

Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn. GENERAL NOTES Release Information The Adventures in the Forgotten Realms set becomes legal for sanctioned Constructed play on its official release date, Friday, July 23, 2021. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. 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. Starting at 14th level, the radiant energy you channel allows you to resist death. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. These temporary hit points equal your warlock level + your Charisma modifier. Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. The Unsets are pretty unique in their design, but one of the mechanics that stood out as a massive flavor win for this set is rolling dice. Arborea Pegasus ( 4 ) Creature Pegasus (2/3) Flying When Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn.
Your pool regains all expended dice when you finish a long rest. Flying Whirlwind When Air-Cult Elemental enters the battlefield, return up to one other target creature to its owners hand.Roll the dice you spend, add them together, and restore a number of hit points equal to the total. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). The number of dice in the pool equals 1 + your warlock level.Īs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. You have a pool of d6s that you spend to fuel this healing. Healing LightĪt 1st level, you gain the ability to channel celestial energy to heal wounds. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Celestial Expanded SpellsĪt 1st level, you learn the Light and Sacred Flame cantrips.

The following spells are added to the warlock spell list for you.

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. Source: Xanathar's Guide to Everything Expanded Spell List
