Shikigami Summoner
Through study and training, your skill as an onmyoji has advanced to the point where you can possess one or multiple shikigami. Shikigami are powerful familiars that provide you with a myriad of powers and abilities. The effect and duration depends on the shikigami you're summoning. You can make pacts with a number of shikigami equal to your level, and you can summon any number of shikigami at any given time. You can make a pact with a shikigami through the Rite of Binding mentioned below. You can sever a pact with a shikigami at any time.
Rite of Binding
The rite of binding is a ritual done when you find a shikigami or when a shikigami expresses its wishes to make a pact with you. In order to make a new pact you must bind the shikigami using an appropriate summoners ofuda, as well as offering the shikigami asks for. The shikigami can ask for anything, from gold to blood. Once you complete the rite, the shikigami is bound to you for life or until you sever the pact. If you have no ofuda and/or cannot possess another shikigami, the shikigami disappears and can no longer be bound to you.
Creating a Summoners Ofuda. Each summoners ofuda is classified into levels from 1-4. Creating an ofuda requires time and resources. Each level of ofuda requires 2 hours of downtime, 50 gold pieces, and special ink and paper. You can create a level 1 ofuda at 1st level, level 2 at 5th level, level 3 at 11th level, and level 4 at 17th level.
Bound Shikigami
Inugami
Summon Cost: 1st level spell slot or higher
Summon Duration: 1 hour
Summon time: 1 action
When summoned, the inugami appears in an unoccupied space within 5ft of you, and can immediately take its turn. It takes its turn on your turn, and you can order it to Move, take an Action and/or Bonus Action, and its Reaction with a free action. If not in combat and after it is summoned, it will be invisible and will only be visible when it takes it first action in combat.
Morigani
Summon Cost: 3rd level spell slot or higher.
Summon Duration: 1 minute
Summon time: 1 bonus action
When summoned, Morigani's protect up to 5 creatures of your choice within 30ft of you. Creatures protected by the Morigani's you summon gain a bonus of +2 to AC, +1 to all saving throws, and cannot be knocked prone.
Mizuchi
Summon Cost: 4th Level spell slot or Higher
Summon Duration: 1 minute
Summon time: Action
When summoned, the Mizuchi brings forth the waters from the lake, river, or sea that it guards. The water is ankle deep and is magical in nature, when the Mizuchi disappears so does the water, and whatever was wet by the water also instantly dries. While summoned, and as an action on your turn you can order the Mizuchi to do one of the following:
Tidal Wave. The Mizuchi conjures up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Maelstrom. A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. The Mizuchi concentrates on this spell for 1 minute or until you order it to do a different action. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Wall of Water. The Mizuchi creates a wall of water on the ground at a point you can see within range. The Mizuchi can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. The wall remains for 1 minute or until you ask the Mizuchi to do different action.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Watery Sphere. The Mizuchi conjures up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for 1 minute or until you ask the Mizuchi to do Something else.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Gama
Summon Cost: None
Summon Duration: Instantaneous
Summon time: Reaction
When summoned the Gama immediately swallows a creature of your choice that had just fallen unconscious. It keeps the creature in its mouth and retreats back the Shinkai realm keeping the creature safe from any further harm that would be dealt to it.
The Gama's saliva heals the creature, stabilizing it. The Gama can be summoned again as a free action on your turn to an unoccupied space within 5 feet of you, at which point it spits out the creature. A Gama will hold a creature in its mouth for 1 hour before spitting it out. You can summon a Gama an amount of times equal to your proficiency modifier before taking a long rest.
Onryoki
Summon Cost: 4th level spell slot or higher
Summon Duration: 3 rounds
Summon time: Action
For the next three rounds the Onryoki turns the battlefield into its lair. For the next three rounds, it does its lair actions during the lair action phase. When not attacking it disappears. Once it has done all three of it's lair actions, the battlefield returns to normal.
While the battlefield is the Onryoki's lair, gouts of fire erupt constantly. At the start of the first movement phase, each creature of your choice takes 2d6 fire damage.
Lair Action: Blast Burn. Gouts of fire erupt all at once, each creature within a 30ft radius of you must make a Dexterity saving throw against your spell save DC. On a fail they take 2d10+10 fire damage, or half as much on a save. This damage increases by 1d10 on succeeding rounds.
If the those responsible for attacking Reisui-Machi are on the battlefield, you must spend your first action in combat summoning the Onryoki. If you fail to do so on the first action phase, or if you have no more appropriate spell slots, the Onryoki forces itself out and you take 4d10+4 damage. You cannot reduce the damage you would take in this way, and your inugami cannot receive the damage.