Comments from the Finger: A joint venture between the Finger and the Thumb, this class is a direct inversion of what most people think of as warlocks. It's gonna be especially fun to pair this with the race of devils we have in the works for an ironic bent.
You have made a pact with the Solar, an exalted creature from on high, a being of eternal grace and splendor. Anointed in its light, you have joined in its quest to rid the world of the wicked and protect the innocent from harm.
Only the most powerful angels, short of truly divine beings, are mighty enough to forge such a pact. Additionally, the terms of this pact differ from the zeal of a paladin or cleric. Perhaps warlockhood is a means to save your damned soul, or perhaps it is to repay a debt owed to the gods. Whatever the reason, you are less the apostle, and more the servant.
Solar Expanded Spells
1: bless, shield of faith
2: enhance ability, magic weapon
3: spirit guardians, daylight
4: guardian of faith, death ward
5: dispel evil and good, flame strike
Shield of Heaven
Starting at 1st level, when a friendly creature you can see within 15 feet of you takes damage, you can use your reaction to grant resistance to the damage inflicted, and you also take the same amount of damage.
Light of Mending
At 6th level, you can petition the angels above to grant you a hallowed light from Mt. Celestia. As an action, you can cause your holy symbol to glow brightly, casting bright light in a 20 foot radius, and dim light an additional 20 feet. Friendly creatures within the bright light heal 2d4 + your Charisma modifier. After you use this ability, you cannot do so again until you complete a short or long rest.
By 10th level, the forces of decay hold no sway over you, and you have resistance to necrotic damage. Additionally, you now no longer suffer any penalties for old age.
At 14th level, you can pass judgement on a foe, entrapping them in glowing, golden chains which spring from nearby surfaces. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is incapacitated and can't move for a number of rounds equal to your Charisma modifier, or until your concentration is broken (as if you are concentrating on a spell), as the chains hold its limbs to the ground. If the target is a fiend or undead, it takes 2d8 radiant damage each round it is held in this way. After you use this ability, you cannot do so again until you complete a short or long rest.
Changelog: 7/6/15: Saint's Chains should be once per short rest.
7/13/15: Exalted Health now grants resistance, rather than immunity to necrotic damage, and immunity to aging penalties.
9/28/15: Protection from evil and good replaced with bless.