Myshots at shamans, thus far...could probably come up with something else given time. Kidna want to add some "talisman crafting" feature, now, based on your description of desired abilities...
But here's what I have sitting in the archives...
Circle of Spirits: a simple 5e Shaman
The Circle of the Spirits druid is initiated into the mysteries of shamanic practices and animistic rites, communing and controlling the creatures of the spirit world. Be they nature spirits, demonic or angelic beings, revered ancestors or the recent dead, the shaman is the person a community looks to to interact with and make sense of the unseen worlds often taken for granted by some cultures, dismissed as superstition by others.
2nd: Spirit Sense: You can detect (and see even if invisible or in the border ethereal plane, unless completely obscured by cover) the presence of celestials, elementals, fey, fiends, and undead within 60’.
Spirit Guide: You gain a specific “spirit animal guide” that meets the criteria and has the abilities of a familiar, as per the Find Familiar spell, but takes on no physical form (normally). The Spirit Guide remains a “spirit creature” (celestial, fey or fiend in nature) and so can not interact/effect the physical world except that the shaman (and others that can see into the spirit realm) can see and mentally and/or vocally interact.
In addition to the normal abilities of a familiar, the Shaman can use a bonus action to entreat the spirit guide to one of the following commands. You may use the following features a total of 1 + Charisma modifier times before requiring a long rest. This feature increases to 2 + Cha. mod. times at 11th and 3 + Cha. mod. times at 16th level.
- Ghostly Manifestation: Your spirit animal takes on a glowing ethereal form, visible to normal sight, able to take the Help or Attack actions against one foe within 15’ of you. They attack in whatever normal mode of the creature, but deal 2d6 psychic damage with their attack.
- Unseen Guidance: Your connection to your spirit guide allows you advantage to an Intelligence, Wisdom or Charisma based skill or ability roll.
- Silent Guardian: You evoke your spirit guide (and/or other friendly spirits) to aid in your defense. Add 2 to your AC until the end of your next turn.
6th: Spirit Summoning: You can use a spell slot to summon spirit-form analogues of beings and creatures. The shaman can use this ability to simulate any “Conjure X” spell of 4th level or lower. This includes: Animals, Minor Elementals, or Woodland Beings.
10th: Commune with Spirits: You form a connection to an ancient spiritual entity who can share secret or unknown information, as per the Contact Other Plane spell. The shaman may use their Wisdom instead of Intelligence to make the DC15 roll to avoid the psychic damage of the spell. The shaman can not use this feature again without completing a long rest.
14th: Improved Summoning: You can now use a spell slot, as per the Spirit Summoning ability, to simulate any “Conjure X” spell of 6th level or lower. This adds Elementals up to CR 5 or Fey up to CR 6.
Or...I had a thought (and thought I'd made it up already but can't seem to find it) of a Shaman as a Warlock subclass with "The Spirit World" [or some individual spirit entity if you prefer] as your Patron. Make your patron powers, basically, whatever you're looking for. Pick the spells and invocations you want...I would probably cut them back to half-casters. But that's me.