This is a playtest of my house rules. Please, if you have something to say, both good or bad, say it. Please be constructive.
There aren't many warlocks who would take up the mantle of all that is good and righteous but for the few who do are blessed with the power of their patron. The patron is usually a good or neutral in alignment.
The Celestial
- Expanded Spell List
- First: bless, shield of faith
- Second: lesser restoration, prayer of healing
- Third: beacon of hope, daylight
- Fourth: death ward, divination
- Fifth: commune, dispel good or evil
- Angelic Presence: At 1st level the warlock is suffused with the righteous glory of their patron that it shines through in the mortal realm. Using a bonus action when a creature that is within 30 feet of the warlock makes an attack against her. They must make a Wisdom saving throw. On a failed save the creature must choose a new target or loose the attack. Being warded in such a way does not save the warlock form area effect effects. The effect lasts for 1 minute or ends before hand if the warlock makes an attack or casts a spell that effects an enemy creature. Once you use this feature, you can't use it again until you finish a short or long rest.
- Providence of Angels: Some call it luck, others call it providence, some call it fate, whatever it is called it further protects the warlock. At 6th level, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Once you use this feature, you can't use it again until you finish a short or long rest.
- Celestial Resistance: At 10th level the warlock gains resistance to radiant damage.
- Halo of Radiant Fire: At 14th level the warlock can project around herself ring of fire as a bonus action. Any enemy creature that is within 10 feet of the warlock is consumed by fire. Any creature that is within the ring of fire and attacks the warlock will take 2d6 radiant damage. Undead and fiends who are merely within 10 feet of the warlock will take 2d8 points of radiant damage per round.