Aasimar Celestial Patron Warlock Build Guide
Combine Aasimar's Healing Hands and the Celestial Patron's Healing Light to become a battlefield medic with a bottomless pool of d6s.
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Why Celestial Patron?
Aasimar and Celestial Warlock seem like a match made in heaven, but mathematically, they step on each other's toes just enough to earn a 5/10 base synergy rating. Aasimar's Celestial Resistance grants resistance to radiant and necrotic damage, while your level 6 Radiant Soul feature... also grants radiant resistance. This redundancy is annoying, but the sheer volume of non-spell healing you bring to the table makes up for it.
With your racial Healing Hands and the subclass's Healing Light, you are a short-rest healing battery. You get a massive power spike at level 6 when Radiant Soul adds your Charisma modifier to fire and radiant spells—making Sacred Flame or Guiding Bolt hit exceptionally hard. You are the ultimate arcane support, keeping your party alive without burning precious Pact Magic slots on Cure Wounds unless absolutely necessary.
Because you have a 14 Dexterity and d8 Hit Dice, positioning is critical. You'll rely on Aasimar's Celestial Revelation flight to stay out of melee while raining down radiant damage and distributing temporary hit points via your level 10 Celestial Resilience feature.
Celestial Patron Features
Celestial Spells
Level 3You gain additional spells that count as warlock spells for you: Cure Wounds, Guiding Bolt (level 1); Flaming Sphere, Lesser Restoration (level 3); Daylight, Revivify (level 5); Guardian of Faith, Wall of Fire (level 7); Greater Restoration, Flame Strike (level 9).
Healing Light
Level 3You gain a pool of d6s that you can use to heal creatures. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal a creature you can see within 60 feet, spending dice from the pool (up to your Charisma modifier, minimum one die). The creature regains hit points equal to the total rolled. You regain all expended dice when you finish a long rest.
Radiant Soul
Level 6You gain resistance to radiant damage. When you cast a spell that deals fire or radiant damage, you can add your Charisma modifier to one damage roll of that spell against one of its targets.
Celestial Resilience
Level 10You gain temporary hit points whenever you finish a short or long rest. The temporary hit points equal your warlock level + your Charisma modifier. Additionally, up to five creatures of your choice within 30 feet also gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance
Level 14When you would make a death saving throw at the start of your turn, you can instead spring back to your feet with radiant energy. You regain hit points equal to half your hit point maximum, then stand up. Each creature of your choice within 30 feet takes 2d8 + your Charisma modifier in radiant damage and is blinded until the end of your current turn. Once you use this feature, you can't use it again until you finish a long rest.
Recommended Ability Scores
Aasimar Traits That Benefit Celestial Patron Warlock
Celestial Revelation
Flight provides incredible mobility, letting the Warlock reach otherwise inaccessible positions.
Celestial Resistance
Built-in damage resistance reduces incoming damage, keeping your Warlock alive longer in combat.
Healing Hands
Additional healing ability supplements the Warlock's support capabilities.
Darkvision
Aasimar Darkvision helps Warlocks scout ahead and fight in darkness without needing a torch.
Combat Effectiveness
| Level | HP | Melee DPR | Spell DPR |
|---|---|---|---|
| Level 5 | 33 | 3.9 | 9 |
| Level 11 | 69 | 3.58 | 12.38 |
| Level 17 | 105 | 3.58 | 16.5 |
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Build Path (Levels 1-20)
Levels 1-4
Start with 8 STR, 14 DEX, 13 CON, 12 INT, 10 WIS, and 15 CHA. At level 1, you get Healing Light and your first Celestial Spells. Grab Sacred Flame (which gets buffed later) and Guiding Bolt. At level 3, your spellcasting expands with second-level Celestial Spells like Lesser Restoration and Flaming Sphere. Take Pact of the Chain at level 3. The Gift of the Ever-Living Ones invocation maximizes all healing you receive, meaning you can use Healing Light on yourself for guaranteed max HP. At level 4, take the Fey Touched feat to bump Charisma to 16 and grab Misty Step.
Levels 5-10
At level 5, you access Revivify. At level 6, Radiant Soul comes online. From now on, add your Charisma modifier to one damage roll of Guiding Bolt or Wall of Fire. At level 8, take your ASI to bump Charisma to 18. At level 9, you unlock your 5th-level Celestial Spells, specifically Flame Strike and Greater Restoration. At level 10, Celestial Resilience activates, granting you and your party a massive buffer of temporary hit points after every rest. This completely replaces the need for the Inspiring Leader feat.
Levels 11-16
Level 11 brings your 6th-level Mystic Arcanum. At level 12, take Resilient (Constitution) to round your CON to 14 and protect your concentration on Wall of Fire. At level 13, you select your 7th-level Mystic Arcanum; Crown of Stars is mandatory here, as its radiant damage procs Radiant Soul. At level 14, you gain Searing Vengeance. This is the ultimate get-out-of-jail-free card, letting you stand up from 0 HP, heal, and blast enemies with radiant damage without spending an action. Level 16 maxes your Charisma to 20.
Levels 17-20
At level 17, you unlock your 9th-level Mystic Arcanum. True Polymorph or Foresight are the standard choices, but Foresight is better for keeping you alive to trigger Searing Vengeance when it matters most. Level 19 brings your final ASI, where Tough is the best choice to bolster your d8 hit die, ensuring you can survive long enough to use your massive healing reserves.
Recommended Spells
Cantrips
Sacred Flame and Light are given to you for free. Sacred Flame is vital because Radiant Soul adds your CHA mod to it at level 6. Always take Eldritch Blast for consistent force damage when radiant or fire won't cut it.
Level 1-2 Spells
Guiding Bolt is a superb low-level nuke that triggers Radiant Soul and grants advantage to your martial allies. Keep Cure Wounds prepared, but rely on Healing Light first. Lesser Restoration is essential support.
Level 3-5 Spells
Revivify is the reason you play this subclass; having a Warlock who can raise the dead on a short rest spell slot is game-breaking. Wall of Fire is your premier AoE and crowd control, and Radiant Soul boosts one of its damage rolls.
High-Level Spells
For Mystic Arcanum, Crown of Stars (Level 7) is non-negotiable. It gives you a bonus action radiant attack that benefits from Radiant Soul, dealing 4d12 + CHA damage per mote.
Recommended Feats
Fey Touched
Take this at level 4. It rounds your odd 15 Charisma to 16, gives you Misty Step (saving a precious Pact slot), and lets you grab Silvery Barbs or Bless. As a support Warlock, casting Bless without using a Pact slot is incredibly efficient.
Resilient (Constitution)
Take this at level 12. Your 13 Constitution becomes a 14, and you gain proficiency in CON saves. You will be concentrating on Wall of Fire or Flaming Sphere constantly, and dropping concentration means a massive loss in DPR.
Moderately Armored
If you find yourself dying before Searing Vengeance can save you, take this. It bumps your AC from 14 (Studded Leather) to 19 (Half Plate + Shield). Highly recommended if your DM plays aggressively against healers.
Gear Progression
Tier 1 (Levels 1-4)
Start with Studded Leather armor and a component pouch. Your AC will be a meager 14, so use Aasimar's Celestial Revelation to fly out of melee reach whenever possible.
Tier 2 (Levels 5-10)
Acquire a Rod of the Pact Keeper +1 to boost your spell save DC for Sacred Flame and Wall of Fire. A Bloodwell Vial +1 is also incredible, as it helps recover sorcery points if you multiclass, but fundamentally buffs your spellcasting.
Tier 3 (Levels 11-16)
Look for an Amulet of Health to fix your mediocre Constitution, boosting your HP and concentration checks. A Ring of Spell Storing is perfect for holding an extra Revivify or Wall of Fire.
Tier 4 (Levels 17-20)
A Robe of the Archmagi is the ultimate upgrade, fixing your AC permanently. Combine this with a Rod of the Pact Keeper +3 to ensure your high-level spells and radiant blasts never miss.
Party Composition
You are a primary Support and secondary Blaster. Because Healing Light is a bonus action, you can output damage with your action and heal on the same turn, making you highly action-efficient.
You pair perfectly with reckless frontline fighters like Barbarians or Paladins. They take the hits, and you top them off with Healing Light without wasting your turn. You also synergize incredibly well with squishy Wizards or Sorcerers, as your level 10 Celestial Resilience gives them a permanent buffer of temporary hit points every morning and after every short rest.
Multiclass Options
Divine Soul Sorcerer 1
A one-level dip here is phenomenal. You get Shield and Absorb Elements to fix your squishiness, plus the Favored by the Gods feature to save a failed concentration check. It fits the celestial flavor perfectly.
Paladin 2
If you want to play a heavily armored frontline angel, start Paladin 1 for heavy armor, take it to 2 for Divine Smite, then go Celestial Warlock the rest of the way. You can burn your short-rest Pact slots on massive smites while using Healing Light to sustain yourself.
Common Pitfalls
- Wasting Actions on Healing: Healing Light is a bonus action. Do not cast Cure Wounds in combat unless someone is making death saves and you are out of Healing Light dice.
- Misunderstanding Radiant Soul: At level 6, Radiant Soul adds your CHA mod to one damage roll against one target. It does not add to every hit of Wall of Fire or every beam of Eldritch Blast (which is force damage anyway).
- Taking Inspiring Leader: Do not take this feat. Your level 10 Celestial Resilience feature provides an identical benefit (mass temporary hit points on a rest) and temporary hit points do not stack.
- Forgetting Searing Vengeance Triggers: At level 14, Searing Vengeance only triggers at the start of your turn when you would make a death saving throw. If you take massive damage and die instantly, or are healed before your turn, it doesn't trigger.
More Questions
Does Radiant Soul apply to Eldritch Blast?
Can I use Healing Light on myself?
Do Celestial Resilience THP stack with Armor of Agathys?
How does Searing Vengeance interact with instant death?
Strengths & Weaknesses
Strengths
- ♦ Celestial Patron grants Celestial Spells at level 3
- ♦ Strong species-class synergy enhances core abilities
- ♦ Darkvision for dungeon exploration
- ♦ Versatile spellcasting options
- ♦ Built-in damage resistance improves survivability
Weaknesses
- ♦ Low Wisdom — vulnerable to common saving throws
- ♦ May require careful feat selection to optimize
Pro Tips
Take Pact of the Chain and the Gift of the Ever-Living Ones invocation to maximize all Healing Light dice used on yourself.
Use Aasimar's Celestial Revelation to fly directly over enemies, then drop a Wall of Fire in a circle around them.
Crown of Stars is your best 7th-level Mystic Arcanum because its bonus action attacks trigger Radiant Soul.
Never take the Inspiring Leader feat; your level 10 Celestial Resilience feature makes it entirely redundant.
Save Searing Vengeance for when the whole party is clustered; the 2d8+CHA radiant burst damages enemies and blinds them.
Other Warlock Subclasses for Aasimar
Other Races for Celestial Patron Warlock
Frequently Asked Questions
Is Celestial Patron a good subclass for Aasimar Warlock?
What makes Celestial Patron different from other Warlock subclasses?
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