Warlock
Base Class: Warlock

A Noble Pact

You have forged a pact with a clandestine village of mystics, enveloped in an aura of ancient secrets. From this mystic enclave, you have acquired the mantle of The Shinobi, a warlock subclass that marries the art of martial combat with the mystical prowess of jutsu. Through this pact, you become the conduit for an esoteric power, drawing upon the village's enigmatic jutsu to shape the battlefield in your favor.

As a Shinobi warlock, you gain access to a myriad of extraordinary abilities. Blending your martial skills with the mystical forces of jutsu, you deliver devastating blows that harness elemental energies. Your movements become a dance of precision and grace, allowing you to swiftly navigate the battlefield with unmatched agility.

Legend whispers that the mystic village's powers originate from an otherworldly source, and the echoes of this connection resonate in your jutsu. Scholars speculate that these spectral arts are woven by the village's patrons, ethereal entities of inscrutable intent. By embracing The Shinobi subclass, you become a master of martial mysticism, wielding your pact's power as a weapon to shape destinies and emerge victorious in the intricate tapestry of your adventures.

The Shinobi Nindo

A Shinobi's drive is deeply rooted in the profound morals and values embraced by their village. Just as warlocks are driven by a thirst for knowledge and power, Shinobi are propelled by a relentless pursuit of self-improvement and the protection of their village.

To a Shinobi, knowledge is not merely a means to an end but a gateway to enlightenment. They yearn to uncover the secrets of their craft, mastering the art of jutsu and honing their combat skills to perfection. This unquenchable thirst for knowledge fuels their dedication to their mystic village and shapes their destiny.

Beyond personal gain, Shinobi are bound by a profound sense of duty. They are entrusted with safeguarding their village and its inhabitants from internal and external threats. Their allegiance is unwavering, their loyalty unyielding. Just as warlocks forge pacts with otherworldly entities, Shinobi pledge their lives to their village and their comrades, forming unbreakable bonds that transcend individual desires. The path of a Shinobi is one of sacrifice and discipline. They understand that true strength is not measured solely by physical prowess but by the resilience of one's spirit.

Like warlocks, Shinobi are driven by their patrons, although in this case, the village itself serves as a guiding force. The demands of their village and the weight of their responsibilities propel Shinobi towards daring adventures and perilous missions. They face mortal dangers with unwavering resolve, understanding that their sacrifices serve a higher purpose—the preservation of peace and the protection of their cherished village.

Expanded Spell List

The Shinobi 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.

Shinobi Expanded Spells

Shinobi Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Chakra Pool

At 1st level, your pact with the mystic village grants you a reservoir of mystical energy that you can draw on to perform amazing feats known as jutsu. This reservoir has a number of points equal to your Charisma modifier + half of your Warlock level rounded down. When you spend a Chakra Point, your Chakra pool is reduced by the amount consumed by the jutsu until you finish a long rest, at the end of which you regain all expended Chakra Points. When you gain a level in this class, you can choose one of the jutsu you know and replace it with another jutsu from the Shinobi jutsu list, which also must be of a level for which you have Chakra Points.

During a short rest, you can perform a ritual to attune yourself to new jutsu techniques. This ritual takes the same amount of time as a short rest (typically 1 hour). At the end of the ritual, you can choose new jutsu to attune yourself with and replace your current known jutsu with the newly chosen ones. The new jutsu must be of a level for which you have Chakra Points.

You can spend Chakra Points past your Chakra pool limit, but by doing so you gain levels of Exhaustion. See the Chakra Exhaustion Chart for more details. If you attempt to go past -8 Chakra points, you die and automatically fail all of your death saving throws, but you can roll a D20 to see if you can perform your action before you die. If you roll above a 17 ( no modifiers, it has to be a 17 or above on the die ) then you can attempt your action. This works in a similar way to Action Surge enabling you to take a full action even if you have already taken an action this turn. You can only attempt this once per week.

Jutsu Known

  • 1st Level: 3
  • 3rd Level: 5
  • 5th Level: 7
  • 7th Level: 9
  • 9th Level: 12

Chakra Exhaustion Chart

You gain the level of Exhaustion when you use Chakra points past you pool limit as shown in this table. 

  • Level 1: -1 
  • Level 2: -2
  • Level 3: -3
  • Level 4: -4, -5
  • Level 5: -6, -7
  • Level 6: -8

Jutsu Techniques

You can spend Chakra Points to fuel various jutsu techniques. As part of your training in the mystic Shinobi village, you learn a number of techniques as you gain levels in this class.

  • Elemental Strike (1 Chakra Point): As a bonus action, you can imbue your weapon with the power of an element of your choice—fire, ice, lightning, earth, or wind—causing your next successful attack to deal an extra 1d6 damage of the chosen type.
  • Shadow Shuriken Jutsu (1 Chakra Point): As a bonus action, you create a shadowy replica of a thrown weapon you hold. Your next ranged weapon attack before the end of your turn can target two creatures within 5 feet of each other.
  • Clone Technique (1 Chakra Point): As a bonus action, you create a noncombatant clone of yourself. The clone has 1 hit point, and it must stay within 30 feet of you. It can carry out simple tasks, but it cannot attack or perform other class abilities. The clone lasts for 1 minute, until it is dismissed as a bonus action, or until you use this feature again.
  • Flickering Flame Jutsu (1 Chakra Point): As a bonus action, you cause a small flame to appear in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The jutsu ends if you dismiss it as a bonus action or if you cast it again.
  • Hidden Mist Jutsu (1 Chakra Point): As an action, you create a 20-foot-radius sphere of fog centered on a point within 60 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • Guiding Presence (1 Chakra Points): As an action, you channel your chakra to provide guidance and assistance to an ally. Choose a willing creature within 30 feet. For the next minute, the target can add a d4 to one ability check of its choice. The target can choose to roll the d4 before or after making the ability check, but before knowing the outcome. Once the d4 is rolled, the jutsu ends.
  • Substitution Jutsu (2 Chakra Points): As a reaction when you take damage, you can use your jutsu to create an illusory duplicate of yourself and teleport up to 30 feet to an unoccupied space that you can see. The duplicate lasts until the start of your next turn, and any attack that hits it automatically misses.
  • Nature Walk Jutsu (2 Chakra Points): As a bonus action, you can spend 2 Chakra Points to attune yourself to the natural elements around you. For the next hour, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You also gain advantage on any checks made to climb. This effect lasts for 1 hour, until you dismiss it as a bonus action, or until you use this feature again.
  • Transformation Jutsu (2 Chakra Points): As an action, you can spend 2 Chakra Points to magically alter your appearance. This feature works like the spell Disguise Self
  • Body Flicker Technique (3 Chakra Points): As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see.
  • Palm Healing Jutsu (3 Chakra Points): As an action, you can touch a creature and restore a number of hit points equal to your Warlock level + Proficiency.
  • Earth Meld Jutsu (3 Chakra Points): As an action, you gain the ability to move through the earth, mud, stone, or any other form of earth or rock as if it was air. You can remain within the earth without needing to hold your breath, and you can hear what's happening on the surface.
    • While within the earth, you have total cover against attacks and other effects from outside of it. However, while within the earth, you are blinded and deafened to what's happening outside of it, and you can't attack or cast spells.
    • Your movement speed is halved while moving in this way. The effect lasts for up to 1 hour or until you end it as a bonus action. If the effect ends while you are still within the earth, you are expelled to the nearest unoccupied space.
  • Shadow Binding Jutsu (4 Chakra Points): As an action, you can force a creature within 30 feet that you can see to make a Strength saving throw against your spell save DC or be restrained until the end of your next turn.
  • Soothing Mist Jutsu (4 Chakra Points): As an action, you create a soothing mist in a 30-foot radius centered on a point you can see within 60 feet. The mist provides you and your allies with a bit of healing. Each creature of your choice in the mist regains hit points equal to 2d8 + your Warlock level when this jutsu is cast, and again at the start of your turn. The mist lasts for 1 minute or until you dismiss it as a bonus action.
  • Explosive Tag Jutsu (4 Chakra Points): As an action, you touch a piece of paper and imbue it with volatile chakra energy, transforming it into an explosive tag. You can choose to have the tag detonate after a set period of time (up to 1 hour), upon physical contact, or upon a telepathic command that you can issue as long as you're within 1 mile of the tag.
    • When the tag explodes, each creature within a 20-foot radius of it must make a Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much on a successful one. The explosive tag can also be used to blast through certain barriers or obstacles, at the DM's discretion. Note that the paper is consumed in the explosion and can't be reused.
  • Earth Wall Jutsu (4 Chakra Points): As an action, you summon a solid wall of earth at a point you can see within 60 feet. The wall is 10 feet high, 10 feet wide, and 1 foot thick, and it provides three-quarters cover. The wall lasts until you dismiss it as a bonus action or until it's destroyed. The wall has AC 15 and 30 hit points.
  • Wind Cutter Jutsu (4 Chakra Points): As an action, you create a slashing gust of wind that can slice through your enemies. Each creature in a 60-foot line originating from you must make a Dexterity saving throw. On a failed save, a creature takes 6d6 slashing damage and is pushed 10 feet away from you. On a successful save, it takes half as much damage and isn’t pushed.
  • Healing Jutsu (5 Chakra Points): As an action, you channel your chakra to mend wounds and restore vitality. Choose a creature you can touch within 30 feet. The target regains hit points equal to 4d8 + your Charisma modifier. This jutsu cannot restore hit points beyond the target's maximum hit points.
  • Fireball Jutsu (5 Chakra Points): As an action, you can cast the Fireball spell at its lowest level. The spell doesn't require any material components.
  • Summoning Jutsu (5 Chakra Points): As an action, you can summon a creature that serves you. This works as the spell Conjure Animals, but the creature is a celestial, fey, or fiend (your choice) instead of a beast.
  • Wood Strangle Jutsu (5 Chakra Points): As an action, you cause wooden tendrils to sprout from the ground and ensnare a creature you can see within 30 feet. The target must succeed on a Strength saving throw or be restrained. The restrained target can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
  • Boulder Jutsu (5 Chakra Points): As an action, you summon a large boulder and send it rolling in a straight line up to 60 feet. Each creature in the boulder's path must make a Dexterity saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.
  • Lightning Net Jutsu (5 Chakra Points): As an action, you create a 20-foot cube of interlacing arcs of lightning within 60 feet of you. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.
  • Genjutsu: Illusory Realm (8 Chakra Points): As an action, you cast a powerful genjutsu that traps a creature's mind in an illusory realm. Choose a creature within 60 feet that you can see. The target must make a Wisdom saving throw. On a failed save, it becomes incapacitated and is restrained within the illusory realm until the end of its next turn. On a successful save, it is unaffected.
  • Wind Style: Vacuum Sphere Jutsu (8 Chakra Points): As an action, you create a powerful vacuum sphere that pulls creatures towards it. Choose a point you can see within 120 feet. Each creature within a 30-foot radius of that point must make a Strength saving throw. On a failed save, a creature takes 10d6 force damage and is pulled 20 feet toward the point of origin. On a successful save, it takes half as much damage and isn't pulled.
  • Earth Style: Earth Pillar Jutsu (8 Chakra Points): As an action, you cause a massive pillar of earth to erupt from the ground. Choose a point within 60 feet that you can see. The pillar is a cylinder that is 20 feet in diameter and 30 feet tall. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is restrained by the earth until the end of its next turn. On a successful save, it takes half as much damage and isn't restrained.
  • Water Style: Water Dragon Bullet Jutsu (8 Chakra Points): As an action, you summon a colossal water dragon to strike your enemies. Choose a point you can see within 120 feet. Each creature within a 40-foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 12d8 bludgeoning damage and is pushed 20 feet away from the point of origin. On a successful save, it takes half as much damage and isn't pushed.
  • Fire Style: Fire Dragon Bullet Jutsu (8 Chakra Points): As an action, you summon a colossal fire dragon high above the battlefield. The dragon showers a rain of fire down upon enemies of your choosing within a 30-foot radius centered on a point you can see within 120 feet. Each targeted creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and is engulfed in flames. On a successful save, it takes half as much damage. While a creature is on fire, it takes an additional 1d6 fire damage at the start of each of its turns until the fire is extinguished. The creature can use an action to make a Dexterity check, extinguishing the flames on a successful check.
  • Advanced Healing Jutsu (8 Chakra Points): As an action, you tap into profound healing energy, mending injuries and revitalizing the target's life force. Choose a creature you can touch within 30 feet. The target regains hit points equal to 8d8 + your Charisma modifier. Additionally, the target is cured of one disease or condition affecting it, chosen by you, including blinded, deafened, paralyzed, or poisoned. This jutsu cannot restore hit points beyond the target's maximum hit points.

Expanded Eldritch Invocations

Rasengan Prerequisite: 5th level, Pact of the Shinobi feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Manifest Shadow Clone Prerequisite: 5th level, Pact of the Shinobi feature

You can use a bonus action to magically manifest a Shadow Clone of yourself in an unoccupied space you can see within 15 feet of you. This Shadow Clone is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another Shadow Clone, or until you’re incapacitated.

Your Shadow Clone has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the Shadow Clone to move up to 30 feet in any direction (no action required). If your Shadow Clone is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • Once per turn, when you take the Attack action, any melee attacks you make with that action can originate from your space or the Shadow Clone's space. You make this choice for each attack.
  • As a bonus action, you can teleport, magically swapping places with your Shadow Clone, regardless of the distance between the two of you. This teleportation does not consume any movement.
  • When a creature that you can see within 5 feet of yourShadow Clone moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in theShadow Clone's space.
  • Whenever you take the Attack action, you can make one additional melee attack from your Shadow Clone's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Byakugan Sight Prerequisite: 7th level, Pact of the Shinobi feature

You can see through the veil of reality. As an action, you can gain Truesight out to a range of 120 feet for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.

 Black Flame Prerequisite: 7th level, Pact of the Shinobi feature

Once per long rest as an action, you can cast the spell Wall of Fire without using a spell slot or material components. When you cast this spell using this Invocation, the damage dealt by the wall is necrotic, and it cannot be extinguished by nonmagical means.

Summoning Ritual Prerequisite: 9th level, Pact of the Shinobi feature

You have honed your mastery over the elements, granting you the ability to conjure powerful elemental beings. You gain the following benefits:

  • You can cast the spell Conjure Elemental without expending a spell slot. You can cast this spell once, regaining the ability to do so after you finish a long rest.
  • When you castConjure Elemental, you have the ability to choose the appearance and form of the summoned elemental, allowing you to customize its appearance to suit your desires or the situation at hand. This appearance can be altered each time you cast the spell.
  • The elemental summoned through this invocation is friendly to you and your allies and obeys your verbal commands to the best of its ability.
  • The elemental remains under your control for the duration of the spell, concentrating on it as normal. If your concentration is broken, the elemental becomes hostile and will attack any creature it sees until it is defeated or the spell ends.

Sharingan Reflex Prerequisite: 12th level, Pact of the Shinobi feature

Your pact allows you to read and predict your opponents' moves with uncanny accuracy. When a creature you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn. You can use your Sharingan Reflex a number of times equal to your Charisma modifier. You can regain a maximum of 2 uses per long rest.

Chidori Prerequisite: 12th level, Pact of the Shinobi feature

You can expend 1 Warlock spell slot to charge your hand with electrical energy and lash out at enemies in a line. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw. On a failed save, a creature takes 12d8 lightning damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't otherwise affected.

As you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.

Mystic Reflexes

At 6th level, your reflexes become enhanced by the mystical energies flowing through you. You gain the following benefits:

  • Lightning-Quick Strikes: When you take the Attack action on your turn, you can make an additional melee weapon attack as part of that action. This is usable with other features that grant an additional attack.
  • Mystic Evasion: You have advantage on Dexterity saving throws against effects that you can see, such as spells or traps. Additionally, if you succeed on a Dexterity saving throw to take half damage, you instead take no damage on a success.

Chakra Incarnation

At 10th level, your connection to the mystic village allows you to tap into the power of transformation. You gain the ability to assume an alternate form, enhancing your capabilities in combat. You gain the following benefits:

  • Chakra Form: As a bonus action, you can enter a Chakra Form for 1 minute. While in this form, your body radiates an ethereal glow, and your movement speed increases by 10 feet, your long jump is 25 feet and your high jump is 15 feet with or without a running start. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can do this once per long rest.
    • Enhanced Attacks: While in Chakra Form, your melee weapon attacks deal additional damage equal to your Proficiency modifier.
  • Mystic Recovery: Once per long rest, when you are reduced to 0 hit points, you can use your reaction to instead drop to 1 hit point and regain hit points equal to your Warlock level + your Charisma modifier.

Chakra Unleashed

At 14th level, your connection to the mystic village deepens, unlocking the true potential of your Chakra. You gain the following benefits:

  • Mystic Chakra Enhancement: Your maximum number of Chakra Points increases by an amount equal to your Proficiency. Additionally, you regain all expended Chakra Points when you finish a short or long rest.
  • Chakra Severance: When you deal damage to a creature with a jutsu or a melee weapon attack, you can choose to unleash a surge of energy from your mystic chakra. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target is stunned until the end of its next turn. On a successful save, the target is still affected by the damage dealt by the jutsu or attack but isn't stunned. You can use this feature a number of times equal to your Charisma modifier and regain all uses on a long rest.
  • Mystic Chakra Resurgence: Once per long rest, when you are reduced to 0 hit points, you can use your reaction to draw upon the wellspring of your mystic chakra. You regain hit points equal to your Warlock level + your Charisma modifier + your Proficiency. Additionally, all creatures of your choice within 30 feet of you gain temporary hit points equal to half your Warlock level+ your Proficiency. This replaces the Mystic Recovery feature.

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