The Gosu
A small elf sits atop a mountain as the Sun rises, the rays of light touching her face as she hops off the edge and plunges towards the city below. Below her feet appears a giant sword, pulling her out of the dive into supersonic flight. The boom wakes up villagers in the town to see her flying into the great unknown.
A tiefling is sweeping the floor of a monastery when a battalion of soldiers approaches. The soothing presence of the soldiers of the tiefling caused to put down their weapons and many more to defect before even reaching the front steps. The most significant victory is indeed one without a battle.
A human strolls into the middle of the battlefield, without a care in the world. The soldiers drop to their knees all around him, suffocating in his presence. A single swing from him levels entire squadrons of soldiers. A few moments of intense and even a god's avatar which stood against him is reduced to whence it came. Inspired by his strength, the tide of battle begins to shift.
Gosus are those who devote their lives to a singular martial art and its accompanying philosophy. Such arts allow them to gain strength in defiance of the natural order and become empyrean. However, even a tiny deviation from the 'dao' of their arts means they can suddenly be bereft of their power. As such, all gosu walk a tight line between power and principle.
Dao
The dao is the road that the gosu must pursue to further or maintain his power. While there are many roads, from the striving of peace to the cold-blooded murder of children, the gosu must remain steadfast in its realization pursuits, for it is their lifeblood. Around the daos are molded different martial arts that better help the gosu walk their path. These arts may be so ancient as to derive from immortals or so recent that it is unique to the specific gosu, but they always serve to create the perfect body and soul to house the dao.
Creating a Gosu
When creating a gosu, it is essential to determine what dao they wish to pursue. Although this does not mechanically manifest itself until the third level, some arts are obviously geared more to certain daos. A list of Arts is found at the end of your class description and can be helpful to plan ahead.
There are many gosus of any alignment, though what unites them is their dogged perseverence forward. When all one's power derives from perfecting their dao, the slow are left behind and the stationary are nothing.
Quick Build
You can make a gosu quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, pick Weapon refining as your cultivation method. Finally, choose the hermit background.
The Gosu
| Level | Proficiency Bonus | Features | Spells Known | Qi Threads | Highest Spell Level |
|---|---|---|---|---|---|
| 1st | +2 | Core Formation, Cultivation Method, Unarmored Defense | - | - | - |
| 2nd | +2 | Fighting Style, Qi Gong | 3 | 5 | 1st |
| 3rd | +2 | Dao, Tempered Spiritual Roots | 4 | 8 | 1st |
| 4th | +2 | Ability Score Improvement, Martial Versatility | 4 | 8 | 1st |
| 5th | +3 | Extra Attack | 5 | 17 | 2nd |
| 6th | +3 | Earthly Domain | 5 | 17 | 2nd |
| 7th | +3 | Dao Feature | 5 | 21 | 2nd |
| 8th | +3 | Ability Score Improvement | 5 | 21 | 2nd |
| 9th | +4 | Treasure of Flight | 6 | 28 | 3rd |
| 10th | +4 | Nascent Soul Formation, Dao Feature | 6 | 28 | 3rd |
| 11th | +4 | Weapon Aura | 6 | 38 | 3rd |
| 12th | +4 | Ability Score Improvement | 6 | 38 | 3rd |
| 13th | +5 | Body Metamorphosis | 7 | 45 | 4th |
| 14th | +5 | Eternal Dao | 7 | 45 | 4th |
| 15th | +5 | Dao Feature | 7 | 52 | 4th |
| 16th | +5 | Ability Score Improvement | 7 | 52 | 4th |
| 17th | +6 | Rejuvenation | 8 | 66 | 5th |
| 18th | +6 | Heaven-ward Soul, Earthen Body | 8 | 66 | 5th |
| 19th | +6 | Ability Score Improvement | 8 | 74 | 5th |
| 20th | +6 | Apotheosis | 8 | 74 | 5th |
Class Features
Hit points
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gosu level after 1st
Proficiencies
Armor: light, medium armor, shields
Weapons: simple weapons, improvised weapons, shortswords
Tools: any one type of artisan's tools, and one musical instrument of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) a simple weapon and a shield or (b) a shortsword and a simple weapon
- (a) five javelins or (b) a shortbow and 20 arrows
- (a) a leather armor or (b) a chain shirt
- (a) a priest's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Unarmored Defense
Beginning at 1st level, while wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Core Formation
Beginning at the 1st level, you successfully form your core. At the end of a long rest, you can attune your core to specific damage types, reducing their effects on you. Select two of the following: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder. Whenever you take damage from the chosen type, reduce the damage taken by half your gosu level (rounded up). As a reaction when you take damage, you can swap 1 attunement to the triggering damage type. You may do this twice, regaining all uses on a long rest.
Additionally, when using a simple and improvised weapon, you may use Dexterity, in place of Strength, when making attack and damage rolls.
Cultivation Method
You have begun to take the first steps towards cultivation by learning to craft instruments that will be integral to your growth as a gosu. You gain one of the following features.
Formation Refining
You have learned to create magic and place objects perfectly to force the flow of 'heavens'. Choose 3 spells from any spell list. It is considered a gosu spell but does not count towards the number of spells known. The spell's level must be equal to or less than half your gosu level (rounded up). At the end of a long rest, you cast one of the spells as a Spell Glyph as per Glyph of Warding spell, though these glyphs fade after 24 hours. (The spell cast time is not changed)
You may cast either of the spells using the spellcasting feature, provided its spell level is lower than your highest spell level, and you spend the appropriate Qi threads.
Additionally, you may cast gosu spells as Spell Glyph as per Glyph of Warding spell by spending 1 additional Qi Threads, though these glyphs fade after 24 hours. (The spell cast time is not changed)
Weapon Refining
You learn to create weapons from the essence of the world itself. You can create a weapon in your empty hand as a bonus action. You can choose the form that this weapon takes at the end of each long rest. If the selected weapon is light, you may create a second, assuming you have another empty hand. You are proficient with the weapon. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. Whenever you deal damage with the weapon, you can gain temporary hit points equal to half your gosu level. You can acquire these temporary hit points a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the weapon (no action required), or if you die.
You can consume the essence of a weapon by performing a special ritual while you hold the weapon. You complete the ritual over the course of 1 hour, which can be done during a short rest. You consume the essence of the magical weapon and store it within your core, turning the weapon into dust. At the end of a long rest, you may fuse up to 2 essences of different weapons stored and set that as your primary essence; essences that provide a static bonus do not stack. When you swap primary essence, the two essences separate and can fuse to others again. Whenever you summon a weapon, it gains the effect of the primary essence.
Pill Refining
You learn to consume herbs and generate healing in your core. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your gosu level × 5.
At the end of a short or long rest, you can create a number of pills up to or equal to your proficiency bonus. Each pill draws power from the pool to restore a number of hit points to a creature that consumes it, up to the maximum amount remaining in your pool. While consuming any pill takes a bonus action, it takes an action for one creature to hand or feed a pill to another.
Alternatively, you can expend 5 hit points from your pool to create a pill that cures one disease's target or neutralizes one poison affecting it.
Finally, you can expend 5 hit points from your pool to create a pill that removes one condition from the target. This feature has no effect on undead and constructs.
At a bonus action, you can use any hit points in the pool to heal or cleanse yourself.
Fighting Style
At the 2nd level, you adopt a particular style of fighting as your specialty. You can't take the same Fighting Style option more than once, even if you get to choose again. Choose one of the following options.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. If you strike with two free hands, the d6 becomes a d8.
You can deal 1d4 bludgeoning damage to the grappled creature when you successfully start a grapple. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Wuji Warrior
You learn two cantrips of your choice from the sorcerer spell list. They count as gosu spells for you, and Wisdom is your spellcasting ability for them.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Two-weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Qi Gong
Beginning at the second level, you can store and manipulate enough Qi to use. Your access to this energy is represented by a number of Qi Threads. You have a number of Qi Threads determined by your gosu level, as shown in the Qi Threads column, plus your Wisdom Modifier.
You can spend these threads to fuel various Qi features. You start knowing four such features: Spellcasting, Qi Threaded Strike, Qi Threaded Shield, and Qi Threaded Step.
When you spend a Qi point, it is unavailable until you finish a long rest; at the end, you draw all of your expended Qi back into yourself.
Qi Threaded Strike
Starting at the 2nd level, when you hit a creature with a weapon attack, you can expend Qi Threads up to your proficiency bonus to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d8 per Qi Threads to a maximum of 6d8.
Qi Threaded Step
Starting at the 2nd level, you can expend Qi Threads to move faster. You may spend up to 2 Qi Threads at the start of your turn, doubling your movement Qi Thread spent until the end of your turn. You gain a fly speed equal to your movement speed until the end of your turn, and you are unaffected by difficult terrain.
Qi Threaded Shield
Starting at the 2nd level, when you take damage, you can spend your reaction and Qi Threads, up to your proficiency bonus, to reduce the damage taken by 5 per Qi Thread spent.
Spellcasting
Your research into the nature of the universe and manipulation of Qi has given you a facility with spells. See chapter 10 for the general rules of spellcasting. While manipulating Qi to strike and defend is relatively easy, making Qi flow in such a way as to imitate spells is much more complex and cannot be done in the heat of battle. At the end of a short rest, you may choose to manipulate your Qi into tags that, when used, create spells. The tags have AC 15, 1 hit point and are immune to psychic or poison damage. If the tag is worn or carried, it cannot be affected by a saving throw, and if it is not, it cannot be targeted with an Intelligence, Wisdom, or Charisma saving throw. Otherwise, it fails all saving throws it is subjected to. If the tag is destroyed, it vanishes into flames, and the spell is lost. The tags' magic also fades with time; any tags remaining will disappear into flames whenever you finish a long rest.
When creating the tags, you may set any trigger for the tags, which can be placed as an action, though only you may trigger the tag. The tags are not invisible, and others can determine the purpose of the tag by succeeding in an arcana check. Any tag with the range of self or touch must be triggered manually by spending time equal to the spell's casting time. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. Any spell with a range other than self or touch must be centered on the tag. After the duration of the spell, the tags burn into ashes.
When you create a tag, you can spend an additional Qi Thread to allow other creatures to trigger the tags.
For example, as a 2nd level gosu, you can create a tag to cast the spell Longstrider at 1st-level by spending 2 Qi Threads or create a tag to allow other creatures to cast the spell Longstrider at 1st level for 3 Qi Threads.
| Spell Level | Qi Threads |
|---|---|
| Cantrip | 0 |
| 1 | 2 |
| 2 | 3 |
| Spell Level | Qi Threads |
|---|---|
| 3 | 5 |
| 4 | 6 |
| 5 | 7 |
Spell Limit
Your gosu level limits the spells that you can produce. This limit is reflected in the Highest Spell Level column of the gosu Table. For example, as a 9th level gosu, you are limited to casting gosu spells of 3rd-level or lower.
Spells Known of 1st Level and Higher
At the 2nd level, you know two 1st-level spells of your choice from the gosu spell list.
The Spells Known column of the gosu table shows when you learn more gosu spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new gosu spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the gosu spells you know and replace it with another spell from the gosu spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your gosu spells, so 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 gosu spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use an arcane focus or a weapon as a spellcasting focus for your gosu spells.
Dao
You begin to devote your life to cultivating one of the arts and its accompanying Dao. Choose an art detailed at the end of the class description. Your choice grants you features at the 3rd Level and again at the 7th, 10th, and 15th levels.
Tempered Spiritual Roots
As your body is becoming accustomed to the Qi, you begin to experience its revitalizing abilities. You gain the benefits of a long rest with 8 hours of light activity. You also remove all levels of exhaustion whenever you take a long rest.
Ability Score Improvement
At the 4th 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.
If your DM allows feats, you may instead take a feat.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to gosu.
Optional Feature (Tribulations)
At the 4th, 8th, 12th, 16th, and 19th levels, you begin to pay the price for fighting the normal flow of the heavens, and it has decided to punish you for doing so. The actual punishment is up to the DM.
Extra Attack
Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Earthly Domain
At the 6th level, you have progressed on your path to heaven far enough that you begin to bend the world to suit your whims. As long as you are conscious, have Qi Threads left, and are not wearing heavy armor, your aura is active with a range of 10 feet and may gain 3 of the following features:
- Your movement speed increases by 10 feet. This increases to 15 feet at level 10 and 20 feet at level 18.
- All creatures (excluding you) have their movement reduced by 10 feet. This increases to 15 feet at level 10 and 20 feet at level 18.
- You have blindsight equal to the radius of your domain.
- When you hit a creature in your domain with a weapon attack, you do additional weapon damage equal to half your proficiency bonus (round up). This damage increases your entire proficiency bonus at the 10th level.
- You may spend 1 Qi Thread to reroll a saving throw and to take the second result.
- When you are subjected to the effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
- At the end of your turn, every creature (excluding you) takes 1d4 force damage. This damage increases to 2d4 at 10th, and 3d4 at 18th level.
- You gain a bonus to Charisma checks equal to your Wisdom modifier against those inside your domain.
You may dismiss or reactivate your domain as a bonus action, and it is automatically dismissed once you become unconscious.
Additionally, at the end of a long rest, you may choose to swap out all features chosen for any other features.
You gain additional features and additional 10 feet of range at 10th (4 features, and 20 feet range), and 18th (5 features, and 30 feet range)
Treasure of Flight
Starting at the 9th level, your understanding of how Qi flows within the universe has granted you unique insights to use the flows for transportation. While brittle in combat, it provides for travel in comfort.
After a long rest, you can use 50 gp x your gosu level to create a large-sized treasure that can house up to 4 people while allowing flight. You determine the treasure's appearance though it will have hit points equal to your gosu level and an AC of 13 + your proficiency bonus. The treasure is immune to poison and psychic damage, and if forced to make a save, it simply takes half damage. When destroyed, it is unusable until you spend a long rest and half the cost on repairing it. While not in use, the treasure can be shrunk to fit in the palm of your hand.
The treasure has a fly speed equal to twice your walking speed. If it has not taken damage, it has a fly speed equal to four times your walking speed.
More than 4 players at the table?
If there are more than 4 players, one method is to simply increase the number of people the treasure can bring to include your entire party. Or, you can do nothing and force the gosu to choose which of his teammates needs to get there faster.
Nascent Soul Formation
At 10th level, you have a nascent soul which now sits within your core. You can now select another type of damage for your Core Formation feature, for a total of three. Additionally, when resisting damage covered by your Core Formation feature, you subtract your full Gosu level from the damage taken.
Weapon Aura
At the 11th level, you have become one with your weapon, and Qi now flows freely through it as if it was a part of you. Whenever you hit a creature with a weapon, the creature takes an extra 1d8 force damage.
Optional Feature, Replaces Weapon Aura
Improved Extra Attack
At the 11th level, you can attack three times whenever you take the Attack action on your turn.
Body Metamorphosis
Beginning at the 13th level, your body undergoes further changes. You no longer have to eat, drink, or breathe.
Eternal Dao
Beginning at the 14th level, your mastery of the dao allows you to add your wisdom modifier to all your saving throws.
Additionally, your Dao is now developed enough to sustain you so that you do not age, and you can't be aged magically.
Rejuvenation
At the 17th level, you begin to have perfect control over your body. You may choose freely change your age.
Heaven-ward Soul, Earthen Body
At the 18th level, your body has fully assimilated your art. You are now immune to diseases, poison, and psychic damage. Additionally, your physical body is slowly becoming one with Qi. When you are reduced to 0 hit points, you can expend 1 Qi Thread (no action required) to have 1 hit point instead. Additionally, when using Qi Threads, you can instead not spend any and take 1d6-1 points of damage per Threads of Qi saved. This damage cannot be reduced in any way and ignores temporary hp.
Apotheosis
At the 20th level, you have begun to transcend this world, and its whisper's its secrets to you. Pick any 2 skill checks; you now have proficiency and advantage whenever you perform either skill check. If you already have proficiency, gain expertise instead. Additionally, at the end of a long rest, you may choose to spend 9 Qi Threads to cast foresight on yourself.
Multiclassing
Ability Score Minimum: Dexterity 13, Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: simple weapons, shortbow, longsword
Ten Thousand Shadows Spear Art
"Better to light a candle than to curse the darkness."
Reach of the Spear's Shadow
Starting at level 3, your commands of the shadow increase your reach. Increase the range of both your weapon and your domain by 5 feet.
Shadow of the Spiraling Spear
Whenever you hit a creature with a melee weapon attack, it deals additional damage equal to 1 + the number of times you have hit this creature since the end of your last turn. You can spend 1 Qi Thread to double this damage.
Additionally, whenever you make an opportunity attack, you may attack twice instead of once.
Gathering of Ten Thousand Shadows
Starting at the 7th level, the shadows begin to permeate through your domain. Any area inside your domain is now magical darkness as per the darkness spell, though you can still see through the darkness. Additionally, at the end of each of your turns, any creature within the domain takes an additional 1d6 damage as the shadows of the spear strike everywhere.
Step of the Shadows
By 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. When you make an attack or cast a spell, you may spend 3 Qi Threads to remain invisible until the start of your next turn.
Spear of Unending Night
At the 15th level, your mastery of the shadows has reached a profound stage. Once per turn, when you take the Attack action on your turn, you can replace one of the attacks with a barrage of shadowy strikes in either a 30-foot cone, a 40-foot line that is 5 feet wide (your choice), or a 20-foot circle centered on self.
Each creature in that area must make a Dexterity saving throw against your save DC, taking piercing damage equal to four rolls of the weapon die + your Dexterity or Strength modifier on a failed to save, or half as much damage on a successful one. If the cone or line only targets one creature, it takes double damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki Threads to use this feature again.
Additionally, whenever you hit with an attack and critically strike, you can choose to hit twice instead of dealing critical strike damage.
Buddha's Gentle Palm Art
“Who wishes to fight must first count the cost.”
Heaven Assuaging Palm
Starting at level 3, you learn the healing touch of the Buddha. Once per turn, when you take the attack action, you can replace one attack with a touch that provides a creature with a number of temporary hit points equal to your unarmed strike dice + your proficiency modifier. Alternatively, you can spend 1 Qi Thread on replacing one attack to generate a pulse of soothing; every creature within 30 feet of you restores a number of hit points equal to 1d4 + your gosu level.
Earth Shattering Palm
While you attempt to walk the path of no violence, it often greets you like an old friend. You have learned that a strong hand is the best deterrence. Your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Wisdom modifier on a hit. If your unarmed strikes are modified from another source, then the d8 becomes a d10. When you take the attack action and attack with nothing but your unarmed strikes, you can take a bonus action to make the attack action again.
Aura of Peace
At the 7th level, you learn to infuse your domain with tranquility and serenity. When you activate your domain, you can choose to apply this feature. While it is active, any creature (including yourself) who wishes to cast a harmful spell or make a weapon attack must first make a Wisdom saving throw. On a failed save, the creature must choose a different action or lose its turn.
Steps of Tranquility
At 10th level, you learn to stroll through even the most chaotic of battlefields, bringing healing and light to those who need it. You can no longer be targeted by Attacks of Opportunity.
Additionally, if you have more than one enemy within your aura and no allies, all attack rolls made against you have disadvantage.
Weight of a Thousand Worlds
At the 15th level, you are able to show others the suffering they cause through their violence, putting the weight of the world on their shoulders. When you hit with an attack, you can reduce the damage done to 0. Instead, the target must make a wisdom save or suffer one level of exhaustion for a minute. However, if they reach six levels of exhaustion this way, they become unconscious rather than dead.
Sun and Moon Breathing Art
“Wheels of Yin and Yang grind slow but grind fine.”
Shards of the Moon and the Sun
Every successful attack roll grants you 1 Moon shard and 1 Sun Shard. Alternatively, at the start of your turn, you can convert Qi Threads into Moon shards and Sun shards at a rate of 1 Qi Thread per Moon and Sun Shard. The maximum number of Moon or Sun shards that you can have is equal to your proficiency bonus + your Wisdom Modifier each.
You can use shards to lay on yourself power imbued in your weapon with the aspect of the Sun or Moon. Using Lunar or Solar Techniques in succession stresses the body, dealing necrotic damage to you equal to your constitution modifier plus your level. This damage cannot be reduced in any way. Additionally, using a normal attack after lunar or solar technique forces the user to forcefully dissipate opposite energy, dealing force damage to you equal to your constitution modifier.
The potential to receive backlash fade after a minute of not attacking anything.
Lunar Techniques
Lunar Strike
Cost: 0 Moon Shards
You infuse your weapon with the strength of the Moon. Make a special attack in place of a normal attack; the attack deals necrotic damage instead of the standard weapon damage. You cannot gain Moon shards with this attack.
Spectral Step
Cost: 1 Moon shard
You become the living embodiment of the vengeful Moon; you can teleport to an enemy in range of your walking speed as part of your attack. This attack deals additional necrotic damage equal to your Constitution modifier. You cannot gain Moon shards with this attack.
New Moon
Cost: 2 Moon Shards
At the start of your turn, you can choose to utilize the full power of the New Moon. Until the start of your next turn, you are shrouded in an ethereal shadow. You are lightly obscured, and your weapon attacks have an advantage against creatures that rely on sight. Additionally, you score a critical hit on a 19-20 attack roll.
Evening Palace
Cost: 1 Moon Shards
As a Reaction, you can summon the power of the Moon, granting yourself half-cover until the end of your next turn.
Moonlight through the Bamboo Leaves
Cost: 1 Moon Shard
You may summon the power of the everpresent moonlight. Make a special attack in place of a normal attack; the attack gains a bonus to hit equal to your proficiency bonus. If the attack hits, it deals additional necrotic damage equal to your Constitution modifier. You cannot gain Moon shards with this attack.
Waning Moonswaths
Cost: 3 Moon Shards
Once per turn, you can replace one of the attacks with a 30 ft. cone. Everyone in this cone makes a dexterity saving throw or takes 4d10 Necrotic damage. At the 18th level, the range of the cone increases by 45 ft., and the damage increases by 2d10 (6d10 Necrotic damage).
Solar Techniques
Solar Strike
Cost: 0 Sun Shards
You infuse your weapon with the strength of the Sun. Make a special attack in place of a normal attack; the attack deals radiant damage instead of the standard weapon damage. You cannot gain Sun shards with this attack.
Phoenix Cloak
Cost: 1 Sun Shard per 1d10
You extend the Sun's protection against harm. As a Reaction, target a friendly creature within 30 feet that have taken damage. Roll 1d10 per point spent, reduce the damage they take by that amount + your gosu level.
Step of the Setting Sun
Cost: 1 Sun Shard
You are shielded by the Sun, gaining +2 AC until the start of your next turn.
Raging Sun
Cost: 1 Sun Shard per attack
You can spend 1 Sun shard to make an additional attack at an enemy, provided you have not attacked the creature this turn. You cannot gain Sun shards with this attack.
Solar Heat Haze
Cost: 2 Sun Shards
At the start of your turn, you can choose to utilize the full power of the Sun. Until the start of your next turn, you shed bright Sunlight in a 15-foot radius. Once before the effect ends, you can deal an additional 2d8 radiant damage to a creature hit with a weapon attack. The radiant damage increases to 3d8 at the 10th level, then 4d8 at the 18th level.
Beneficent Radiance
Cost: 3 Sun Shards
Once per turn, you can replace one of the attacks with a 20 ft. area centered on you. Everyone in this area makes a dexterity saving throw or takes 4d10 radiant damage. At the 18th level, the range of the area increases by 30 ft., and the damage increases by 2d10 (6d10 radiant damage).
Land of Bliss and Destruction
Starting at the 7th level, your balance of yin and yang now affects all in your domain. At the end of each turn, if you used a Moon technique last, you deal an additional 1d6 nectrotic damage to every hostile creature in the domain. If you used a Sun technique last, you give all non-hostile creatures in the domain 1d4 temporary hit points instead.
Twirl of the Heavenly Wheel
At the 10th level, you learn to fully embrace both aspects of your dao. As an action, you may spend 2 Moon shards and 2 Sun shards and become ethereal for the next minute, passing through objects as if they are difficult terrain.
Unity of Yin and Yang
At the 15th level, your duality shields you from danger. While in New Moon, you have advantage on saving throws against spells and other harmful effects that target only you. While in Solar Heat Haze, you have advantage on saving throws against spells and other harmful effects that target an area. While you have both active, you have resistance to all damage except psychic damage.
Principles of Wude
"Better a diamond with a flaw than a pebble without one. Better a diamond without a flaw."
Gong, Work
Beginning at the 3rd level, you're constantly training every day makes you resistant to anything that will hamper your regime. Whenever you fail a saving throw that inflicts a condition, remake the saving throw, taking the second result.
Sou, Reservation
At the 3rd level, you have learned never to strike first, to never be the aggressor. If you attack a creature that has not attempted to attack you or harm you with a spell in a minute, you attack at disadvantage. If the creature has attempted to attack you or harm you with a spell at the last minute, you deal an additional number of d4 equal a half of your gosu level (rounded up). You may only deal this damage once a turn.
Dan, Bravery
Beginning 7th level, you are brave enough to do the right thing. Whenever a creature within your domain is attacked, you can use your reaction to force the attack against you instead. You have resistance to the damage. If the creature attacked has not taken action in combat, you do not have to use your reaction.
Yi, Resolute
Beginning 10th level, whenever you attack a creature, you can force the creature to make a Strength saving throw or be pushed 5 ft. If they are pushed, you can choose to also move 5ft. in their direction.
Additionally, you cannot be knocked prone or be moved unwillingly.
Jie, Judgment
Starting at the 15th level, you gain the ability to judge yourself without reservation to correct yourself of mistakes. Whenever you make an attack and miss, your next attack is made at advantage.
Divine Heavenly Destruction Art
“If quick, I survive. If not quick, I am lost. This is death.”
Radiant Wheel, Dragon Piercing Strikes
At the 3rd level, you become proficient in the use of the radiant wheel. Your unarmed strikes now deal with a 1d6 + your Strength or Dexterity modifier and have a range of 30 feet. If you are not holding on to a weapon or a shield, the d6 becomes a d8. If you have the unarmed fighting style, the d6 becomes a d8, and the d8 becomes a d10.
If you hit a target that is within 5 feet of you, you deal additional damage equal to 1d4. When you take the Attack action and attack with nothing but unarmed strikes, you can take a bonus action to make the attack action again.
At the 10th level, you can spend additional Qi to strengthen the weapons when creating them. You can spend 1 Qi Thread to give your unarmed strikes a +1 to their attack and damage rolls. (up to a maximum of 3).
Dark Wheel, Abyssal Void
At the 3rd level, you also learned the compliment to radiant wheel, dark wheel. As a bonus action, you can force a number of creatures up to your wisdom modifier within 30 feet to make a Strength or Wisdom saving throw (their choice) or be pulled to 5 feet away from you. If they collide with another player or object, both take 1d10 bludgeoning damage and fall prone, though they stop being pulled. At the 10th level, you can target any creature you can see and the damage increases to 2d10.
Crushing Thousand Circle Formation
At the 7th level, your domain begins to resemble that of a Supreme Overlord. In order to use the following feature, you must concentrate, as if you were concentrating on a spell. At the start of your turn, all creatures of your choice within your domain must make a Strength saving throw or Wisdom saving throw (their choice) or fall to the ground and become prone, taking force damage equal to your gosu level. All flying and prone creatures make the saving throw at a disadvantage. If the creature is already prone and fails the saving throw, they take force damage equal to twice your gosu level. In order for creatures to stand up, they must make a Strength or Wisdom saving throw in addition to half their movement, only standing up if they succeed.
Additionally, your unarmed strikes are also considered magical for overcoming damage resistances.
Extra Meridian Resonance
At the 10th level, you have learned to simulate your meridians with Qi in such a way as to increase your physical power. At the start of combat or as a bonus action on your turn, you may spend a number of Qi Threads equal to or less than your proficiency bonus. You a fly speed equal to 30 + 5 x the amount spent. Further, you increase either strength or dexterity score, and their maximum, by the number of Qi Threads spent for a minute. You are also immune to the effects of exhaustion for the duration.
Once you use this feature twice, you should not use it again until you finish long rest. Each time you use this feature again before then, you gain one level of exhaustion after the effects fade.
Dark Wheel, Null
At the 15th level, you have mastered the final technique. As an action, you can spend 7 Qi Threads to cast dark star, centered on yourself. The dark star will move with you. You may make a Wisdom saving throw instead of a Constitution saving throw, and if you succeed, you take no damage instead of half damage and you can see through the magical darkness. Otherwise, you are considered in the sphere for all other effects.
Additionally, a creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible.
Finally, if the caster is inside the sphere or the spell targets the area or any creature inside the sphere, make a wisdom check. If the number rolled at least twice as high as the spell, the spell effect does not occur, and you gain a number of Qi Threads equal to the level of the spell.
King Yama's Puppet Art
"One beam, no matter how big, cannot support an entire house on its own."
Death's Awakening
At the 3rd level, your character begins to awaken to the prospect of death and infuse yourself with its power.
You know the mage hand cantrip, and the hand can be invisible when you cast the cantrip with this feature.
You also learn to cast find familiar, though you may only cast it as a ritual, and the familiar summoned is Undead rather than celestial, fey, or fiend.
Marionettes of the Emperor
Upon reaching level 3, you gain the ability to create allies from the fallen. Jiangshi can be created from the body of any recently dead creature.
As a Bonus Action, you can forcefully summon a third-rate jiangshi from a creature that has been dead no longer than 1 minute. See this creature's game statistics in the third-rate jiangshi stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. You may have a number of summons equal to half of your proficiency bonus (rounded up). This feature can be used a number of times equal to half your proficiency bonus (rounded up) and regain all uses after you finish a long rest.
In combat, the summons shares your initiative count, but they take their turn immediately after yours. It obeys your mental commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
As a bonus action, you can switch places with a summon via teleportation, up to a range of 45 feet. This movement does not provoke attacks of opportunity. At the 9th level, switching places with a summon has an unlimited range.
You can use an action to save summons within 30 feet of you and make it part of your shadow. As a bonus action, you can call forth the saved summons to serve you, spawning it within 10 feet of you.
Solid Shadow
Starting at the 10th level, while in dim light or darkness, you can create a nonmagical object of Tiny size out of shadows as an action. The object is completely black with a soft, velvet-like texture and lasts until you dissipate it. If you create weapons, you are proficient with them, though they deal 1d8 psychic damage instead of the normal weapon damage.
Domain of the Monarch
At the 15th level, When anything that dies in your domain falls under your control. You can now summon peak masters, though they count as 3 summons. When you reduce a creature to 0 hit points within the domain, you can spend your reaction to attempt to raise it as a third-rate jiangshi. Roll a d100. If the number rolled is less than twice your gosu level, it is raised as a jiangshi. This does not expend a use of 'Marionettes of the Emperor'.
Third-rate Jiangshi
Medium Construct
- Armor Class 11 + PB
- Hit Points 5 + two times your gosu level
- Speed 30 ft., 30 ft. climb
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 15 (+2) 14 (+2) 14 (+2) 11 (+0)
- Senses darkvision 60 ft. passive perception 13
- Languages understands the languages you speak
Legion of the Dead. You can add your proficiency bonus to any ability check or saving throw that the shadow soldier makes.
Actions
Strike. Melee Weapon Attack: your Wisdom modifier + PB to hit, reach 10 ft., one target. Hit: 1d4 + 3 + PB slashing or bludgeoning damage.
First-rate Jiangshi
Medium Construct
- Armor Class 14 + PB
- Hit Points 8 + four times your gosu level
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0)
- Senses darkvision 60 ft. passive perception 13
- Languages understands the languages you speak
Legion of the Dead. You can add your proficiency bonus to any ability check or saving throw that the shadow soldier makes.
Actions
Qi-Empowered Force Bolts. Ranged Spell Attack: your Wisdom modifier + PB to hit, 30 ft., one target. Hit: 1d6 + 3 + PB piercing damage.
Peak Jiangshi
Large Construct
- Armor Class 16 + PB
- Hit Points 7 + seven times your gosu level
- Speed 40 ft., 60 ft. Fly
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)
- Senses darkvision 60 ft. passive perception 13
- Languages understands the languages you speak
Legion of the Dead. You can add your proficiency bonus to any ability check or saving throw that the shadow soldier makes.
Strike from a Master. Once per turn, when you hit a creature, roll a number of d8's equal to a quarter of your level (rounded up), and the creature takes force damage equal to the roll's total.
Actions
Multiattack. The Peak Jiangshi makes 2 melee attacks.
Strike. Melee Weapon Attack: your Wisdom modifier + PB to hit, 5 ft., one target. Hit 2d6 + 5 + PB slashing or bludgeoning damage.
Qi-Empowered Force Bolts. Ranged Spell Attack: your Wisdom modifier + PB to hit, 30 ft., one target. Hit: 2d6 + 3 + PB piercing damage.
Cone. (Recharge 6) The shadow general 60-foot cone of pure force. Each creature in that area must make a DC 8 + your Wisdom modifier + PB Dexterity saving throw, taking your a number of d6s equal to half your gosu level (rounded up) in force damage on a failed save, or half as much damage on a successful one.
Control over Domain arts
“Attack is the secret of defense; defense is the planning of an attack.”
Armored Defense
You gain proficiency in heavy armor, and you may use all Gosu features while wearing heavy armor.
Cover of Domain
At 3rd, if you’re holding or within 5 feet of a shield that no one else is holding, you can use your bonus action to assign the shield to instead magically circle and protect another creature you can see within 60 feet of you. You can assign multiple shield’s with the same bonus action. A creature can only benefit from 1 assigned shield. If a creature is already wielding a shield themselves, they only get +1 to AC for having a shield assigned to them in this way.
Alternatively, you can assign the shield to protect you instead, leaving both hands free while still gaining the effect of a shield. You can have a number of shields active this way equal to your proficiency bonus.
These shields stop circling you or other creatures if you die, or when you recall them at any time, no action required by you.
Vast Mountains
At 7th, you no longer need Qi threads for your Earthly domain to be active, and your domain reaches out to 20 feet. Additionally, your domain can have 4 features active instead of 3. At 10th level the range increases to 30 feet, and 40 feet at 15th level.
Surrounded by Stone
At 10th, your domain counts as half cover for you and your allies. At 15th level it counts as 3 quarters cover. You may choose which parts of your domain affect your allies or not.
Ringing of the Ancient Bells
At 15th, As an action if your Earthly domain is active, you can activate this feature for 25 Qi threads. Anyone within your Earthly domain can hear ringing bells, as they chime and ding. This lasts for 1 minute, until you are incapacitated, or if you dismiss it, no action required by you.
If you have any shield’s assigned to other creatures, they are automatically called back and begin circling you. For every shield that circles you above 1, you gain a +1 to AC and all saving throws.
Your Earthly domain’s radius is increased to 60 feet.
When you first use this feature, or when a creature comes within range, all creatures within 60 feet of you are affected by one of the following conditions:
- The creature has +2 to AC and has advantage on all saving throws.
- The creature has disadvantage on all saving throws.
If this feature ends by running out of time, or you dismiss it, any shields you recalled return back to their original assigned creature regardless of the current range.
White-Eyed Vision Art
"In the kingdom of the blind, the one-eyed man is king."
Eyes of the White Night
At the 3rd level, the art that you have chosen has begun to alter your eyesight. You now have the advantage of perception (Wisdom) checks, and you cannot be blinded.
Stance of a Thousand Eyes
At the 3rd level, you learn the foundational stance. On your turn, you may enter the stance as a bonus action. You must concentrate on the effect like you would a spell.
While in this stance, you gain the benefits if you are not wearing heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you use a melee attack using Dexterity, you gain a bonus to your attack roll equal to your proficiency bonus.
- Opportunity attacks made against you are at disadvantage.
- When you are subjected to a saving throw that targets Strength, Dexterity, or Constitution, you take only half the damage.
However, you cannot cast spells or use tags while in the stance.
This stance ends early if you are knocked unconscious if you lose concentration on the stance, if you do not spend the 1 Qi Thread at the start of every turn to stay in the stance, or after 1 minute has passed.
You may use this stance a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Seer's Domain
At the 7th level, you can see everything that your domain touches and into possible futures. You can not be surprised as long your domain is active, and you gain a bonus to initiate rolls equal to your Wisdom modifier. You can also spend your bonus action see into the ethereal plane.
Eye of Heaven
At the 10th level, you have opened up your sight to the flow of the universe. You can spend an action to close your eyes to see the universe as it really is. Until the end of the turn, you know everything that is happening within 1 mile of you, and illusions do not fool this vision.
You may use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Still Human (DM Discretion)
Remember that even if the users of this subclass has 'Eye of Heaven', they are still human. If there are creatures in stealth, they should get a save to avoid being seen and since there are so many things to see within 1 mile that some things, if not self-evidently important, may be glossed over.
Zen
At the 15th level, you are humbled by what you can now see and often seek to emulate and adopt other's best fighting traits and combine them with your own to develop a unique signature technique. Select one weapon you have seen wielded before and the weapon you wield and apply one of the styles listed below:
Piercing Cudgel: While you wield a bludgeoning and emulate a piercing weapon, you learn to use the weight of your weapon and the precision of a piercing weapon to sneak past the opponent's defense and hit the same spot to deal devastating damage. When you attack a creature, they do not gain the benefits of a shield. If you hit a creature with 2 attacks on one turn, they must succeed in a Constitution saving throw or suffer disadvantage on their first ability check and attack roll it makes until the beginning of your next turn.
Incising Pummel: While you wield a bludgeoning and emulate a slashing weapon, you learn to use any edges of your weapon to create incisions, which the force of your blows can exploit. Whenever you hit with a bludgeoning weapon, you can inflict a bleed. The bleed deals 1 necrotic damage every turn for 2 turns, refreshing and stacking on every hit. If you hit a creature who is bleeding with a bludgeoning weapon, they make concentration checks at disadvantage.
Blunted Swordplay: While you wield a slashing and emulate a bludgeoning weapon, you learn to manipulate the weight of the weapon to perform slashes you could not previously. When you hit a creature, they are pushed 5 feet back. If there is anything in the space where the creature is pushed, it can make a Strength saving throw to not be pushed. If it fails, it falls prone and must make a Dexterity save whenever it attempts to stand up.
Perforating Cleaver: While you wield a slashing and emulate a piercing weapon, you learn to use the precision of a piercing weapon to sneak past the opponent's defense and hit the same spot to cause serious perforations. When you attack a creature, they do not gain the benefits of a shield. If you hit a creature with 2 attacks on one turn, you apply a large wound on the target. If they move, they take a d4 in damage for every 5 feet they move. This wound lasts until the start of your next turn.
Twirling Piercer: While you wield a piercing and emulate a bludgeoning weapon, you learn to manipulate the weight of the weapon to perform strikes you could not previously. When you hit a creature, they are pushed 5 feet back. If there is anything in the space where the creature is pushed, it can make a Strength saving throw to not be pushed. If it fails, it does not move but is instead pinned.
Slicing Skewer: While you wield a piercing and emulate a slashing weapon, you learn to use any edges of your weapon to create incisions, which the precision of your blows can exploit. Whenever you are hit with a bludgeoning weapon, you can inflict a bleed. The bleed deals 1 necrotic damage every turn for 2 turns, refreshing and stacking on every hit. While attacking a creature who is bleeding with a piercing weapon, you add a 1d4 to hit.
The Sky is the limit
These are just the basic techniques that can be found out there. Since the fighting style is supposed to feel unique and a creation of all that the character has ever seen, these are merely a template to allow the player to create his own unique combinations, always subject to the DM's approval, of course.
Phosphorus White Jade Art
Palms of White Jade
Your unarmed strikes can deal necrotic damage equal to 1d8 + your Wisdom modifier on a hit. If your unarmed strikes are modified from another source, then the d8 becomes a d10. When you take the attack action and attack with nothing but your unarmed strikes, you can take a bonus action to make the attack action again. At the 7th level, you can spend 1 Qi Thread to give your unarmed strikes a +1 to their attack and damage rolls for a minute. (up to a maximum of half your proficiency bonus, rounded down).
Ten Thousand Poisons
At 3rd level, you hit with an unarmed strike, you can choose to poison your target with a microdose of poison, weakening their defenses against your attacks. When you hit a creature poisoned by you, you can deal additional poison damage equal to the number of microdoses your target is poisoned with.
You can only poison a creature with a number of microdoses equal to 1 + your gosu level. A creature is naturally purges 1 microdoses after a long rest.
You can use your bonus action and spend a Qi Thread to remove all the poison microdoses in any creature within 60 feet that you can see, unleashing a controlled burst inside your target and forcing them to make a Constitution saving throw against your ki save DC.
On a failed save, a creature takes poison damage equal to 1d8 die per microdose removed, or half as much damage on a successful one. In addition, creatures that failed their saving throws are poisoned for a number of rounds equal to the number of microdoses removed. If they have more than 3 stacks, they are also blinded or deafened. If they have more than 5 stacks, they are incapacitated instead. If they have more than 10 stacks, they are paralyzed instead.
Additionally, all your poison requires a lesser restoration or similar magic to be removed. At the 7th level, your poison requires a greater restoration or similar magic to be removed. At 10th level, your poison requires regenerate or similar magic to be removed. Finally, at level 15, your poisons require wish or similar magic to be removed.
Aura of Miasma
At 7th level, when you reduce a creature within your aura to 0 hit points, you can cause it to explode with your poison, causing any creature within 10 feet to be dosed with a number of microdoses of poison equal to your proficiency bonus. Additionally, any creatures who leave your aura takes damage equal to the number of doses of poison inside the creature. Additionally, you know how many stacks a creature has as well as their location when they are poisoned within 10 miles of you.
Formless Toxins
At 10th level, any creatures of your choice within your aura at the end of your turn may poisoned with a microdose of poison. Additionally, creatures cannot be immune to the poisoned condition and ignore immunities to poisons against your poisons.
Blooming of Phosphorus White Jade
At 15th level, when a creature has a number of poisons equal to more than half your gosu level (rounded down), you can cause the poison to bloom. For a minute, the creature has no limit to the number of poisons it may have, takes damage equal to the number of poisons it has at the end of its turn, and when you hit the creature, the damage from Ten Thousand Poisons is doubled and the poison cannot be removed except for divine intervention. Once you use this feature, you must take a long rest or spend 5 Qi Threads to use it again.
Spell List
1st Level
- Absorb Elements
- Armor of Agathis
- Comprehend Languages
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Gift of Alacrity
- Longstrider
- Jump
- Sleep
- Shield
- Shield of Faith
2nd Level
- Alter Self
- Blur
- Darkvision
- Enhanced Ability
- Gift of Gab
- Invisibility
- Kinetic Jaunt
- Mirror Image
- Misty Step
- Pass without Trace
- Shatter
- Vortex Warp
- Warding Wind
- Web
- Zone of Truth
3rd Level
- Ashardalon's Stride
- Aura of Vitality
- Blink
- Crusader's Mantle
- Fear
- Fly
- Gaseous Form
- Pulse Wave
- Haste
- Melf's Minute Meteors
- Sleet Storm
- Spirit Guardians
- Tidal Wave
- Tiny Servant
4th Level
- Aura of Life
- Aura of Purity
- Death Ward
- Dimension Door
- Fire Shield
- Ice Storm
- Greater Invisibility
- Stone Shape
- Stone Skin
5th Level
- Antilife Shell
- Awaken
- Cloudkill
- Circle of Power
- Contact Other Plane
- Destructive Wave
- Far Step
- Skill Empowerment
- Sunburst
- Tree Stride
- Wind Steel Strike
A note on Balance
The identity
In many wuxia novels and manga, martial artists are not only concerned with strength; they are also concerned with telling the future through reading stars or how the universe is flowing. I wanted to capture some of that feeling of being able to predict the future is central to their power. As such, the identity of the class is one of choice and prediction. At the end of a long rest, the player must choose what damage type they want to resist, which parts of the domain they want, and for each cultivation method, there is also a choice that needs to be made (from which pills to weapon form to spells known). This forces the player to try and predict the future every long rest, and when they eventually fail to predict perfectly, this provides other players a chance to shine.
Important things to note about certain features for balance
Firstly, the class approximately follows the path of most more martial leaning half-casters (I ignored the weird case of the Artificer). The major difference is that this class seems to have many more features compared to its counterparts. Please note that the 9th level and the 13th level features are designed mostly for flavor and that the 9th level feature is not designed to be used in combat unless it is in desperate need and should be used more for party transportation. I apologize if it gave the opposite impression, and I hope I have taken the necessary steps to amend this. Finally, there was a point brought up that suggested that force is too strong a damage type for the character, and I disagree. A comparison shows that 4 more creatures are resistant to radiant vs. force, 1 creature is immune to force, none are immune to radiant, and there are creatures vulnerable to radiant but not to force. Thus, the differences seem like tradeoffs and not a direct upgrade.
So is it balanced?
Well, Yes and No.
I ran white room experiments with this class, competing against a Vengeance Paladin in combat from level 1 to level 16 for 10 rounds. I did not run combat from level 17 onwards because balance there is basically an afterthought, and most players do not reach this tier of play anyways. DND beyond suggests that except for the bump at level 20 characters, 2%, the number of characters at level 15+ is rounded down to 0%. Data may be outdated (from 2019).
A couple things to note about the combat scenario. Firstly, both combatants start within 1 turn of each other, they both attempt to b-line towards the enemy, and they spend all resources like this is their last encounter for the day. For gosu, I selected the 3 damage types that paladins can do (Radiant, Bludgeoning, and Slashing) and randomly drew 2 to DR. (This simulates, in a small way, the unknown of the damage that the gosu may have to face).
I used Shadow Spear gosu and Vengeance paladin and min-maxed as hard as I could using the boosted array 18,16,15,13,11,9. (Yes, it is higher than the standard array, but most people, I believe, roll and thus have higher average stats anyways. Flanking was used for this test also since most games I have been in had had it).
The result is that from levels 1 to 8, the results favored paladin, and at level 2, paladin came in ahead, winning 9 out of the 10 combats. The fights around levels 6-8 were much closer. At level 9, using mounted feat + treasure of flight gave gosu the advantage, and at level 13, the paladin has access to 'Summon Greater Steed', so they come back out on top, especially since they can normally summon this out of combat. Note, there were instances past level 13 where gosu would down the paladin, and then the griffon would down the gosu. In these instances, the griffon can confirm the kill while the paladin has better than a 50/50 chance of survival, so these scenarios were counted in favor of the paladin.
So is the class balanced? I would put its power level close, though likely lower, than the paladin. A couple things to note that were not captured by the experiments. Firstly, the gosu almost never makes the creature attempt a save, so Paladin's Save aura was largely unused. Secondly, most of the spells from both classes went largely unused since both spent it 'smiting', though it is quite evident that the paladin's spell list is quite the step above the gosu. Finally, While Qi shield is, on average, 0.5 damage better than 'Smiting', it dragged out the fight A LOT, and so I disfavored using it over 'smiting'.
I know this is not the most scientific method, but it attempts to account for things that cannot be when just looking at on paper. Additionally, 10 combats is not an insignificant sample size. (30 is the generally accepted range for Central Limit Theorems).
I hope that this helps any DMs who consider putting whether or not to put this class into their games.
Cheers!
Changelog
v 1.0.3 (The Backtrack Patch)
I may or may not have gone overboard with the damage nerfs and hopefully this patch will bring back some of the power without overshooting the target again.
Core Formation
Allow switching damage attunement (since if you pick wrong, you should have a couple of chances to change it.)
Qi Gong
Qi-threaded Strike, 1d6 → 1d8
Qi-threaded Shield, 3 → 5 (Defensive should be better than offensive options since monsters do more damage)
Specify that self(area) can be triggered remotely. (Not that you have many)
Removed no 'heavy' weapon restriction from Weapon refining.
Reworded Nascent Soul
Make commanding summons a bonus action (in line with other pet subclasses)
Boost Peak Jiangshi
Earthly Domain
2 → 3 features
Added Phosphorus White Jade Art
v 1.0.2 (Changes After Paladin Test)
General
Added back some damage spells. (Still slightly apprehensive giving the class damage spells, but with the new system, it may not be too bad)
Core Formation
Use Dex instead of Str for simple weapons only. (So they do not need Dex + Str + Wis + Con to be used, lack of finesse)
Qi Gong
Added a new casting system and added half your level to the Qi Threads (Since they can now be spent on spells that won't be used)
Formation Refining
Reworked
Earthly Domain
Now only active so long as you have Qi Threads
Weapon Refining
Allowed to create 2 duplicate weapons if they are light.
Made it, so form of weapon is fixed at the end of long rest to encourage planning.
Can only mix 2 essences (I didn't want a vorpal + moonblade + flame tongue flying around). Mixes are chosen at the end of long rest and set for the day.
Treasure of Flight
Now offers a tradeoff between speed and durability (to encourage planning for specific uses.)
Improved Extra Attack
Moved to be an optional feature (replaces Weapon Aura)
Weapon Aura
Replaces 'Improved Extra Attack'
v 1.0.1 (Paladin Patch)
General
Too many grammar edits to list.
Dropped Martial Weapon Proficiency from the base class.
Dropped hit dice from d10 → d8. (May revert)
Changed Spell list so that there are only a couple that can possibly do damage, and most only affect the class.
Spiritual Sense
Removed
Core Formation
Added
Formation Refining
Changed spells are known from 1 → 3. Still only 1 free cast and 1 switch per long rest.
specified that you may cast any of the spells normally provided they are below 'highest level spell' and you spend some Qi Threads.
Weapon Refining
Added restriction, no 'heavy' weapons.
Pill Refining
Consumption of pill from bonus → full action.
Self-healing, no action → bonus action.
Fighting Style
Added 'Wuji Warrior'.
Removed 'Great weapon Fighting'.
Qi Condensation → Qi Gong
Removed Spell Points Bonus to amount of Qi Threads.
Added 'Qi Threaded Shield'
Removed ritual casting
Reduced number of spells known
Tempered Spiritual Roots
Removed not needing to consume food/water. (May add it at a higher level, at a later point)
Increased light activity 4 hrs → 8 hrs.
Tribulation
Removed, kept as optional flavor feature.
Daoist Domain → Earthly Domain
Added restriction of 'no heavy armor'.
Made it so when you choose a bonus to either Intimidation or Persuasion, it is locked in.
Made it, so now it hits everyone. (Allies, hostiles, and innocents alike)
Allows the player to choose what bonuses from the aura they want.
Added additional choices including Evasion lite.
Domain Mastery
Removed
Heaven-ward Soul, Earthen Body
Moved Apotheosis here.
Apotheosis
Reworked
Gathering of A Thousand Shadows
Added a way to turn off the darkness.
Weight of a Thousand Worlds
Added Wisdom Saving Throw to resist exhaustion.
Dark Wheel, Abyssal Void
Added a max distance of effect.
Countering the Gosu (For the DMs)
If the gosu in your game is going awry because they are accurately predicting and countering things, there may be a couple things that you can try to nerf him without touching the numbers or asking him to trade out for another class.
1. You're in charge of the encounters, so subtly change the damage types of the enemies. Maybe the honorable knight secretly coats his weapons with poison, or the green dragon is actually a brass dragon who shapeshifted. Maybe the angel just recently fell and now uses necrotic and not radiant damage, etc., etc.
2. You can target the spell tags; it may eat up an attack, but destroying a tag channeling Haste or other boons will reduce the class's damage. You can also make enemies target the spell tags even when they are not active if he becomes known enough to constantly use them since they are not hard to destroy (Make only intelligent characters do this, else he may decide not to cast any spells and only 'Smite')
3. If they are using their' treasure of flight' feature in combat, it is highly susceptible to breaking and costly to repair/ replace. Since the treasure always takes half damage from AoE, you can pelt the gosu with AoE to ground him.
4. Keep the campaign unpredictable. For example, perhaps the war he specialized for the night previously led to surrender before combat, and now the party has to broker peace. Or maybe the enemy he is fighting does not play fair and is always just hit-and-running.
5. Finally, remember that gosu features can be used to their full potential only when they have planning and preparation time. If you shorten the prep time given and introduce harder to predict events, you will be bringing down its power significantly.
Practice
Safe
Homebrewing
Thank you to TrikPat, Knight5000, u/DeeSharkman, u/mortecarth, u/teball3, Fiddle, and Spareproperty, who inspired the class and some of the class' abilities. I hope that they are not offended that I have done so.
Thank you to u/Sex_Tillerson, u/AllOlive, TeddyOso, Deathmatch15, and others for their insightful critiques and advice.
The Images used should fall under fair use laws, though if your artwork appears in this homebrew improperly cited or you simply do not wish to be associated. Please feel free to contact me, and I will remedy it when possible.
The class and subclass is heavily inspired by wuxia, manga, manhua, and WEBTOONs.
Inspiration is drawn from 'Legend of the Northern Blade', 'Tower of God', 'Volcanic Age', 'Kimetsu No Yaiba', 'Gosu', 'Chronicles of Heavenly Demon', 'Lightning Degree', 'Tenkaichi - Nihon Saikyou Mononofu Ketteisen', and 'Solo Leveling'.
Images, Credits
Cover Art: inhyuklee85
Page 1: [Sưu Tầm] Ảnh Đẹp (。・ω・。)ノ♡
Page 2: Những hình ảnh tuyển mem
Page 3: Mookhyang the Origin
Page 4: City Approach by Creative Uncut
Page 5: (커미션)하르모니아(NIA) @HARMONIA3784
Page 6: Wallpaper Sun Wukong by Wallpaperforu
Page 7: @Akatsuki_Shin04
Page 8: Legend of the Northern Blade
Page 9: @慢慢D世界
Page 10: Yin and Yang
Page 11: ✦ぶろっ✦さめ✦
Page 12: Anime Tower of God 25 Baam by Reo Anime
Page 13: Buddhist monk by junefeier
Page 14: Gosu
Page 16: Lonely Road by hkiddo
Page 18: shunsui kyoraku |Tumblr
Page ??: Chinese Dragon & Terrace P4, Xision Wu
Page ??:
Page ??: ArtofLariz
Subclass Inspirations
Ten Thousand Shadows Spear Art: 'Legend of Northern Blade' and 'Chronicles of a Heavenly Demon'
Buddha's Gentle Palm Art: 'Volcanic Age'
Sun and Moon Breathing Art: 'Kimetsu No Yaiba'
Hidden Art of the 25th Night: 'Tower of God'
Principles of Wude: {Nothing} (Its based of classical Chinese Philosophy)
Divine Heavenly Destruction Art: 'Gosu'
White-eyed Vision Art: Tenkaichi - Nihon Saikyou Mononofu Ketteisen
Yama's Puppet Art: Solo Leveling