Onmyoji Class

by CaliusShontor

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Step into the shadowed world where spirits, magic, and mortal will intertwine — the path of the Onmyoji is one of mystic discipline and arcane artistry. These enigmatic practitioners wield ancient Sigils, or magical papers, and harness the unseen forces lurking just beyond perception.

In a realm where spirits whisper and magic pulses beneath the surface, the Onmyoji stands as a bridge between worlds. Whether binding malevolent entities, channeling celestial energies, or confronting undead horrors, they operate at the edge of perception, their knowledge and power rooted in ancient traditions.

Their mastery over Sigils helps them to manipulate others to their whim and benefit. Unlike Wizards whom study the arcane arts and Clerics that are blessed by gods, Onmyoji have practiced struggling against otherworldly entities in their quest to banish and subjugate these invaders of the realms.

Onmyoji
Level Proficiency Bonus Features Confine Die Spells Known 1st 2nd 3rd 4th 5th
1st +2 Confine Die, Onmyoji Spell Save DC, Magical Sigil 1d4 2 2
2nd +2 Cantrip Empowerment 1d4 2 2
3rd +2 Sigilment Expertise 1d4 3 2 1
4th +2 Ability Score Improvement 1d4 3 2 1 -
5th +3 Enhanced Sigils 1d6 4 3 2 1 - -
6th +3 Beneficial Sigils 1d6 4 3 2 1 - -
7th +3 Sigilment Expertise Feature 1d6 5 3 2 1 1 -
8th +3 Ability Score Improvement 1d6 5 4 2 1 1 -
9th +4 - 1d8 6 4 3 3 1 1
10th +4 Empowered Sigils 1d8 6 4 3 3 1 1
11th +4 Sigilment Expertise Feature 1d8 7 4 3 3 2 1
12th +4 Ability Score Improvement 1d8 7 4 3 3 2 1
13th +5 Improved Sigil Distance 1d10 8 4 3 3 2 1
14th +5 Ability Score Improvement 1d10 8 4 3 3 2 1
15th +5 Sigilment Expertise Feature 1d10 9 4 3 3 3 1
16th +5 Ability Score Improvement 1d10 9 4 3 3 3 1
17th +6 Empowered Magic 1d12 10 4 3 3 3 1
18th +6 Sigilment Expertise Feature 1d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 11 4 3 3 3 1
20th +6 Containment Wave 1d12 11 4 3 3 3 2

Quick Build

You can make a Onmyoji quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Researcher background.

Class Features

As a Onmyoji you gain the following class features.

Hit Dice: 1d8 per Onmyoji level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Onmyoji level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons, Longbows, Shortswords

Tools: None

Saving Throws: Strength, Wisdom

Skills: Choose two from: Arcana, History, Insight, Intimidation, Religion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Longbow with 20 arrows (b) 4 Daggers
  • (a) Simple Weapon (b) Shortsword
  • (a) Adventurer's pack or (b) Explorer's pack
  • (a) Studded Leather Armor Shield (b) Scale Mail

Confine

All Onmyoji are able to confine creatures. Confining is placing an invisible barrier on a creature that makes resisting magic sigils with disadvantage. As an actoin, you can confine a creature a number of times equal to your Wisdom modifier (minimum of 1), within a range of up to 60 feet. The targeted creature must succeed a Wisdom Saving Throw or be Confined.

Confined creatures resist magic sigils with disadvantage, which imposes additional effects located in the Sigil Paper Types Table located in this class document.

At the start of each of the confined creature's turns, it may use a bonus action to attempt to break free by making a Wisdom Saving Throw versus the Onmyoji Spell Save DC. On a success, the effects of the Confine Die end for that creature.

The Onmyoji's ability to confine lasts for 30 seconds and recharges after a short or long rest.

Onmyoji Spell Save DC

Wisdom is your ability score when using your Onmyoji abilities. In addition, you use your Wisdom modifier when setting the saving throw DC for Onmyoji abilities. Onmyoji save DC = 8 + your proficiency bonus + your Wisdom modifier. This Spell save DC is also the same as your Spell Save DC for magic spells and their effects. Onmyojis also get their magical abilities from practice and are able to cast spells.

You know two 1st-level spells of your choice from the Onmyoji spell list.

The Spells Known column of the Onmyoji table shows when you learn more Onmyoji spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Onmyoji spells you know and replace it with another spell from the Onmyoji spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Onmyoji spells, since you learned your spells through repitition. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Onmyoji spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Magical Sigils

Unique to the Onmyoji is the ability to summon magical sigils equal to two times the Onmyoji's Wisdom modifier during a short or long rest. These "Sigils" used to place "Sigils" on creatures, objects, or other targets the Onmyoji wishes to affect. After 24 hours these magical papers disappear, leaving no trace of their existence.

When a Sigil is placed on a creature, that creature must succeed the corresponding Saving Throw against the Onmyoji's Spell Save DC or be affected by the Sigil. To throw a Sigil (which can be thrown up to 15 feet), the Onmyoji uses a free action. Activating a Sigil on a target requires a bonus action and lasts up to 30 seconds unless the creature affected uses its bonus action each turn to attempt to break free.

Sigils can also be applied to ammunition such as crossbow bolts or daggers, allowing them to cover greater distances. Only one type of Sigil can be placed on a creature at a time. When a Onmyoji places a new type of Sigil on a creature, it replaces any existing Sigil of a different type. The effects of the previous Sigil immediately end upon replacement. Spells such as dispel magic deactivates magic Sigils. These papers do not burn or tear because they are intertwined with magic.

Sigil Paper Types Table

Sigil Type Effect
Containment Sigil Store an object inside this Sigil to capture the object or to summon it later. The object must not be heavier than 10 pounds in weight or longer than 4 feet in width or length. Sigils cannot be stored in other Sigils and magic items cannot be stored inside the Sigils.
Curse Sigil Creatures that have this Sigil placed on them must succeed a Strength Saving Throw or be unable to grapple and or hold creatures or objects. Creatures already grappled break free once this Sigil is activated if it makes contact with the creature doing the grappling.
Movement Sigil Creatures that come into contanct with this Sigil must succeed a Dexterity Saving throw or be tethered to a location such as a wall, ceiling or fllor. While tethered, the creature's movement speed is reduced to zero.
Plague Sigil Creatures under the effect of this Sigil must succeed a Constitution Saving Throw or take extra poison damage depending on the result of the Confine Die Roll at the end of each of their turns.
Silence Sigil When activated, this Sigil silences all noises within a 30-foot radius around it, preventing any sound from being heard in the effected area. Any spell cast in this area acts as though it is under the Dispel Magic or Counterspell Spell. The silence lasts until the Sigil is deactivated or if dispel magic is used. Spells such as Magic Mouth, Dispel Magic, and Counterspell work.
Subjugation Sigil Creatures effected by this Sigil have their attack rolls and ability checks subtracted from the result of the Confine Die Roll should they fail a Charisma Saving Throw.

Cantrip Empowerment

At 2nd level you learn the Produce Flame cantrip. Choose one of these fighting styles for your Cantrip:

  • Whenever you hit a creature with an attack using a cantrip, the next attack made against that creature before the end of your next turn has advantage.
  • When you hit a creature with an attack using a cantrip, you can use your bonus action to make a weapon attack against the same creature.
  • When you hit a creature with a cantrip, you mark it with a magical sigil. The marked creature has disadvantage against the next Spell Save DC it must make.

Sigilment Expertise

At 3rd level you choose an Onmyoji Archetype. While all Onmyojis are capable of creating magical Sigils and confining creatures and objects, what makes them different is their field of expertise. Those who resist fire, learn evocation spells are called Demonwards. Resisting Radiant damage, learning healing and buffing spells from Celestial forces are the Solarchants. Onmyojis that perfected the art of resisting mind control and Fae like entities and learning Druidic spells are called Dreamweavers. And lastly, those that are resistant to Necrotic damage, learn necromancy spells and try to maintain and control the influence of Undead are called Lichbanes.

Ability Score Improvement

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Enhanced Sigils

At 5th level, you have learned to store your prepared spells (excluding cantrips) into magical Sigils. Once per long rest, using a spell slot, you can store one spell into a Sigil. When a creature comes into contact with the Sigiled spell, it triggers, forcing the creature to make a saving throw relevant to the spell's type. The creature must succeed on this saving throw against your Onmyoji Spell Save DC or be affected by the spell as if it had been cast normally. The effected creature does not have to roll versus your Sigil's Save DC only the Spell Save DC.

Beneficial Sigils

At 6th level, your Sigils can bring benefits to other creatures. When creating your Sigils during a short or long rest you gain an extra amount of beneficial Sigils depending on two times your Wisdom modifier. When using your Sigils choose from these benefits for each one:

  • This Sigil grants a creature extra 15 feet of movement. Usable once.
  • This Sigil grants a creature the power to levitate as though under the Feather Fall spell. Lasts for 30 seconds.
  • This Sigil grants a creature protection from the Silence or Counterspell spells. These spells used on this creature will not take effect. Usable once.
  • This Sigil grants a creature protection from the Polymorph spell. Polymorph spell used on this creature will be negated as though dispel magic was cast. Usable once.

Empowered Sigils

At 10th level, once per long rest, one Sigil you place on a creature has the Confine Die result added to the Sigils Spell Save DC.

Improved Sigil Distance

At 13th level, you are capable of throwing your Sigils an extra 15 feet. If two creatures are within 5 feet of each other, both creatures suffer the effect of the Sigil as though two of the same kind had been thrown.

Empowered Magic

At 17th level, you have learned to make your spells even more dangerous. Once per long rest, you may add your Wisdom Modifier to your Spell Save DC when a creature is required to make a Saving Throw.

Containment Wave

At 20th level, usable once per long rest, you have learned the ultimate technique of confining. When expending your Confine Die on a single creature you may banish the creature into an object or to another plane of existence permanently. The creature you target must succeed a Wisdom Saving Throw versus your Onmyoji Spell Save DC or be banished into a object or another plane of existence permanently. The creature is unable to return to the plane existence from which you banished it from unless you choose to do so otherwise. Deities and Patrons have advantage on the Wisdom Saving Throw.

Demonward

Onmyoji that practice working against or with the creatures of the nine hells have learned to be monsters in combat in all planes of existence.

At 3rd level you have gained resistance to Fire damage and deal extra Fire damage with weapons equal to your Confine Die. You also learn the Thaumaturgy Cantrip and additional spells listed below due to your infernal training (theses spells do not count against your spells known):

Spell Level Spell
1st Burning Hands, Hail of Thorns
2nd Mirror Image, Phantasmal Force
3rd Fireball, Stinking Cloud
4th Ice Storm, Wall of Fire
5th Circle of Power, Wall of Force

Infernal Resistance

At 7th level when you are attacked the creature that attacked you takes fire damage equal to your Confine Die as though you have casted the Hellish Rebuke Spell. Usable equal to your Confine Die charges.

Fiendish Sight

At 11th level, you learn to see invisible creatures.

Fire Cloak

At 15th level, you have spent so much time fighting/helping fiends you gain immunity to Fire Damage. You also have advantage on Evocation spells that are casted at you.

Solarchant

Some Onmyoji have learned to help or hinder Celestial creatures as they undergo practices that benefit their allies.

At 3rd level you have gained resistance to Radiant damage and heal extra Hit Points equal to your Confine Die when using spells that restore hit points or when using the Medicine Skill. You also gain the Guidance Cantrip and additional spells listed below due to your connection to the Celestial Plane (these spells do not count against your spells known):

Spell Level Spell
1st Compelled Duel, Healing Word
2nd Blur, Spiritual Weapon
3rd Beacon of Hope, Revivify
4th Arcane Eye, Divination
5th Dawn, Wall of Light

Beneficial Spirit

At 7th level, using Confine on an friendly creature grants them temporary Hit Points equal to your Confine Die result plus your Wisdom Modifier. Usable equal to your Confine Die charges.

Celestial Eyes

At 11th level, magical and enchanted objects stick out of the ordinary to you. Up to 30ft you are able to tell if a weapon, piece of armor, or object is enchanted just by looking at it and what type of enchantment it has.

Heavenly Armor

At 15th level, you are immune to Radiant damage and all enemies that attack you take Radiant damage equal to your Confine Die.

Dreamweaver

Those that wander in the Fae Wild are not lost, but simply preparing for battle against the forces of those that lurk in the Dream Realm. Maybe you picked up some trickery like those Fae creatures?

At 3rd level you gain advantage on spells that would alter your body or attempt to mind control you. You also gain the Mind Sliver Cantrip and additional spells listed below due to your connection to the Fae Wild (these spells do not count against your spells known):

Spell Level Spell
1st Color Spray, Disguise Self
2nd Calm Emotions, Pass without Trace
3rd Blink, Lightning Bolt
4th Confusion, Grasping Vine
5th Control Winds, Modify Memory

Mind Shield

At 7th level, using your Confine die on a friendly creature grants them advantage on Spell Saving Throws that require Intelligence, Wisdom or Charisma checks. Usable equal to your Confine Die Roll charges.

Fae Eyes

At 11th level, your Fae Wild eyes have grown accustomed to seeing the true form of a creature regardless if they use magic spells to conceal their identity.

Mind's Eye

At 15th level, when a friendly creature under the effect of your Confine Die Roll makes a Spell Saving Throw, they do so with advantage and add the result of your Confine Die Roll to the result.

Lichbane

There exist those whom deal with the undead, undeath and the undying forces of the world. These Onmyoji seem to be ageless with how long they have dealt with Liches and their undead forces. Maybe the undead magic is starting to influence them?

At level 3 you have resistance to Necrotic damage and necromancy spells that would hurt you. You also gain the Toll the Dead Cantrip and additional spells listed below due to your presence around the undead (these spells do not count against your spells known):

Spell Level Spell
1st Cause Fear, False Life
2nd Blindness/Deafness, Wither and Bloom
3rd Animate Dead, Spirit Shroud
4th Blight , Spirit of Death
5th Contagion, Negative Energy Flood

Vampiric Touch

At 7th level, whenever you reduce a creature to zero hit points you regain temporary hit points equal to your Confine Die.

Phantom Eyes

At 11th level, you can see through physical objects, walls, ceilings and floors up to 15 feet away as though they were not there.

Timeless Body

At 15th level, you are immune to aging and spells that would advance your age. You are also immune to diseases.

1st Level
  • Alarm
  • Create or Destroy Water
  • Detect Magic
  • Grease
  • Identify
  • Protection from Evil and Good
  • Shield
  • Thunderwave
2nd Level
  • Hold Person
  • Lesser Restoratoin
  • Locate Object
  • Misty Step
  • Spray of Cards
  • Suggestion
  • Zone of Truth
3rd Level
  • Counterspell
  • Dispel Magic
  • Glyph of Warding
  • Hypnotic Pattern
  • Nondetection
  • Pulse Wave
  • Remove Curse
  • Tongues
4th Level
  • Banishment
  • Compulsion
  • Control Water
  • Gate Sigil
  • Phantasmal Killer
5th Level
  • Cloudkill
  • Dream
  • Hallow
  • Hold Monster
  • Passwall
  • Teleportation Circle
 

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