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Onmyoji Wizard

Written by Duqer

Among the adventurers of Middlen, the Onmyoji wizards hold authority in the north. They are spiritual scholars who command the Yokai spirits. Their art lies in capturing the spirits inside barriers and binding them to ofuda charms, reshaping them into loyal Shikigami. Though their companions obey, every bond carries a risk of corruption, and some tales tell of careless Onmyoji who were taken out by their own Shikigami.
Respected as exorcists and battlefield tacticians, Onmyoji stand apart from other wizards. They do not fight alone, using their minions to control the battlefield. To outsiders, their practice is equal parts arcane science and spiritual rituals, but to the Onmyoji, it is only seen as a sacred tradition. To command spirits without cruelty, and to walk the thin line between the world of the living and the realm of Middlens ancient spirits.

Onmyoji Wizard Features

2nd Level Features

Kekkai Shiki - Spirit Barrier

As an Onmyoji you were trained in the skill of creating barriers. Barriers are used in a multitude of ways, the main two that an adventurer Onmyoji would use are to bind, release, and cleanse Shikigamis, as well as creating barrier steps. Barriers appear as see-through ethereal boxes that are summoned by a special somatic action with finger seals, that special action taking about 10 seconds to complete.
After casted, barriers cannot be moved, but they can be expanded and shrunk. They do not have the strength to bind non-spiritual beings, but can be stepped on.

Ofuda Jyoukan - Casting Paper

Onmyoji's Spellbook
You gain the ability to bind Yokai allies. You can have a number of bound Yokai equal to your proficiency bonus, though only one Yokai can be summoned at a time.
Shikigamishi
You gain the ability to bind yokais and turn them into Shikigami allies. You can have a number of bound Shikigami equal to your prof bonus -1, though only one Shikigami can be summoned at a time.
As a ritual, you can capture the essence of a Yokai contained in a barrier. It gets stuck in one of your paper or wooden Ofuda and can be summoned thereafter. Whenever you capture a Yokai, their appearance as a Shikigami changes to fit your mental image of them. When they are first captured they take one of the following Stat blocks:
Shikigami's Yokai AC HP Speed Save Profs Stat Block Attack

Obake

10

4 x Wizards Level

12

Str / Dex
Str 14, Dex 18
Con 8, Int 6
Wis 6, Cha 14
Melee
2d6
Fire

Kappa

12

5 x Wizards Level

9
12 swim

Int / Cha
Str 12, Dex 8
Con 12, Int 14
Wis 8, Cha 14
Melee/Ranged
1d10/1d8
Bludge/Acid

Kintaro

12

6 x Wizards Level

12

Cha / Dex
Str 12, Dex 16
Con 16, Int 6
Wis 6, Cha 14
Melee/Range
1d8/1d6
Bludge/Radiant

Tsukomogami

14

30 + 4 x Wizards Level

7.5
9 burrow

Con / Wis
Str 10, Dex 8
Con 18, Int 8
Wis 14, Cha 14
Melee
1d6
Bludge

Tengu

13

20 + 2 x Wizards Level

9
12 fly

Con / Wis
Str 10, Dex 18
Con 8, Int 8
Wis 8, Cha 14
Ranged
1d8
Lightning

Yamauba

8

3 x Wizards Level

7.5

Str / Cha
Str 16, Dex 8
Con 8, Int 8
Wis 8, Cha 20
Ranged
3d6
Poison

Yurei

10

4 x Wizards Level

9

None
Str 12, Dex 12
Con 12, Int 12
Wis 12, Cha 14
Ranged
3d4
Force

Rokurokubi

10

5 x Wizards Level

9

Wis / Int
Str 8, Dex 14
Con 8, Int 14
Wis 14, Cha 14
Melee
2d4
Necrotic
You can summon a Shikigami as an action, they appear in an unoccupied space within 9m, they can remain summoned indefinitely and act immediately after you when in initiative. Shikigami obey your every command and can communicate with you telepathically within 18m.
If a Shikigami would have it's HP reduced to 0, the Onmyoji can return them to the Ofuda (as a bonus action and within 3 meters) where they can slowly regain health, fully healing after you do a short rest. If the Shikigami with 0 HP is not returned to the Ofuda within 30 seconds, they die.
If an Onmyoji wants to bind another Shikigami and they are at their current limit, they can choose to release another Shikigami first. The act of release involves binding the Shikigami in a barrier and proceeding to grant them a quick but extremely painful death, that most Shikigami would implore their Onmyoji not to do.
Shikigami although obeying their Onmyoji, can act on their own if given a chance. If a Shikigami disrespects their master they can start to became corrupted. And the only way to help a Shikigami is to perform a cleansing ritual. That being very similar to a Release, getting the Shikigami on a barrier and performing a long and painful ritual. The Shikigami must pass a series of Save tests, and if they survive all through the cleansing process, they can become even stronger.

6th Level Features

Cohort

Your Shikigami add your proficiency bonus to their damage rolls.
When you cast a spell that targets only yourself, you can make it affect your active Shikigami as well, provided it is within 9m of you.

10th Level Features

Twin Mandate

You can now summon up to two Shikigami at the same time. They both act immediately after your turn, in any order you choose.

Noroi

In addition, when you or your Shikigami deal damage to a creature, you can use your reaction to inflict a minor curse. Until the start of your next turn, the cursed creature has disadvantage on its next attack roll.

Reikan

Your mastery of barriers and spiritual senses sharpens. You can sense the presence of celestials, fiends, fey, undead, or Yokai within 18m of you. This sense tells you the type of spirit but not its exact identity or intentions.

14th Level Features

Kekkai Taisei – Greater Barrier

You have reached the height of Onmyoji barrier magic. You can now create immense spiritual barriers that protect, control, and reshape the battlefield.
As an action, you can summon a barrier on a point you can see within 18m. The barrier lasts for 1 minute or until you dismiss it (no action). You can use this feature once per long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Barrier Effects. When you summon the barrier, choose one of the following effects:
  • Warding Cage: The barrier has an AC of 24 and its a 9 meter cube.
  • Purifying Zone: The barrier is a 9 meter cube that can be moved. Allies inside have advantage on saving throws against being frightened, charmed, or possessed and are healed by 1d6 every turn they start inside the barrier. In addition, undead, fiends, and Yokai that start their turn inside take force damage equal to your 2d4 force damage.
  • Grand Barrier: The barrier shows as a 45 meter square wall that originates perpendicular to where you're facing and has an AC of 24.