Whispers from the Heavens

by KajaGrae

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Whispers from the Heavens

Foreword

Awaken, Dreamer... The Heavens beckon! The evils of the world rise up in hordes to destroy the innocent. Injustice and war run rampant as plots run deep, and even souls are given for the lust of power and greed... You have been chosen, Dreamer! Will you take up my mantle and answer my calling?


Whispers of the Heavens is a supplement for warlock players that wish to take up the mantle of good, but do not wish to serve in the life of the priesthood.

In the pages following are options for players to further customize their Celestial warlock, or they can choose to take up the mantle of another power of the Upper Planes.

Contained within are new subclasses, pact boons, invocations, and spell options that will allow players to broaden the playstyles and choices available to warlocks whose Patron hails from one the Upper Planes.

Greetings! Just wanted to take a moment to thank all of the folks that were kind enough to take time out of their days, to provide some most excellent feedback, and to assist me in picking up the skills to make it look as good as it does. Community really does make a difference, and the community over at r/UnearthedArcana is an amazing one!

If you like what you see, if you see some errors, if you see something that could be improved on, please, let me know! If you take the time to play any of this, and you find any balance issues, I would love to hear from you!

Thanks you for taking your time to check this out.


I hope you enjoy!

KajaGrae


Discord: KajaGrae#4748

v1.3

The Archon

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient archon, or a member of the Celestial Hebdomad.

The steadfast protectors of the Upper Planes, your pact with them enables you to protect and defend from the evils of the universe.

Archon Features
Warlock Level Feature
1st Expanded Spell List, Defender of the Realms, Warden's Bulwark (1d8)
6th Archonian Aegis (+1), Warden's Bulwark (2d8)
10th Sentinel of the Gates, Archonian Aegis (+2), Warden's Bulwark (3d8)
14th Sound the Trumpets, Archonian Aegis (+3), Warden's Bulwark (4d8)

Expanded Spell List

The Archon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Archon Expanded Spell List
Spell Level Spell
1st bless, censure
2nd aid, protection from poison
3rd intellect fortress, protection from energy
4th death ward, stoneskin
5th circle of power, wall of force

Defender of the Realms

At 1st level, you acquire additional training to protect yourself in battle. You gain proficiency with shields.

Warden's Bulwark

At 1st level, your patron grants you the ability to provide supernatural protection to those you defend.

When another creature you can see within 60 feet of you takes damage, you can use your reaction to surround that creature in a momentary shield of light and reduce that damage by 1d8 + your Charisma modifier (increasing to 2d8 at 6th, 3d8 at 10th, and 4d8 at 14th level of this class).

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this ability once you finish a long rest.

Archonian Aegis

Starting at 6th level, you gain the ability to envelop another being in glowing armor of power. As an action, choose a creature within 60 feet of you. The creature is armored for 1 minute. Until the ability ends, the target gains a +1 bonus to AC and saving throws (increasing to +2 at 10th, and +3 at 14th level of this class).


The creature also gains temporary hit points equal to your warlock level + your Charisma modifier. Any temporary hit points remaining are lost when the ability ends for any reason. The ability ends early if the target dies, if you die, or if you are incapacitated.

Once you use this feature, you can't use it again until you finish a long rest.

Stalwart Sentinel

At 10th level, your patron imbues you with power to be more perceptive and remain steadfast. You are immune to being frightened. You can also see invisible creatures, and perceive illusions within 30 feet.

Sound the Trumpets

At 14th level, as an action, choose a point within 60 feet of you. Each creature of your choice within a 20-foot radius from that point takes thunder damage equal to 2d8 + your Charisma modifier and is deafened for 1 round.

Immediately afterwards, a hammer archon appears in the closest unoccupied space to the specified point, and fights for you for 1 minute. The hammer archon is friendly to you and your companions for the duration. Roll initiative for the hammer archon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the archon, it defends itself from hostile creatures but otherwise takes no actions. The hammer archon disappears after one minute, or if it reaches 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.


The Guardinal

Your patron is a powerful being of the Upper Planes. An ancient guardinal, Talisid, or one of the Five Companions fill you with strength.

Guardinals are destroyers of evil, and seekers of justice. Your pact helps you seek out evil, destroy it, and root out injustice, where ever it may be.

Guardinal Features
Warlock Level Feature
1st Marked for Justice
6th Primal Seeker
10th Fetters of the Magistrate
14th Final Justice

Expanded Spell List

The Guardinal lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Guardinal Expanded Spell List
Spell Level Spell
1st command, thunderwave
2nd vortex warp, zone of truth
3rd slow, speak with the dead
4th freedom of movement, divination
5th Bigby's hand, destructive wave

Marked for Justice

Starting at 1st level, you gain the ability to place a mark of justice on someone. As a bonus action, choose one creature you can see within 60 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:

  • You gain a +1 bonus to attack rolls against the marked target. The bonus is increases to +2 at 6th, and +3 at 14th levels of this class.

  • The marked creature is unable to hide from you, and is visible to you even while invisible.

  • Its movement is slowed by 5 feet. This increases to 10 feet at 6th, and 15 feet at 14th levels of this class.

You can use this feature an number of times equal to your proficiency bonus, and regain all spent uses when you finish a long rest.

Primal Seeker

At 6th level, you are imbued with the ability to locate a creature or object you are in search of.

As an action, describe or name a creature or object that is familiar to you. This can be a specific creature or object, or you can locate the nearest creature or object of that kind, that you have personally observed up close, within 30 feet, at least once. For 1 hour, you sense the direction to the creature or object's location, as long as that creature or object is on the same plane as you. If the creature or object is moving, you know the direction of its movement.

You can’t use this feature again until you finish a long rest.

Fetters of the Magistrate

At 10th level, your patron grants you the ability conjure manacles of power. Chose a target creature that you can see within 120 feet. The target creature must succeed a Strength saving throw against your warlock spell save DC, or be restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. If the creature attempts to cast a spell while restrained by this ability, it must succeed a Charisma saving throw against your warlock spell DC, or the spell fails.

A creature that is under the effects of your marked for justice ability makes these saving throws with disadvantage.

You can’t use this feature again until you finish a short or long rest.

Final Justice

At 14th level you can call down the raw power of the heavens to strike a mighty blow for justice. Choose a creature that you can see within 120 feet. A column of brilliant white light thunders down from the heavens, striking the target. The target takes 5d10 thunder and 5d10 radiant damage as the power of the heavens tears through it. The target is blinded and deafened by the power for 1 minute. The creature can attempt a Constitution saving throw against your warlock spell save DC at the end of each of its turns, ending the effects early upon a successful save.

Once you use this feature, you can't use it again until you finish a long rest.

Pact Boon

At 3rd level, a warlock gains the Pact Boon feature. Here are new options for that feature, in addition to the options in the Player's Handbook..

Pact of the Chalice

Your patron bestows upon the gift of a chalice. The chalice can be in the form of any drinking utensil as determined by you and your dungeon master. Using the chalice, you can call upon its power to heal the sick.

As a bonus action, you call upon the power of your patron to fill the chalice with the following:

  • Healing Draught. As an action, you can either drink the liquid yourself, or administer it to a creature within 5 feet of you. Imbibing the draught restores a number of hit points equal 1d4 + your Charisma modifier to you or the creature you administer it to.

You can use this feature a number of times per day equal to your proficiency bonus. You regain all expended uses of this feature once you finish a long rest

Your chalice acts as a spell focus for you. If you lose the chalice, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous chalice. The chalice turns to ash when you die.

Pact of the Shield

You can use your action to create a pact shield in your empty hand. You can choose the form that this shield takes each time you create it. You are proficient with it while you wield it.

You can use the shield to aid another. When a creature you can see, attacks another creature within 60 feet of you, you can use your reaction to cause your pact shield to momentarily appear between the attacker and its target, imposing disadvantage on the attack roll, before reappearing in your hand.

You can use your pact shield this way a number of times equal to your proficiency bonus. You regain all expended uses of this feature once you finish a long rest.

Your pact shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the shield (no action required), or if you die.

You can transform one magic shield into your pact shield by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can’t affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook and Xanthar's Guide to Everything. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Benediction of Bytopia

Prerequisite: 5th level
You can cast prayer of healing once using a warlock spell slot. You regain the ability to do so when you finish a long rest.

Bulkwark of Law

You can cast protection from evil and good once without expending a spell slot or material components. You regain the ability to do so after a short or long rest.

Crenelations of Lunia

You summon a magical battlement of glistening white stone. It appears in an unoccupied space that you can see within 60 feet of you. The battlement is 15 feet long, 5 feet high, 1 foot thick, and has gaps from half way up every few feet. It provides half cover to those behind it. The battlement disappears after 1 minute.

Once you use this invocation, you can’t use it again until you finish a long rest.

Consecrated Chalice

Prerequisite: Pact of the Chalice feature
As a bonus action, you can now fill your pact chalice with the following:

  • Righteous Holy Water. You can use your action to splash the contents of the chalice onto a creature within 5 feet of you, or throw it up to 20 feet shattering the chalice on impact (it reforms in your hand immediately afterwards). In either case, make a ranged attack against a target creature, treating the chalice as an thrown weapon, with which you are proficient. If the target is a fiend or undead, it takes radiant damage equal to 2d6 + your warlock level.

You can use this feature a number of times equal to your proficiency bonus, and regain all spent uses when you finish a long rest.

Variant Pact Boons and Invocations

You can work with your DM to retool some of the existing Pact Boons and Invocations to give them an Upper Planes flair. Your Book of Shadows can become a Blessed Tome. The damage type on Eldritch Smite can be changed to Radiant, with a single turn blind applied, instead of being knocked prone, and call it Angelic Smite. Adjust Lifedrinker to radiant damage, and calling it Purging Flame, etc.

Dawnbreak

Prerequisite: 7th level
The Heavens open up above you and fill a 60-foot cylinder, centered on you, with sunlight for 1 minute.

All magical darkness in the area is dispelled. For the duration of the effect, undead cannot be animated, fiends cannot be summoned, and magical darkness cannot be created within the area.

A fiend or undead with a CR no greater than half your warlock level, that enters the area on its turn for the first time, or begins its turn within the area, must make a Wisdom saving throw against your warlock spell save DC.

On a failure, the creature takes radiant damage equal to 1d6 + your Charisma modifier, and must use its full movement and and any available actions to move out of the area. At the beginning of its turn it can attempt a new saving throw to negate the effect. A success prevents it from suffering the negative effects of the spell until the beginning of its next turn.

Once you use this invocation, you can't use it again until you finish a long rest.

Dialytic Shield

Preqrequsite: 12th level, Pact of the Shield
As a reaction to being targeted by a a magic missile, a line spell, or a spell that requires a ranged attack roll, you can brandish your pact shield and attempt to absorb the spell's energy. If the spell is of 5th level or lower, the spell fails, has no effect, and you regain an expended warlock spell slot. If the spell is of 6th level or higher, make a Charisma ability check. The DC equals 10 + the spell's level. On a success, the spell fails, has no effect, and you regain an expended warlock spell slot.

Once you use this invocation, you can't do so again until you finish a long rest.

Divine Awareness

You gain proficiency in the Insight and Perception skills.

Exalted Chalice

Prerequisite: 5th-level Warlock, Pact of the Chalice feature
Add one additional die to the healing of the healing draught feature of your pact chalice.

In addition, as a bonus action, you can now fill your pact chalice with the following:

  • Medicament. As an action, you can drink the liquid or administer it you one creature within 5 feet of you. Imbibing the medicament grants the effects of a lesser restoration spell to your or the creature you administer it to.

You can this feature once, and can't do so again until you finish a long rest.

Favor of Celestia

You can cast bless once using a warlock spell slot. You can't do so again until you finish a long rest.

Gift of the Beastlands

Preqrequsite: 5th level
The cunning of the Beastlands makes you a consummate tracker. When you encounter a creature’s tracks, you can use an action to cause them to radiate a dim glow that only you can perceive. You have advantage on Wisdom (Survival) checks to follow its tracks. You can move at full speed without penalty to the roll, and can discern the creature’s general health and condition at the time the track was made.

This benefit lasts a number of hours equal to your Charisma modifier. Afterwards, you can’t you this feature again until you finish a long rest.

Hallowed Elixir

Prerequisite: 12th-level warlock, Pact of the Chalice Feature
As a bonus action, you can now fill the chalice with the following:

  • Hallowed Elixir. As an action, you can drink the liquid, or administer it to one creature within 5 feet. Imbibing the elixir grants the effects of a greater restoration spell to you or the creature you administer it to.

You can this feature once, and can't do so again until you finish a long rest.

Halls of Valhalla

Prerequisite: 15th level
You can cast heroes' feast and revivify once without expending a spell slot or material components.

You regain the ability to do so when you finish a long rest.

Heavenly Retreat

Prerequisite: 9th level
You can cast rapid respite once using a warlock spell slot. You regain the ability to do so when you finish a long rest.

Improved Pact Shield

Prerequisite: Pact of the Shield feature
You can use any shield you summon with your Pact of the Shield feature as a spellcasting focus for your warlock spells.

In addition, your pact shield now provides you with a +1 bonus to your armor class, unless it is a magic shield that already has this bonus.

Finally, when you use your pact shield to aid another, if that creature is hit by the attack, you reduce the damage the creature takes by 1d10 + your proficiency modifier.

Intervene

Prerequisite: 7th level
You gain the ability to put yourself in harm’s way to protect another. When a creature you can see within 60 feet is about to take damage, you can use your reaction to teleport yourself to its location. The creature disappears, and reappears in your previous location. The attack or spell that was going to damage the creature now affects you instead. Use your AC to determine if the attack succeeds. If the source of damage instead requires a saving throw, you are now subject to that saving throw.

Once you use this feature, you cannot do so again, until you finish a short or long rest.

Light of Elysium

Prerequisite: 7th level
You can cast beacon of hope once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Mirror of the Heavens

Prerequisite: 9th level, Pact of the Shield feature
As a reaction to a creature you can see within 60 feet of you being targeted by a magic missile, a line spell, or a spell that requires a ranged attack roll, of up to 4th level, you make your pact shield momentarily appear between the caster and the target. The effect is reflected back at the caster as though it originated from the shield, turning the caster into the target, the shield then reappears in your hand.

Once you use this invocation, you can't use it again until you finish a long rest.

Monocle of the Modrons

You can cast detect evil and good at will, without expending a spell slot.

Order's Wrath

Prerequisite: 15th level
You can cast dispel evil and good at will, without expending a spell slot or material components. You must finish a long rest before you can use this invocation against the same creature again.

Panacea

Prerequisite: 17th-level warlock, Pact of the Chalice Feature
As a bonus action, you can now fill the chalice with the following:

  • Panacea. As an action, you can drink the liquid, or administer it to one creature within 5 feet. Imbibing the panacea grants the following effects:
    • Removes any effects reducing the creature's maximum hit points.
    • Removes any reduction to the creature's ability scores.
    • Removes any curses, including the creature's attunement to a cursed magic items.
    • Removes all conditions except grappled, invisible, prone, or restrained.
    • Restores a number of hit points equal to 5d8 + your Warlock level.

You can this feature once, and can't do so again until you finish a long rest.

Pax Arcadia

Prerequisite: 9th level
Choose a creature within 60 feet. That creature must make a Wisdom saving throw against your warlock spell save DC. If the target fails, it is unable to make an attack, cast a spell that affects an enemy, or take any action that would deal damage to another creature for 1 minute. The creature can attempt a new saving throw at the end of each of its turns, ending the effect on a success. The effect ends immediately if the target is attacked.

Once you use this feature, you can't use it again until you finish a short or long rest.

Purifying Touch

Prerequisite: 9th level
You touch a creature, and a wave of divine energy cascades over it. All curses (including the target's attunement to cursed magic items) and diseases end on the target, as well as all effects causing any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned. Once you use this feature, you can't use it again until you finish a long rest.

Sanctified Renewal

Prerequisite: 5th level
You can cast rejuvinate once using a warlock spell slot. You regain the ability to do so when you finish a long rest.

Spells

Cleric

1st Level

Censure

4th Level

Rapid Repsite

Druid

3rd Level

Rejuvinate

Warlock

1st Level

Censure

Spell Descriptions

The spells are presented in alphabetical order.

Censure

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (piece of bone from good creature)
  • Duration: Concentration, up to 1 hour.

You curse a creature that you can see within range and condemn it. Until the spell ends, you deal an extra 1d6 radiant damage to the target whenever you hit it with an attack. The target also provokes opportunity attacks when it enters your reach. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to condemn a new creature. A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours

Rapid Respite

4th-level evocation


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (some down feathers)
  • Duration: Instantaneous

You infuse divine energy in those around you, making them feel rested and re-invigorated.

All allies in a 20-foot-radius centered on you, can spend Hit Dice equal to up to your spellcasting modifier, to heal themselves as if they had just finished a short rest. Creatures choosing to spend dice in this way can reroll any 1 or 2 rolled, but must accept the new roll even if it is a 1 or 2.

Rejuvinate

3rd-level evocation (Druid)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a lizards tail)
  • Duration: Concentration, up to 1 minute.

You infuse healing energy in a creature you touch, restoring them to health over time.

Choose one creature. For the duration of this spell. the target creature you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier at the beginning of each of its turns. This spell has no effect on undead or constructs.

Additional Spells for Mystic Arcanum

If your DM allows, you can expand the list of available warlock spells from 6th to 9th level, for Mystic Arcanum choices, to include the following for your Upper Planes patron warlock:


6th level

Globe of Invulnerability
Heal
Planar Ally
Sunbeam


7th level

Conjure Celestial
Divine Word
Regenerate


8th level

Holy Aura
Sunburst


9th level

Power Word Heal

The Heavenly Host is calling...

Not all who are called to serve take vows in service of a god.

Others hear whispers in their dreams... feel the need to serve the greater good.

For those who answer the calling, power to change the world awaits. Take up the power, and push back the evils that seek to destroy it all.

Whispers of the Heavens is a small compendium of subclass options for Warlocks with patrons that hail from the Upper Planes.

New options include new subclasses, new pact boons, new invocations, new spells, and variant rules to fine tune your warlock to be a champion for good.

Cover Art: Peter Mohrbacher

More Credits

Huge credits go out to the good people of r/UnearthedArcana and the Discord of Many Things. Their feedback was invaluable.


To the folks at Portent Press for the inspiration for dyalitic shield I added in the v1.3 update.


The numerous folks that took the time to playtest this in their groups, and provided me with feedback.


And last, but beyond not least, a big shout out to TheArenaGuy for the creative sessions on celestials, archons, and warlocks, for his work on conversions of the Archons, and for taking the time to listen, give, and receive feedback about ideas.

Check out his Discord over at Spectre Creations , and his Patreon over at Spectre Creations (TheArenaGuy)

Additional Artist Credits

Cover Art: Sahaqiel, Angel of the Sky by Peter Mohrbacher


Page 2 Art: Gates of Heaven by Piotr Dura


Page 3 Art: Kalinnen Shieldmaiden by Daniel Comerci


Page 4 Art: Manath, Cervidal Paragon by Arnie Swekel, Copyright 2003 WotC


Page 5 Art: Dawn by Noah Bradley, Copywright 2017 WotC


Page 8 Art: Elysium by Olly Lawson, Copyright 2015 WotC

 

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