5x Onmyoji

Additional Proficiencies
At 1st level, you gain additional proficiencies to aid you on your path: you become proficient with the arcana skill and the calligrapher's supplies. You also gain a set of calligrapher's supplies for free when you gain this feature.

You can use your calligraphy supplies to create talismans during a long rest. You can create a number of talismans equal to your proficiency bonus, and you can hold a maximum number of talismans equal to your proficiency bonus. Any additional talismans created over this amount will burn away upon completion. When you cast a spell of 1st-level or higher, you can use a talisman in place of the material components of the spell, up to a maximum of 500g worth of components. When a talisman is used, it burns away.

Spellcasting
You gain access to the Sorcerer spell list. If you do not have a spellcasting ability, then Charisma becomes your spellcasting ability. Spell Save DC = 8 + your proficiency bonus + your spellcasting modifier
 * Cantrips Known: You know four cantrips from the Sorcerer spell list.
 * Ritual Casting: As an Onmyoji, you cannot cast a spell as a ritual.
 * Spell Slots: The Onmyoji Spellcasting Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Spells Known: You know three spells from the Sorcerer spell list. You learn more Sorcerer spells as you gain levels with this archetype (see the Onmyoji Spellcasting Table).
 * Spellcasting Focus: You can use a gemstone or a weapon as a spellcasting focus.
 * Versatile Spells: When you finish a long rest, you can choose one Sorcerer spell that you know and replace with with another Sorcerer spell.

Spell Attack Modifier = your proficiency bonus + your spellcasting modifier

Summon Shikigami
At 3rd level, you learn how to enlist the aid of a shikigami, a powerful spirit that can take on an animal form. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Dire Wolf, Giant Eagle, Tiger, or Warhorse.

If you choose one of the special forms, the shikigami follows some special rules, as seen below.
 * It gains the benefits of your Bushi Stance and can use your Stance Techniques.
 * It acts on your initiative instead of rolling it's own initiative.
 * You can use your action to command it to use an ability or an attack from it's stat block. If the creature has the multiattack action, your shikigami doesn't benefit from it.
 * It's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
 * If it dies, you must finish a long rest before you can summon a shikigami from that list again.

Soul Casting
At 6th level, your shikigami is an achor for your magic. When you cast a spell you can choose for its point of origin to be your shikigami, instead of you. Additionally, when you cast a spell of 1st-level or higher through your shikigami using this feature, your shikigami gains a number of temporary hit points equal to your Bushi level.

Spirit Barrier
At 9th level, you can use your talismans to protect yourself or your shikigami from harm. As a reaction when you or your shikigami take damage, you can create a barrier around yourself or your shikigami by expending a talisman, which lasts until the end of your next turn. You can only protect your shikigami if it is within 60 feet of you. While the barrier holds, the chosen creature gains temporary hit points equal to twice your Bushi level, which takes as much of the triggering damage as possible. When you use this feature, you can't cast spells except cantrips during your next turn.

Greater Shikigami
At 13th level, you share a part of your magical power with your shikigami. Your shikigami gains the following benefits.
 * When summoned, your shikigami can be one size larger than its normal size.
 * You add your spellcasting modifier to the AC, saving throws, attack rolls, and damage rolls of your shikigami.

Spirit Swap
At 17th level, you can magically switch places with your shikigami. At the start or end of your turn, you can choose to expend a talisman to instantly switch places with your shikigami. Your shikigami must be within 60 feet of you to use this feature, and it must have enough space to comfortably fit within the new location.

Additionally, when you use your Spirit Barrier feature, you can also trigger this feature as part of the same reaction.