Base Class: Ranger
Onmyōji were specialists in magic and divination. Their court responsibilities ranged from tasks such as keeping track of the calendar, to mystical duties such as divination and protection of the capital from evil spirits. They could divine auspicious or harmful influences in the earth and were instrumental in the moving of capitals. It is said that an onmyōji could also summon and control Shinigami. During the Heian period the nobility organized their lives around practices recommended by onmyōji. The practice of "lucky and unlucky directions" provides an example. Depending on the season, time of day, and other circumstances, a particular direction might be bad luck for an individual. If one's house was located in that direction, such an individual was advised not to go back directly to his house but had to "change direction" (katatagae), by going in a different direction and lodging there. Such a person would not dare to go in the forbidden direction, but stayed where they were, even if that resulted in absence from the court, or passing up invitations from influential people.
Fox Companion
You can magically summon a 6 tailed fox that is bound to you in an unoccupied space of your choice within 30 ft. of you. The fox is an intelligent creature that can make its own decisions and may question or outright deny an order if it feels like it. The fox companion cannot speak but can understand all the languages you know; you have a spiritual connection with it understanding how it feels and what its thinking; and you can see through its eyes however many times based on your PB up to 1 hour. In combat it rolls its own initiative, on its turn you can give it an order on what you want it to do. If you are incapacitated, it can take any action of its choice.
The fox remains until it is reduced to 0 hit points, until you use this feature to summon the fox again, or until you die. Anything the fox was wearing or carrying is left behind when the fox vanishes.
Once you summon the fox, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Fox Companion
Small Fox
Armor Class 12 + PB (natural armor)
Hit Points 5 + five times your ranger level (the Fox has a number of Hit Dice d10 equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +2 plus PB, Wis +2 plus PB
Damage Resistance Necrotic and Radiant
Senses Darkvision 60 ft., passive Perception 14
Languages common
Challenge — Proficiency Bonus (PB) equals your bonus
Firelight. Produce a flame on each end of your tail shedding 20ft of bright light and 10ft of dim light
Foxtrot. Fox companion is able to walk and stand on any liquid surface indefinitely
Actions
Fox Fire. Ranged Weapon Attack: +3 plus PB to hit, reach up to 50 ft., one target. Hit: 1d8 plus PB Radiant damage. Deal an extra1d8 against fiends, Fey, and celestial
Magical Tail sweep. Melee Weapon Attack: +3 plus PB to hit, reach 5ft., one target Hit: 1d4 plus PB Force damage. Must Make a strength save and succeed or be knocked prone
Invisibility: Can cast invisibility spell only on itself without components twice per day
Reactions
Spiritual Recovery. If an ally goes down in battle within 30ft of fox companion it shoots a Spiritual orb at them giving advantage on death saves
Ofuda Talisman
When you choose this archetype at 3rd level, you gain the ability to harness the spiritual energies to create talismans that support your allies both in and out of combat
Talisman Types: You learn five types of your choice, which are detailed under below. Many talisman types provide support in some way. You can use some talismans as a reaction or as a bonus action in battle
You learn one additional type of your choice at 7th, 10th, and 15th level. Each time you learn a new type, you can also replace one other type you know with a different one.
Talisman Care: Each Talisman has two charges before they disintegrate unless said otherwise. It takes about 1 hour to make each talisman. you can change the type of talisman you want once per day
The Talismans has a range of 40ft (unless said otherwise) when wanting to be used on others.
Talisman: Aura Reader
Sense and tap into the invisible flow of spiritual power through the forms of natural objects and the harmony of the energy around you. Gain Advantage on insight and investigation checks
Talisman: Blinding Tempest
The next battle you engage in gain +5 to Initiative and add 2d10 radiant damage to first attack
Talisman: Clear mind
Free target from any mental ailments. This can be used as a bonus action in battle.
Talisman: Furious Light
Gain Advantage on attack rolls if you manage to hit you can also spend a bonus action to attack all attacks deal an additional 2d10 radiant damage.
This affect lasts for 2 turns of the affected being.
Talisman: Ghostly Guidance
Allow 1 Reroll of 10 or below on attack hits and ability checks take the better roll between the two. Can be used as a reaction in battle
Talisman: Ocean Born
Gain a swim speed of 40ft and the ability to swim underwater for 1 hour
Talisman: Purifying light
Convert the damage of any attack into radiant damage if the attack is already dealing radiant damage add an extra 1d12 radiant damage die to it. This can be used as a reaction in battle.
Talisman: Seeking Aura
Use a talisman to conjure a butterfly that will guide you 1mile towards the nearest living fiend, fey or celestial. If there is none in the area the butterfly will crumble immediately, and the Talisman will automatically disintegrate on use. This can be used at a reaction in battle.
Talisman: Soul Beckon
Use talisman to mark any creature or object. When within one mile of the talisman you start to hear ringing; the closer you are the louder the ringing becomes. the ringing stops once you make eye contact with the object or being the talisman was used on
Talisman: Spirt Break
Counterspell but the dc for spells 4th level and higher is 12 plus your wisdom modifier. This can be used as a reaction in battle.
Talisman: Sprit Path
Hone your skills enhancing your power to subdue unclean beings. Pretty much hold person but without the components and it last till the end of 3 turns of the affected opponent. This can be used as a bonus action
Talisman: Warding Barrier
Create a Barrier that hides all object, beings, sounds and smells within 40ft of the talisman after 4 hours the talisman will disintegrate
Talisman: Warp Gate
Place one talisman on any surface and if you are within 100ft of the talisman you and 4 allies within 15ft of you can teleport to it. The Talisman will disintegrate after teleportation. Both placing and teleporting to the talisman can be used as a bonus actions.
Talisman: Whispers of the dead
Forcefully pull back the soul of a dead being back to its body allowing it to talk for 5 mins before leaving (you can't call back the soul again once used)
Spiritual Body
Resist the negative energies of the Yokai. Gain Resistance to Necrotic and one other type of your choosing. You can decide to change the resistances once pre day.
Spiritual Body (Acid)
Gain Resistance to Acid
Spiritual Body (Cold)
Gain Resistance to cold
Spiritual Body (Fire)
Gain Resistance to Fire
Spiritual Body (Lightning)
Gain Resistance to Lightning
Spiritual Body (Poison)
Gain Resistance to Poison
Spiritual Body (Psychic)
Gain Resistance to Psychic
Spiritual Body (Radiant)
Gain Resistance to Radiant
Spiritual Body (Thunder)
Gain Resistance to thunder
Perfect Connection
The connection you share with your Fox intensifies, protecting you and stoking the Spiritual fury. When you summon your Fox, it grows two more tails on its back.
In addition, while your Fox is summoned, you and the fox gain the following benefits:
Form Shift: Your fox Can change from Medium to small size. Reflecting your special bond, you can use the fox as a mount if your size is Medium or smaller.
Purifying Flame: The companion Fox Fire deals an extra 1d8 Radiant damage and another 1d8 Radiant damage against Fiends, Fey
Comradery: When both you and your companion are within 10ft of each other enemy's trying to deal damage gets disadvantage on attack rolls
Asura's cleansing: When you or fox are attacking a fey, fiend, or celestial Gain advantage on attack rolls. When getting attacked by fey, fiend, or celestial they have disadvantage on attack rolls
Talisman Mastery
Your Talismans now gains a third charge (Unless said otherwise)
You now have an option to use charges of a talisman to deal 1d10 to 3d10 force damage based on how many charges of a talisman you are willing to use. This ability can only be used 2 times
per long rest
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