Best Feats for Celestial Warlock 5e
by Prince Phantom
This subclass is a beautiful example of why I love the in-built flavor of the Warlock. Don’t feel like serving an evil devil or incomprehensible eldritch horror? Just serve god instead! The actual flavor is a bit deeper than that, but I really appreciate that an option exists for those who just want to play a Cleric with extra steps.
The actual mechanics aren’t too bad either, with a very good healing ability right at level 1 that scales wonderfully and even some offensive upgrades for fire and radiant damage spells, which this subclass grants a host of. All this means our feat selection will focus on our support and defense, the former of which will be a big role for us to fill, and the latter is something we struggle with.
Best Feats for Celestial Warlock 5e
Moderately Armored (ASAP): Every Warlock subclass not named Hexblade should be taking this feat (assuming you aren’t multiclassing with a class that already grants these proficiencies). The increase in potential AC from 14 to 19 is staggering, and we have no problem holding a shield. Take this as early as you can, preferably at level 1. It makes surviving those deadly early levels much easier.
Fey Touched (Lv 4): We really can’t afford to spend one of our two slots per fight on Misty Step, but sometimes it’s the only spell that can get us out of the bind we find ourselves in. Having it for free means we can cast it without shame and save our slots for something that actually moves us towards winning the fight. I definitely recommend Silvery Barbs as the other spell, as we are pretty starved for reactions at this point and the more people that have this spell, the better your party is.
War Caster (Lv 4): Celestial Warlocks don’t really have any invocations that they can’t live without besides the ones every blasting Warlocks need like Agonizing Blast. This means that you can hopefully fit Eldritch Mind somewhere on your list, but if you can’t, War Caster has your back. Actually, besides a few, Celestial Warlocks don’t really need a lot of feats, so you may find yourself wanting extra invocations rather than extra feats. If this is the case, War Caster means you don’t need to take Eldritch Mind and can take a different invocation.
Telekinetic (Lv 8): You ever hear of a wonderful spell called Sickening Radiance? It’s great, but the one problem is that it’s only good when a creature is inside it, and it doesn’t inherently provide any way to keep people from leaving it. In comes Telekinetic to save the day again. You would be surprised how many times a creature is just barely out of the area you want them in and a 5ft shove is all it takes. Forced movement is king in 5e and I will die on this hill.
Resilient (Lv 8): Take it for Constitution and never drop a concentration spell again. This is so important for Warlocks with our limited spell slots. We really want to be casting a big concentration spell at the start of each fight, and losing that spell is a big setback to our game plan. Try and work your stats out to where this also rounds you to an even number so you get some extra hp as well.
Lucky (Lv 12): We really don’t have a ton of feats that we have to have to make this subclass work, so we can take Lucky early and feel pretty good about it. Use it to save yourself from crits and bad saving throws and you will find yourself living much longer and prospering to a higher degree.
Gift of the Metallic Dragon (Lv 12): This feat is for those of you who really want to double down on the “supportlock” fantasy. An extra casting of Cure Wounds at this level is basically just good for a quick patch up after a fight and will probably just mean someone has to spend a few less hit die on their short rest. The meat is the AC boost that we can do once per turn. At this level it’s a boost of +4, plenty enough to allow us to force a creature to miss an attack often enough. The downsides of this feat are pretty obvious. Don’t take it if your group runs 3+ encounters per day on average, as you will burn through your uses of this in a flash. The other issue is that this only affects one attack, but monsters are dishing out 3 and even 4 attacks per turn at this level. Just be wise about taking this one and how you use it.
Honorable Mentions:
Flames of Phlegethos: Do you want to double down on being an arsonist and also happen to be a Tiefling? This feat has you covered… in fire that is! I’m not sure if this is actually very good considering we don’t have a consistent way of casting a fire spell every turn, but I’m sure someone would enjoy this, and the thought of mixing a Tiefling with an obviously devilish feat and a celestial patron is rife with roleplay possibilities.
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