A Complete Guide To Playing A Celestial Warlock In 5e D&D

A burst of blindingly bright light shone down from above. The party fell down on their knees in awe, though as the light faded a familiar shape became clear. “Hey guys!” said the Warlock, stepping out of the column of light. “What do you think of this new spell my Patron set me up with?”

Table of Contents

There’s this stupid idea that healers aren’t allowed to spill blood. Celestial Warlock heard about this and decided to prove the world wrong, becoming an excellent support class that can also liquefy your brain from across the battlefield.

Celestial Warlock has a reputation of being a weird hybrid, mixing Warlock and Cleric abilities but doing neither especially well. I am pleased to announce that this is nonsense, as Celestial has enough raw power to do both wonderfully.

So if you’ve been looking for a Warlock subclass that gives you a massive pool of healing magic, access to a suite of buff spells to strengthen your party, and at least one magical fireworks show with the threat of arson, Celestial Warlock is just for you!

Using This Guide

Everything in this guide has an emoji, ranking how useful a given ability or feature is to playing this class effectively.

✅ — An absolutely crucial feature. Often forms the backbone of a class’ look and feel. Will provide some bonus that can’t be found through other means.

🆗 — A solid feature that does its job well. Not game-breaking, and certainly replaceable, but a strong choice that shores up some weakness.

⚠️ — A debatable choice. Could work for a specific build, but otherwise is either a wasted opportunity or is just weaker than other alternatives.

⛔ — Outright bad and detrimental. This weighs down the class and just takes up space on the character sheet. A weakness you will have to accommodate for.

These rankings are meant to help you create an optimized class build but remember—DnD isn’t a game where you need to win to have fun. Weaker but flavorful builds also have their place and can make for fulfilling characters.

How To Play A Celestial Warlock

Almost nothing about the Celestial subclass helps you deal damage in combat. Instead, it’s your job to help others. By your patron’s divine light, you become a healing machine, allowing you to pivot from blasting enemies at range to restoring health at range.

Compared to other classes and subclasses based around buffing your allies and healing them (Supports), Celestial Warlock has a very unique feel. Many supports trade combat power for their abilities, but Warlock is deadly enough as-is that choosing this subclass barely hurts your damage output.

Dedicating yourself to primarily buffing your allies rather than clearing out a battlefield means that a number of Warlock spells you’d normally skip over become more viable. Be careful to play defensively to maintain concentration, but if you can manage that with a high AC and some defensive spells, you will be able to turn your party into demigods.

Being An Effective Support

Your priority should be protecting weaker allies and occasionally restoring the health of your front-line fighters. Enemies often deal more damage than you can restore in a turn, so you have two options. First, make sure their attacks never hit by slapping defensive spells on your friends like protection from evil and good or foresight. Second, save most of your healing to get allies back on their feet from unconsciousness, when even a small amount of healing has a big impact. Your Healing Light ability is great for this since you can control how many dice you roll to restore health and can be as stingy as you like.

If your party relies on you for healing, then when you go unconscious they probably don’t have a good way to help you back up. Therefore it’s important to keep yourself alive. Good armor, defensive spells, temporary hit points: anything that increases your survivability. Cowering on the back lines of combat works surprisingly well for you, since your Healing Light ability eldritch blast are both ranged. Additionally, many of the buffs you can apply to allies require concentration, so keeping your head down in combat is important.

Healing and buffing aren’t the only ways to play support. Spells like wall of light and magic circle let you create barriers to keep enemies at bay, preempting the need to heal. And with your ever-powerful eldritch blast and other offensive spells, clearing out enemies is easy, eliminating threats before they can attack vulnerable allies.

Celestial Subclass Features

🆗 Expanded Spell List

1st Level

⚠️ Cure Wounds

Why is a healing spell such a poor choice? Because Warlock has such limited spellcasting. You can’t really afford to use a spell slot on single-target healing except in emergencies. With a 5th-Level slot, cure wounds heals 5d8 + your Charisma modifier, and that requires you to touch your target. The Healing Light ability can do up to 5d6 + your Charisma modifier at range and as a bonus action, so it’s often the better option.

🆗 Guiding Bolt

One of the best single-target damage options in the game thanks to the free advantage and scaling damage, but Warlock should be wary when using a spell slot to hit only one target.

2nd Level

🆗 Flaming Sphere

Not a huge impact, but some consistent damage and a way to use your bonus action makes for a good combo.

⚠️ Lesser Restoration

Try to leave utility like this for another spellcaster in your party, but if that’s not an option, this is nice to have on hand.

3rd Level

⛔ Daylight

Use your light cantrip. Don’t waste a spell slot casting this.

✅ Revivify

You will thank Pelor that you have this spell when an encounter turns sour. It can turn around a bad situation, and the more party members with resurrection spells available, the better.

4th Level

🆗 Guardian of Faith

You’ll appreciate being able to cast this and leave it running. Getting 60 guaranteed damage for your spell slot is good value, and this spell counters invisible enemies quite well.

✅ Wall of Fire

An excellent way to steer a battle in your favor by making every enemy reposition themselves or get roasted. The wall also acts as a good roadblock as your party bids a hasty retreat.

5th Level

🆗 Flame Strike

One cast will hit at most four enemies unless there is a column of flying bats or something like that. Four targets isn’t bad for Warlock, who usually lacks area-of-effect spells, though it is still limited enough that this spell isn’t a staple.

🆗 Greater Restoration

Some more diverse effects than its lesser version make this spell a better choice to pick up, but my advice still stands: let someone else do the restoring unless you are literally the party’s only option.

These new spells are some of the only ones Warlock can learn that require spell components with a cost. For a closer look at components, check out this breakdown by Cafe Arcane.

🆗 Bonus Cantrips

The cantrip light provides good illumination utility that Warlock struggles to obtain otherwise, but that effect is so common it is very likely some other party member already has it. Sacred flame offers good range. It serves you best when an enemy is slow but heavily armored, making it difficult to hit with eldritch blast but susceptible to a good Dexterity save.

✅ Healing Light

The star of the Celestial show. You get the equivalent of a basic healing spell, and a big enough pool of d6s that you can heal a few times a day. The pool isn’t big enough that you can heal willy-nilly, but getting downed allies off the ground feels great. In combat, you will be relying on this ability for your healing since you don’t want to spend spell slots to heal. Fortunately it is powerful enough to almost carry the subclass entirely on its own.

⚠️ Radiant Soul

I struggle to dislike this since both abilities don’t hurt to have in your back pocket. However they don’t synergize well with your other subclass features. You work at range, so damage resistances barely get used unless you are getting too close to combat. And you mainly attack with eldritch blast, which uses force damage so the second ability doesn’t apply.

✅ Celestial Resistance

That is a lot of health for free. Even heroes’ feast or Bard’s Song of Rest aren’t as good healing options for your rest. The fact that this reapplies every short rest and doesn’t cost you any resources makes it incredibly potent for health spam.

✅ Searing Vengeance

If you are serving as the party healer, being able to recover from zero health without needing a party member to intervene is excellent. This means your party can spend less time protecting you and more time fighting. Getting to blast the enemies near you and blind them also makes it easier to retreat to a safe location (and no save against the blind effect!).

Read our full guide on Warlock spells here.

The Perfect Celestial Build

Ability Scores

⛔ Strength

Dump stat.

✅ Dexterity

Since you’re likely acting as a healer, you want to spend your time healing others rather than yourself. This means it’s better to have a high AC instead of high health, though both together are the best. With light armor, a high Dexterity bumps up your AC and improves your survivability.

🆗 Constitution

More health means you live through combat. And a high Constitution save helps you maintain concentration on your limited spells.

⛔ Intelligence

Dump stat.

⛔ Wisdom

Dump stat.

✅ Charisma

Your spellcasting relies on your Charisma, so extra spell damage and a high spell save make it worthwhile to get this number as high as possible. Your Healing Light ability is also restricted by your Charisma modifier, so a higher Charisma means you can attempt larger healing bursts.


Aasimar (especially Protector) is a standout choice for Celestial Warlock thanks to a pair of damage resistances and a flying speed, both of which keep you alive to heal your friends. Protector even has its own healing ability.

Other good options are Eldarin, Half-Elf, and Winged Tiefling for a Charisma boost and some good maneuverability. If you want a strong defense, also consider Satyr, Verdan, Warforged, or Yuan-Ti Pureblood.

🆗 Lightfoot Halfling, Triton, and Variant Human are all decent racial choices. They each provide some flexibility, allowing you to customize your build, though you’ll probably want to focus on survivability


⚠️ Healer

Go all in with your role as party healer! Especially with your limited spell slots, being able to reliably restore health without using magic can be very valuable. Be sure to stock up on healer’s kits. Still, magic will always let you restore more health per turn, and at range.

Player Tip: How Do Healer’s Kits Work?

Normally when you run up to an injured buddy and try to heal them, you need to pass a DC 10 Medicine check. With a healer’s kit, you can skip the check at the cost of one use of the kit. This stabilizes the wounded person and means they can stop making death saving throws. With the Healer feat, you can use the kit for more applications. Healer’s kits thus serve as a decent backup for when you run out of healing spells.

🆗 Inspiring Leader

You have high Charisma and are already the party member sweating about everyone’s health—why not? This feat gives your friends temporary hit points, which lets you effectively overheal them. A great support feat.

🆗 Moderately Armored

Not dying is important, especially if you’re the only party member who can heal anyone. Better armor makes you die less, although if your Dexterity is high enough, light armor might still be better.

✅ War Caster

Not losing concentration on spells is key for Warlock, who can’t afford to waste a spell slot on something that fizzles one turn later. And smacking a retreating enemy with eldritch blast is just icing on this very tasty cake.


✅ Agonizing Blast

Always a staple for Warlocks. You may not need to attack often, but might as well deal more damage when you do.

✅ Eldritch Mind

Crucial for maintaining concentration, which a lot of support spells require.

⚠️ Fiendish Vigor

Extra health is alright, but when you have so many healing options, it’s often better to just magically restore your own health.

⚠️ Gift of the Ever-Living Ones

When you do need to heal yourself, you want as much health back as possible so you can return to helping your party. If you take Pact of the Chain, this Invocation does just that, though it’s preparing for a worst-case scenario and will not otherwise impact the game.

🆗 Investment of the Chain Master

If you take Pact of the Chain to hand-deliver healing spells, this Invocation makes your familiar a more versatile fighter. An excellent way to spend your bonus action to deal some extra damage.

🆗 Protection of the Talisman

Giving an ally your talisman along with a d4 to saving throws makes for a potent support ability.

Never heard of Pact of the Talisman? Check out this guide from Genrebomb explaining this Pact Boon added in Tasha’s Cauldron of Everything.

Read our full guide on Warlock invocations here.

Warlock Pact Boons

Celestial Warlock is probably the most intuitive use for Pact of the Chain. When you send your familiar out into the world, you can cast spells with touch range through it. This alone makes cure wounds much more viable, as you can have your familiar circling your allies, ready to jump in and heal them at a moment’s notice.

Additionally, you can sneak in some extra damage with your familiar when you’re not healing, and you do so without putting yourself in the firing line. This works best with a few Invocations stacked on the base Pact Boon. There is also a useful Invocation that makes you better at getting healed when your familiar is near, so if you do get hurt you can bounce back more easily.

As an alternative, Pact of the Talisman grants a basic bonus that will relieve a few headaches every day. The extra dice are a welcome perk, and getting to hand off your talisman to help a friend is right in line with your support role. As for the last two options, Pact of the Blade is too fighty, and the spells gained from Pact of the Tome are too limited to contribute to your role as support.



✅ Eldritch Blast

When you aren’t casting a support spell, you might as well pummel an enemy. You don’t need to heal your friends if the bad guy never lives to attack them.

1st Level

🆗 Armor of Agathys

A strong defensive option that keeps you alive to support your buddies.

✅ Protection from Evil and Good

This protects the target from almost all monsters, and the buffs you give them are useful at any level, so this spell is as good against liches as against skeletons.

2nd Level

✅ Mirror Image

Making enemies miss 75% of their attacks on you is excellent for a subclass that doesn’t want to get hit.

🆗 Spider Climb

If you find yourself getting flanked too often, climbing out of melee range can vastly improve your survivability. However, it is concentration, so you limit your options for what you can cast while up the wall.

3rd Level

🆗 Gaseous Form

Not something you’ll use often, but it can give you a clean getaway from sticky situations.

✅ Magic Circle

A very versatile way to protect your party from scary monsters. No concentration and an hour duration bump this spell up to a top tier support option.

⚠️ Remove Curse

Use your spell slot begrudgingly to cast this, but as a support subclass, your party might rely on you to supply curse removal.

4th Level

✅ Shadow of Moil

Becoming obscured means ranged attacks have disadvantage to hit you, and if something tries a melee attack, the shadows smack back. Great at keeping you alive, especially on the backlines of a battle.

5th Level

🆗 Far Step

Blinking away from danger once a turn? Sign me up.

✅ Wall of Light

The “Wall” spells are great defensive options. Wall of light isn’t necessarily better than wall of fire, which your subclass gives you access to, but pick one of them up. This spell is a bit better at picking off single targets.

6th Level

🆗 Investiture of Wind

You really just want the ability giving ranged attacks against you disadvantage, but a flying speed to aid maneuverability and a fun wind attack never hurt.

✅ Tasha’s Otherworldly Guise

Ah, the power creep of new spells. This is bonkers. Two damage immunities, a flying speed, +2 AC, and the ability to make two attacks a turn using your Charisma. If you are ready to drop a concentration spell and risk wading into combat, this is the way to do it. Even if you keep back in a fight, the defensive bonuses alone are worth it.

7th Level

⚠️ Plane Shift

Not many good 7th Level spell options for Celestial. Plane shift wins because it can be used as both offense and utility, but is still an alright option at best.

8th Level

🆗 Feeblemind

Protect your friends by crippling your enemies! Using this to effectively kill an opposing spellcaster will make combat that much easier and lessen the healing load you’ll be taking on.

9th Level

✅ Foresight

Excellent at improving your defenses, but casting this on an ally is the better option. You turn them into a god for eight whole hours, and you don’t even need to maintain concentration. The single best support buff in the game.

For more information on Warlock spells, check out our complete guide here.


Celestial Warlock is stuck with base Warlock’s proficiencies. That means your best armor will be studded leather.

While you probably won’t need to worry about weapon fighting as a Celestial Warlock, if you do need to get stabby, your highest damage option is a greatclub. However, that is two-handed, so your best one-handed options are handaxes, javelins, maces, quarterstaffs, and spears.

You should have a reasonably high Dexterity, so ranged weapons aren’t a terrible idea (though eldritch blast is almost always better). Your hardest-hitting ranged option is two-handed: the light crossbow.

It may also be worthwhile to grab a healer’s kit to help downed allies. You could even buy an herbalism kit and start brewing potions of healing.

Celestial brings a unique twist to playing a Warlock. If this guide has helped you understand this often-underestimated subclass better, share it with your friends! And be sure to leave a comment telling us about your Celestial Warlock character from your campaign.

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