Base Class: Wizard
Well-versed in the art of Onmyōdō, an ancient magical art that marries arcane tradition and spiritual attunement. Onmyōji are specialists in magic and divination. They are spellcasters that give physical form to the spiritual energies exuded by the elements, spirits of the dead, and gods around them. These physical manifestations of spiritual energy are called shikigami, and their form is influenced by the energies that comprise them. These shikigami follow their Onmyōji summoners to assist them in their travels and further their goals.
Spiritual Knowledge
You gain proficiency in the Insight, Nature, and Religion skills. You also gained the ability to communicate with otherworldly creatures without any concern of language barrier.
Onmyōdō Summoning
You gain mastery over the ancient art of Onmyōdō. Starting at 2nd level, you can summon a shikigami within 60 feet of you as an action by expending a spell slot of any level. It shares your initiative and follows your orders. It attacks immediately after your turn. It's appearance is influenced heavily by your own will and by the spiritual energies you used to summon it. It understands your languages and can communicate with you and others physically and telepathically. It is physically tangible no matter what form it takes and can even interact with and carry objects.
- Your choice of a adult white dragon, arclight phoenix, guardian wolf or skull flier.
- Your shikigami remains summoned for 1 minute until you use a bonus action to dismiss it or you are knocked unconscious. The time limit will increase at level 10.
Adult White Dragon
Armour Class: 16
Hit Points: 10 + 5 times of expended spell slots
Speed: 30ft, Fly 60ft, Swim 40ft
Saving Throws: DEX +3, CON +10, WIS +5, CHA +4, Stealth +5
Damage Immunities: Cold
Senses: Blindsight 40ft, Darkvision 60ft, Passive Perception 18
Traits
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Actions
Action per turn: 1
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Cold Breath (1/ LR). The dragon exhales an icy blast in a 40-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 12 (6d4) cold damage on a failed save, or half as much damage on a successful one.
Arclight Phoenix
Armour Class: 16
Hit Points: 10 + 5 times of expended spell slots
Speed: 60ft
Saving Throws: DEX +10
Resistance: Piercing and slashing from non-magical attacks
Damage immunities: Lightning
Condition immunities: Exhaustion
Immunities: Paralysed, petrified, unconscious
Traits
Illumination. The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Lightning Form. The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. The arclight phoenix can also enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) lightning damage.
Actions
Action per turn: 1
Arclight Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (4d6) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 20 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 12 (4d6) lightning damage.
Guardian Wolf
Armour Class: 15
Hit Points: 10 + 5 times of expended spell slots
Speed: 50ft
Skills: Perception +5, Stealth +4
Senses: Passive Perception 15
Traits
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against the summoner is within 20ft of it.
Actions
Action per turn: 1
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC: 16 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Skull Flier
Armour Class: 16
Hit Points: 10 + 5 times of expended spell slots
Speed: Fly 50ft
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Paralysed, Petrified, Poisoned
Senses: Darkvision 60ft
Traits
Burning skull. A creature that touches the skull or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition, the skull flier can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) fire damage.
Actions
Action per turn: 1
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6 +2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 12 (3d8) poison damage on a failed save, or half as much damage on a successful one.
Fireball. Range Weapon Attack: reach 60ft, one creature. Hit: 20 (8d5) fire damage. Target and each creature in a 20-foot radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 20 (8d5) fire damage on a failed save, or half as much damage on a successful one.
Overtake
Your shikigami may be overwhelmed being summoned for too long. If your shikigami remains summoned after the time limit, you must succeed on a DC 17 Charisma saving throw, minus off total by number of turns passed. Make a saving throw every end of turn. If fail, you are possessed by your shikigami. You are incapacitated and loses control of your body. The shikigami now controls the body but doesn't deprive the target of awareness. The possession lasts until you drop to 0 hit points or your shikigami is forced out by an effect like the dispel evil and good spell. You can no longer summon your shikigami after possession until dawn and gain one level of exhaustion.
Shield Sacrifice
The bond with your shikigami has strengthened to a point where it will jump into harm's way to protect you. Starting at 10th level, when you take any damage while your shikigami is summoned, you may use your reaction to sacrifice your shikigami and reduce the damage you would have taken by an amount equal to your shikigami's current hit points.
Next Strike
Starting at 6th level, your shikigami can attack twice, instead of once, when it takes the attack action on its turn.
Future Bond
Your bond with your shikigami increased along with the time limit and distance. Your shikigami can stay summoned for 10 minutes and is able to go as far as 140ft.
Shikigami Armed
The bond between you and your shikigami has reached a point where it is physically and mentally bolstered by your presence. Starting at 14th level, your shikigami can merge with you and transforms into an armour.
While in merge, you gain the following benefits:
- You have advantage on checks and saving throws.
- When you make any attack, you gain a bonus to the damage roll of +5.
- You have resistance to bludgeoning, piercing, and slashing damage.
- Your AC increases by 5.
- You can use actions of your shikigami.
Shikigami armed lasts for 1 minute. It ends early if you are knocked unconscious or if you dismissed your shikigami. You can also end shikigami armed on your turn as a bonus action.
Mind Control
As an onmyoji, you have enough experience dealing with otherworldly creatures. The target can only be otherworld creatures such as celestial, infernal and deities. The target must make a DC 19 Wisdom saving throw. On a failure, you take total control over the mind of your target, making it nothing more than a mindless puppet. On a success, the target resists your efforts to mind control it, and you can't attempt to do it again for 24 hours.
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