of spells that are added to your warlock spells. The following spells are added to your warlock spell list, and are considered occult when you cast them.
| Spell Level | Spells |
|---|---|
| 1st | Cure Wounds, Guiding Bolt |
| 2nd | Flaming Sphere, Lesser Restoration |
| 3rd | Daylight, Revivify |
| 4th | Guardian of Faith, Wall of Fire |
| 5th | Flame Strike, Greater Restoration |
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 from 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.
Radiant Soul
Your link to the celestial allows you to serve as a conduit for radiant energy. You have resistance to holy damage, and when you cast a spell that deals holy or fire damage, you add your Charisma modifier to one holy or fire damage roll of that spell against one of its targets.
Celestial Resistance
Your divinely empowered body grants you the following benefits:
- Celestial Fortitude. You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier.
- Shared Guardianship. Choose up to five creatures you can see at the end of a short or long rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance
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 holy damage equal to + your Charisma modifier, and is Blinded until the end of the current turn.