You can perceive wandering Shinto Spirits before they bind themselves to the material plane. They do not speak, attack, cast spells, or take turns. They are only perceived by you.
When you encounter a wandering Shinto Spirit, you may spend 10 minutes crafting a small garment (hat, scarf, sweater, etc.) and invite the spirit to wear it. If it accepts, the Shinto follows you until it finds a home. The number of Shinto Spirits that can follow you is equal to your proficiency bonus.
When a Shinto Spirit joins you, roll 2d12 on the Shinto Personality Table to determine its nature. If you roll a personality type already with you, reroll.
Once a Shinto personality helps you once, they cannot again until you finish a short rest.
A Shinto Spirit remains with you until it finds a suitable home, determined by the GM through the narrative.
Credits: Created by Max for Esther's character Joan from the Fate's Embrace Campaign.