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The Gosu
\pagebreak ## 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. \columnbreak ### 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.
1 | The gosu
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##### 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. \columnbreak * (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.
2 | The Gosu
\pagebreak ### Unarmored Defense Beginning at 1st level, while wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ### 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).
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. \columnbreak
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.
3 | The Gosu
\pagebreak ### 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. Your gosu level determines the number of points you have, as shown in the Qi Threads column. \columnbreak 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. Your jump distance is quadrupled for the turn. #### 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.
4 | The Gosu
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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. \columnbreak 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. > ##### Weakness of Tags > Remember that tags are not immune, even when channeling a spell; you may interrupt or prevent spells by specifically attacking the tag. ### 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.
5 | The Gosu
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### 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 2 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 (Intimidation) equal to your Wisdom modifier, but you reduce your Charisma checks (Persuasion) equal to your Wisdom modifier against those inside your domain. * You gain a bonus to Charisma checks (Persuasion) equal to your Wisdom modifier, but you reduce your Charisma checks (Intimidation) 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. \columnbreak
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 (3 features, and 20 feet range), and 18th (4 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.
6 | The Gosu
\pagebreak ### 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. \columnbreak ### 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
7 | The Gosu
\pagebreak ## Pinnacle Glaive Art ### Lance Master Starting at level 3, you become proficient with glaives though they do not have reach for you, and as a bonus action after taking the attack action, you may make an attack with either a glaive or a spear. ### Flurry and Focus Stance Starting at 3rd level, you learn how to make the most out of all different kinds of polearms. Every time you hit a creature, object, or structure, you gain a stack. At the start of the turn, you can choose to switch from the Flurry Stance to the Focus Stance, converting the stacks to levels of benefit, found in the table below. You gain the benefit for 2 rounds. While in the Flurry Stance, the bonuses only apply while wielding a glaive, and while in Focus Stance, you can only gain benefits while wielding a spear.
If you have not dealt, taken damage, or taken an attack for the last minute, you gain the benefits of level 1 of both Flurry and Focus Stance benefits passively. At 10th level, you gain the benefits of level 2, and at 17th level, you gain the benefits of level 3 passively. When you roll initiative, you must choose to keep either Flurry or Focus stance benefits.
Furthermore, you gain a number of new techniques, detailed at the end of the subclass. Each technique requires you to be in a specific stance, and other requirements. You may use a number of techniques equal to your Wisdom Modifier, regaining all uses on a short or long rest. #### Flurry | Level | Charges Required | Bonus Damage | Benefits | |:----: |:----:|:-------------|:-------------| | 1 | 1 | 2 | +5ft. movement | 2 | 3 | 4 | +10ft. movement | 3 | 7 | 6 | +15ft. movement, +1 bonus action | 4 | - | 8 | +30ft. movement, +1 bonus action #### Focus | Level | Charges Required | Bonus To Hit | Benefits | |:----: |:----:|:-------------|:-------------| | 1 | 1 | 1 | +3 damage on crit | 2 | 3 | 2 | +6 damage on crit | 3 | 7 | 3 | +9 damage on crit, +1 reaction | 4 | - | 4 | +18 damage on crit, +1 reaction ### Dragonscale Defense Starting at 7th level, if you are hit by a melee attack, or forced to make a saving throw by a creature in your domain that targets only you, you can spend a reaction to steel your defence, reducing any damage taken by 1d10 + your gosu level. \columnbreak As part of the same reaction, you can counterstrike, attacking the opponent if they are within 10 feet of you. If the attack hits, it deals a number of d6s equal to your proficiency bonus worth of damage. You may use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest. ### Vault Starting 10th level, you can use your weapon to vault yourself over danger, returning to earth after a brief period to deal some damage. When you are targeted by an area of effect and forced to make a Strength, Dex, or Consitution Saving throw, you spend your reaction to choose to make a Wisdom Saving Throw instead, taking no damage if you succeed. If you succeed, you cannot be affected by any more area of effect spells until the start of your turn, in which you can use **Starfall Pounce** or **Spear Dive**, depending on your stance. ### Yeon-Style Spear: Storming Red Dragon At 15th level, you can create a burst of power. For one turn, you channel the power of the Red Dragon. You may switch stances at any time, and you gain the +1 to the level of benefit. Furthermore, you can take an additional action and bonus action, and when you make an attack with advantage, you can make 2 attacks normally instead. Once you use this feature, you cannot do so until you finish a long rest, and suffer 2 levels of exhaustion.
8 | The Gosu
\pagebreak #### Raging Dragon Slash #### Soul Cutter #### Half Moon Slash #### Spear Dive #### 4-Headed Dragon #### Spiraling Spear #### Starfall Pounce #### Red Dragon's Horn \pagebreak ## 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 \columnbreak - Blur - Darkvision - Enhanced Ability - Gift of Gab - Invisibility - Kinetic Jaunt - Mirror Image - Misty Step - Shatter - Vortex Warp - Warding Wind - Web - Zone of Truth ##### 3rd Level - Ashardalon's Stride - Aura of Vitality - \columnbreak - 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 \columnbreak - Fire Shield - Ice Storm - Greater Invisibility - Stone Shape - Stone Skin ##### 5th Level - Antilife Shell - Awaken - Cloudkill - Circle of Death - Contact Other Plane - Destructive Wave - Far Step - Skill Empowerment - Sunburst - Tree Stride
18 | The Gosu
\pagebreak # 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).](https://www.sageadvice.eu/campaign-character-level-spread-dd-beyond/)
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). \columnbreak 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!
19 | The Gosu
\pagebreak # 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. #### 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 ## 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. \pagebreak #### 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.
20 | The Gosu
\pagebreak ### 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.
21 | The Gosu
\pagebreak
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'.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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> ##### Images, Credits > Cover Art: [inhyuklee85](https://www.artstation.com/artwork/rdwXm)
Page 1: [[Sưu Tầm] Ảnh Đẹp (。・ω・。)ノ♡](https://www.wattpad.com/story/75016629-sưu-tầm-ảnh-đẹp-。・ω・。-ノ♡?utm_source=android&utm_medium=pinterest&utm_content=share_inline_media&wp_page=media_slideshow_button&wp_uname=Valeria_Bane&wp_originator=vPf9o0zpeL75HC8cyDo4gsoPZ4mqrLIFMHBfSCeADLRcEZqUOLBskg9NyGNPzLDJ%2BWNoc1R1RpMG9AmYYG2roNdxWcYrGltQ8jI92%2Bc%2FS0QsGDH31zQ0vHCJyu79eje6)
Page 2: [Những hình ảnh tuyển mem](https://pin.it/2iCJ6X9)
Page 3: [Mookhyang the Origin](https://www.tappytoon.com/en/comics/mookhyang-the-origin)
Page 4: [City Approach by Creative Uncut](https://www.creativeuncut.com/gallery-16/bs-city-approach.html)
Page 5: [(커미션)하르모니아(NIA) @HARMONIA3784](https://twitter.com/harmonia3784)
Page 6: [Wallpaper Sun Wukong by Wallpaperforu](https://wallpaperforu.com/wallpaper-sun-wukong-monkey-king-fantasy-art/)
Page 7: [@Akatsuki_Shin04](https://twitter.com/Akatsuki_Shin04/status/1357966262177918977?s=202/)
Page 8: [Legend of the Northern Blade](https://legendofnorthernblade.com)
Page 9: [@慢慢D世界](https://i.pinimg.com/originals/2c/68/e4/2c68e42a9d0e280f86d68901c2b7422c.jpg)
Page 10: [Yin and Yang](https://pin.it/5FCKj7a)
Page 11: [✦ぶろっ✦さめ✦](https://mobile.twitter.com/ou_syoku7/status/1334465391448346625)
Page 12: [Anime Tower of God 25 Baam by Reo Anime](https://displate.com/displate/2482959?epik=dj0yJnU9SlZVZjgwMDNYazlRNXd3X0dmZ0VmX05oTi1GWEY0dkImcD0wJm49TkxVblh0SlVHYTdCME1XQm1XQ0dvQSZ0PUFBQUFBR0lwbTdr)
Page 13: [Buddhist monk by junefeier](https://www.deviantart.com/junefeier/art/Buddhist-monk-309705401)
Page 14: [Gosu](https://www.webtoons.com/en/action/gosu/list?title_no=1099&page=1)
Page 16: [Lonely Road by hkiddo](https://www.deviantart.com/hkiddo/art/Lonely-Road-834389568)
Page 18: [shunsui kyoraku |Tumblr](https://teenfic.net/stories/it-s-not-living-shunsui-x-reader-174077253/)
Page ??: [Chinese Dragon & Terrace P4, Xision Wu]()
> ##### 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