The Youkai

Your patron is a youkai, a powerful, supernatural being from the material plane that lives alongside humans, often hidden from plain sight. Your pact with this being affords you with enhanced spiritual power that brings you closer to the mysterious forces that animate all living beings in the cosmos.

Youkai are impossibly diverse, and as a result there’s no unifying trait amongst warlocks with youkai patrons, save that most of them are considered to be their patron’s charges.

Youkai incorporate a wide array of creatures, including fiendish rakshasa, spectral ghosts, magical beasts, mysterious nature spirits, and divine entities called kami, the strongest of whom have the powers of a demigod.

Warlock Level Feature
1st Expanded Spell List, Familiar, Spirit Sense
6th Spiritual Power 1d6
10th Personal Hex
14th Spiritual Resiliency

Expanded Spell List

The Youkai lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st detect magic, identify
2nd locate animals or plants, locate object
3rd clairvoyance, sending
4th arcane eye, locate creature
5th banishing smite, dispel evil and good

At 1st level, you gain the Kyubi Ascension feat. You don’t gain the Charisma increase described by the feat, but you can use your sorcerer spell slots to cast any bard spells you’ve learned using Kyubi Ascension; if any such spell doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you when you cast it using a sorcerer spell slot.

Familiar

Unlike other patrons, the Youkai is a physical entity that accompanies you on your journeys. You gain the ability to cast find familiar. Your familiar takes the form of a Tiny aberration, beast, construct, fey, fiend, dragon, humanoid, or plant of the GM’s choice. Despite its appearance, the familiar has the statistics of one of the animal forms noted by find familiar.

You add your proficiency bonus to your familiar’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your warlock level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

Your familiar is but a whisper of the Youkai’s true form and power. If destroyed, the Youkai remains intangible but unharmed, and you can cast find familiar again to reform it into a new material body in the form of a familiar. At the GM’s decision, the Youkai might cast off this form for the farce it is, revealing its true form. The GM decides the Youkai’s true form, as well as its statistics and actions as they would any other NPC. For example, if the Youkai’s true form is an ancient gold dragon, the GM might decide that the Youkai casts off its familiar form (that of a small snake) when your life is in peril, transforming into a gold dragon before whisking you away. The Youkai can cast off its familiar form or return to its familiar form as an action, provided its hit points while in familiar form weren’t reduced to 0.

Spirit Sense

Starting at 1st level, you become sensitive to the presence and goings-on of youkai. You have a special sense that allows you to perceive youkai that are normally imperceptible, as well as objects and structures related to them. Most aberrations, beasts with magical abilities, celestials, dragons, elementals, fey, fiends, giants, and monstrosities are considered youkai, as well as most non-humanoid creatures with the shapechanger tag. This sense doesn’t foil magic that renders such creatures invisible, such as invisibility, but it does negate invisibility gained from special traits, such as that of an invisible stalker. You also gain proficiency in the Insight and Perception skills. If you are already proficient in these skills, you add double your proficiency bonus to checks you make with them when used against a youkai.

The GM decides which creatures qualify as youkai for the purpose of this feature, with oni and rakshasa being the most common examples.

Spiritual Power

Starting at 6th level, your growing spiritual power allows you to fight back against enemy youkai. You gain the following benefits.

  • You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes, but only against creatures you can sense with the Spirit Sense feature.
  • You can roll a d6 in place of the normal damage of your unarmed strike, but only if you hit a creature you can sense with the Spirit Sense feature. This die changes as you gain warlock levels, increasing to 1d8 at 14th level and 1d10 at 18th level.
  • When you use the Attack action with an unarmed strike on your turn and hit a creature you can sense with the Spirit Sense feature, you can cast a warlock spell using your bonus action.

Personal Hex

At 10th level, you gain the following benefits against any creature that fails a saving throw against your warlock spells. This benefit lasts for a number of rounds equal to the spell level of the spell that the creature failed its saving throw against. If a creature fails its saving throw against multiple spells, use the highest-remaining duration to determine how much longer this benefit lasts.

  • You have advantage on attack rolls made with your unarmed strikes against the creature.
  • You have resistance to all damage dealt to you by the creature.

Spiritual Resiliency

Starting at 14th level, you have advantage against enchantment spells, illusion spells, and transmutation spells, as well as against the special traits of creatures you can sense with the Spirit Sense feature.

Section 15: Copyright Notice

5e Files: Kitsune © 2020, Everybody Games; Authors: Alexander Augunas.

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