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Onmyoji

Clad in ornate silk robes, a dignified Tiefling woman strides about the center of a meeting room. Her passionate oration carries powerfully far into the back rows of the assembled diplomats. Each word cuts with fine logic, yet far more powerful is the movement of the hearts of those assembled. These nations WILL know peace, and through her words they shall find it. Arrows and spells fly back and forth across the sanctified grounds of the shrine, and a dwarven male remains still. An arrow sent arcing towards his form is rebounded and shattered as it passes over the thin boundry of paper seals planted around him in a small circle. The shrine's guardians begin to fall around him, but it is not too late. His eyes open, golden light pouring forth in ribbons of light. He has beseeched the kami of the shrine for aid, and these intruders have earned its wrath.   A Tabaxi is beset by a pair of assassins, with a single motion of her wrist a paper sheet is launched, adhering to the chest of one of her unfortunate assailants. He hardly has time to consider his actions before the ofuda erupts in a massive conflagration, reducing the assassin to blackened ash, the second assassin being thrown from their feet by the blast. He reaches for his blade, yet his arm is stomped to the ground by an ogre shikigami. The Tabaxi approaches the pinned assassin, the corners of her mouth lifting in a subtle grin. "Before we continue, I've an offer to give..."
hit dice: 1d8 per Onmyoji level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Onmyoji level after 1st
armor proficiencies: None
weapon proficiencies: Quarterstaffs, Daggers, Darts, Slings, Long Bows
tools: Calligrapher's tools
saving throws: Charisma, Wisdom
skills: Choose three from the following: Deception, Intimidation, Performance, Persuasion, Arcana, Sleight of Hand, History, Religion, Insight, Medicine, Perception
starting equipment:
You start with the following equipment, in addition to the equipment granted to you by your background

  • (a) a quarterstaff and a dagger

  • (a) A longbow and a quiver of 20 arrows

  • (a) a scholar's pack or (b) a diplomat's Pack

  • (a) a set of ofuda to use as a spell focus


spellcasting:
Level Proficiency Bonus Features Cantrips known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Spiritual Defense 3 2
2 +2 Arcane Bureau, Bureau Feature 4 3
3 +2 Kami's Tongue, Shikigami 4 4 2
4 +2 Ability Score Improvement, Force of Personality 5 4 3
5 +3 Paper Spell 5 4 3 2
6 +3 Bureau Feature 5 4 4 3
7 +3 5 4 3 3 1
8 +3 Ability Score Improvement 5 4 3 3 2
9 +4 5 4 3 3 3 1
10 +4 Bureau Feature 6 4 3 3 3 2
11 +4 Barrier Master 6 4 3 3 3 2 1
12 +4 Ability Score Improvement 6 4 3 3 3 2 1
13 +5 Arcana Expert 6 4 3 3 3 2 1 1
14 +5 Bureau Feature 6 4 3 3 3 2 1 1
15 +5 6 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17 +6 Bureau Feature 6 4 3 3 3 2 1 1 1 1
18 +6 Seemless Scrying 6 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20 +6 Paper Spell Mastery 6 4 3 3 3 3 2 2 1 1

Cantrips

You know three cantrips of your choice from the onmyoji spell list. You learn additional onmyoi cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Onmyoji table.  

Preparing and casting Spells

The Onmyoji table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of onmyoji spells that are available for you to cast, choosing from the onmyoji spell list. When you do so, choose a number of spells equal to your Charisma modifier + your onmyoji level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest   For example, if you're a 3rd-level onmyoji, you have four 1st-level and two 2nd-level spell slots. With an Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest.  

Spellcasting Ability

Charisma is your spellcasting ability for your onmyoji Spells, as your magic comes from the projection of your innate divinity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an onmyoji spell you cast and when making an attack roll with one.   Ritual Casting You may cast any onmyoji spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.   Spellcasting Focus You can use talismans made of folded paper called Ofuda as a Spellcasting Focus for your Onmyoji Spells. If lost you may craft a set of replacement Ofuda for 5gp during a long rest, .   ___ Spell Save DC = 8 + your proficiency bonus + your Charisma modifier   Spell Attack Modifier = your proficiency bonus + your Charisma modifier
class features:
Spiritual Defense Your bonds with the Kami of the land have allowed you to become more sensitive to the world around you by shedding all unnecessary vestments; at 1st level, while you are not wearing armor or wielding a shield, your AC becomes 10 + your Charisma Modifier.   Beginning at 8th level, your worldly experiences have coalesced and allow you to make more effecient use of your understandings. While not wearing armor AC becomes 10 + your Charisma Modifier + your Wisdom Modifier.   Arcane Bureau When you reach 2nd level, you choose an Arcane Bureau from which you receive specialized tutelage. Choose between the Bureau of Exorcism, Bureau of Spiritualism, and Bureau of Divinities. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 17th levels.   Shikigami Beginning at 3rd level, you learn to bind and summon the Soul of creatures that are subdued. To do so, you must use an action to intimidate or persuade a creature to give you its true name. You can only bind creatures with a challenge rating equal to or lower than 1.   When you attempt to bind a creature, the target makes Wisdom (Insight) skill check to contest your Charisma (Persuasion) or Charisma (Intimidation) skill check. If they succeed, the creature does not reveal its true name and remains unbound, gaining advantage against this ability for the next 24 hours. If they fail, the creature is forced to tell you its true name.   Once per long rest, you may create up to three paper dolls know as Shiki Totems. You cannot have more than three Shiki Totems at once. When you say you the true name of a creature you or your allies have defeated in combat with a CR equal to or lower than one-third your Onmyoji level, you may bind its soul into an empty Shiki Totem. You may attempt to bind a creature this way once per short or long rest.   You may summon a creature bound to a Shiki Totem as an action, the creature appears within 30 ft of you within an unoccupied location, you may only summon one Shikigami at a time. Your Shikigami are loyal to you, and follow your verbal commands. Additionally, Shikigami can speak and understand any language you know. Your Shikigami returns to its Shiki Totem after 10 minutes, or if you spend an action to recall it. If your Shikigami dies, its soul dissipates and does not return to a Shiki Totem.   Kami's Tongue Beginning at 3rd level, you learn to speak and write two additional languages, furthermore you become able to understand and speak any language which your Shikigami know.   Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose to gain a single feat of your choice. Ask the DM for more details.   Force of Personality Starting at 4th level, add your Charisma modifier to the damage you deal with any onmyoji cantrip.   Paper Spell At 5th level, you can the ability to craft a limited number of personalized spell scrolls. When you finish a long rest, you may craft these scrolls to contain Onmyoji spells you have prepared. Your scrolls must have a combined level equal to or less than your Charisma modifier, and must be a level of spell you can cast. You may only have a number of spell scrolls made this way with a combined level equal to or lower than your Charisma modifier.   You must have any material components required for the spells, and if the spells consumes them, so does the creation of the scroll. These spell scrolls act as magical items that require an Omnyoji to use. You may cast a spell contained using that spell's normal casting time. Spells cast through these spell scrolls have verbal and somatic components, but no material component.   When you craft Onmyoji spell scrolls, you may choose to destroy any scrolls your currently have, even if they are not present.   Barrier Master By 11th level, you have mastered the art of Kekkaijutsu and as such can project a field of defense around yourself and allies near you. Whenever allies within 15 feet of you must make a saving throw, the creature may use their reaction to gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   Arcana Expert At 13th level, You gain advantage to Arcana Skill Checks made to Craft Magical Items and both learn and become able to cast the Identify spell at will without the use of a Spell Slot.   Seemless Scrying At 18th level, your mastery in the art of Divination Magic has advanced to the point where you leave no traces that can be tracked back to your person. When you cast a Divination spell targeting one or more creatures, the targets of your spell are unable to recognize the origin of the spell unless you purposefully allow them to.   Paper Spell Mastery Upon reaching 20th level, You have reached the Pinnacle of Spell Scroll craftsmanship and as such have learned to vastly decrease the time needed to create Spell Scrolls. You may now craft spell scrolls over the course of a short or long rest. Additionally, you no longer require vocal components to activate your spell scrolls.
subclass options:

Bureau of Exorcism

Bureau of Exorcism Spells   Onmyoji Level Spells   1st Witch Bolt, Protection from Evil and Good   3rd Cloud of Daggers, Misty Step   5th Fireball, Fear   7th Vitriolic Sphere, Banishment   9th Flame Strike, Immolation    

Refined Fundamentals

At 2nd level, choose 1 cantrip that you know. On a hit, you can choose to replace the damage with half of the maximum. You may choose to do this before or after rolling the damage dice.   Upon reaching 12th level, you can choose a second cantrip to add this effect to.  

Binding Chains

Starting at 6th level, when you hit an enemy with a Ranged Spell Attack you may choose to forego damage and instead create a set of Ethereal Chains to bind and fetter the target(s), leaving them Restrained. To break free of these chains, the enemy must make a Strength saving throw against your spell save DC using their Action. You may use this feature a number of times equal to your Charisma Modifier per long rest.  

Ofuda Casting

At 10th level, your control over the arcane arts has grown such that you have become accustomed to the strain of casting magic from multiple sources at once, you are now able to use Spell Scrolls that you have created as a bonus action. After you use this feature, your spell attack action for the turn can only be used to cast cantrips.  

Ofuda Sacrifice

At 14th level, When you cast a 1st level or higher spell that would use a spell slot, you may instead sacrifice a spell scroll that you have made whose level is equal to or greater than that of the original spell's level. The spell is always cast at the level of the scroll that was sacrificed. You may use this feature a number of times equal to your Charisma Modifier per Long Rest.  

Empowering Domain

At 17th level, you can use your action to infuse an overwhelming amount of arcane energy within your ofuda, causing your paper talismans to glow with an oppressive, golden light and emit a ring of arcane power that enhances your mystical abilities. All enemies within 30ft of you take maximum damage from your spells up to 5th level. This domain lasts for a number of turns equal to your Charisma Modifier and can be deactivated early with a bonus action. If the domain is kept active for the full amount of time then the user takes a level of exhaustion.   If you use this feature a second time before finishing a long rest, you take 2d12 radiant damage per spell level immediately after one is cast. Each time you use this feature again before finishing a long rest, the radiant damage per spell level increases by 1d12. This damage ignores resistance and immunity.  

Bureau of Spiritualism

Bureau of Spiritualism Spells   Onmyoji Level Spells   1st Command, Unseen Servant   3rd Enlarge/Reduce, Enhance Ability   5th Haste, Enemies Abound   7th Dominate Beast, Dimension Door   9th Hold Monster, Planar Binding    

Shikigami Bond

At 2nd level, an onmyoji takes a shikigami as familiar, making powerful connections with their chosen creature and is treated as if summoned by the find familiar spell (except that a Shikigami retains its ability to attack others) which is added to the Onmyoji's spell list but does not count against the maximum number of spells that they may learn. If the shikigami is slain, the onmyoji may use a specialized ritual that costs 100gp per CR level of the Shikigami. The ritual takes 8 hours to complete.   Additionally, the Onmyoji can now bind Shikigami with a Challenge Rating up to one-third of their Onmyoji level.  

Never Alone

By 6th level, your study into the Arcane has born fruit and you have strengthened the connection between yourself and your Shikigami such that you and your Shikigami are able to teleport to one another. This functions as if the onmyoji were using Dimension Door.   When used, the shikigami appears adjacent to the onmyoji (or as close as possible if all adjacent spaces are occupied). If the onmyoji is out of range, the ability is wasted. The onmyoji can use this ability once per long rest at 6th level, plus one additional time per long rest at 12th level.  

Enhanced Shikigami

Beginning at 10th level, your Shikigami adds your proficiency bonus to its attack rolls, damage rolls, and any saving throws and skills rolls it's proficient in.  

Life Bond

At 14th level, an onmyoji's life becomes linked to her Shikigami's. Whenever either the Shikigami or Onmyoji takes damage, one of them may use their reaction to magically take that damage from the other instead, of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.  

Flawless Bonds

Starting at 17th level, an onmyoji's strength has matured to the point where they are able to recall and replace their Shikigami in a matter of moments. With a single action, you can recall your active Shikigami and replace it with one of your inactive ones.   You can use this feature a number of times equal to your Wisdom modifier per long rest.    

Bureau of Divinities

Bureau of Divinities Spells   Onmyoji Level Spells   1st Cure Wounds, Heroism   3rd Aid, Warding Wind   5th Beacon of Hope, Glyph of Warding   7th Grasping Vine, Death Ward   9th Bigby's Hand, Rary's Telepathic Bond    

Talisman of Resolve

Beginning 2nd level, allies within 5 feet of you can’t be charmed or frightened while you are conscious.   At 10th level, this range increases to 15ft.  

Talisman of Ferocity

At 6th level, you can use your action to mark up to 6 allies within 10ft of you. Everyone marked by this feature has advantage on attack rolls directed on a single target of your choosing that you can see. Once a marked ally makes an attack, the talisman's effect on them expires.   Upon reaching 10th level, the range at which you can mark allies increases to 15ft. Additionally, marked allies deal an extra 1d4 of damage. At 14th level the range increases to 20ft and the additional damage dice increases to 2d4. Finally, at 20th level the range increases to 30ft and the additional damage dice increase to 3d4.   This feature can be used a number of times equal to your Charisma modifier, and regain all uses upon completing a long rest.  

Talisman of Preparation

At 10th level, allies within 10ft of you cannot be surprised, and do not have disadvantage on Wisdom (Perception) check to see through lightly obscured areas.   At 16th level, this range increases to 20ft.   Talisman of Warding At 14th level, When a friendly creature within 10 feet of you takes damage, you can use your reaction to reduce the damage they take by 1d8. You can use this feature a number of times equal to your Wisdom modifier, and regain all uses upon completing a short rest.   Upon reaching 18th level, this range increases to 20ft.  

Talisman of Cooperation

Beginning 17th level, you can use your action to infuse a prodigious amount of arcane energy into your ofuda, causing your paper talismans to glow with a soothing, green light and emit a ring of arcane power that enhances your magical abilities, super charging the effects of your Talisman of Ferocity and Talisman of Warding Features. When you do so, the effects of the stated Features are increased by 2d8 for all allies within 25ft of you. This domain lasts for a number of turns equal to one-half of your Charisma Modifier rounded up and can be deactivated early with a bonus action. If the domain is kept active for the full amount of time then the user takes a level of exhaustion.   You can only use this Feature once per long rest, gaining a second use per long rest at 20th level.

Created by

DustyLightning.

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