Hojosa (5e Class)
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Based on the character Ilpyo Park from the webtoon The God of Highschool by Yongje Park, you use martial arts and mystical powers in order to destroy your foes. You act as the avatar of a trickster god. (WARNING: This class contains spoilers for The God of Highschool by Yongje Park. Please read with discretion.)
Hojosa, The Nine-Tailed Fox Spirit
The spirit of Hojosa, an old fox spirit that served the jade emperor in the heavenly realm. Having been betrayed once by the jade emperor, he fell into a berserker like rage slaughtering many gods and destroying half of the heavenly realm before his eventual defeat. He was sealed in a cave, where he was trapped for 2000 years. Eventually, his spirit escaped to the mortal realm though his body was still trapped. Lurking throughout the realm, his spirit searched for a vessel to avenge him. That vessel is you.
Creating a Hojosa
Who was your character before becoming possessed and empowered by the spirit of Hojosa? Were they devout followers who had been chosen due to their diligence? Perhaps you had a quality that the spirit deemed admirable or alluring? Does your character want to succumb to Hojosa's desire for revenge, or are they abject to it instead following their own path?
- Quick Build
You can make a Hojosa quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background.
As a Hojosa you gain the following class features.
- Hit Points
Armor: Light armor
Tools: Disguise kit
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception, Persuasion, Performance, Insight, Arcana, Nature
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger or (b) Hand crossbow
- (a) Disguise kit or (b) Entertainers pack
- If you are using starting wealth, you have 3d4*10 in funds.
|Features||Martial Arts||Skill Points||Techniques||Unarmored Movement|
|1st||+2||Martial Arts, Illusive Defence||1d6||-||-||-|
|2nd||+2||Ssam-su Taekkyeon, Skill Points||1d6||3||2||+10|
|4th||+2||Ability Score Improvement||1d6||8||2||+10|
|5th||+3||Extra Attack,Spirit Form||1d8||10||4||+10|
|6th||+3||Spirit Path, True Sense||1d8||12||4||+15|
|8th||+3||Ability Score Improvement, Uncanny Dodge||1d8||16||6||+15|
|12th||+4||Ability Score Improvement||1d10||24||8||+20|
|13th||+5||Creature of Legend||1d12||26||8||+20|
|14th||+5||Spirit Path,Extra Attack||1d12||28||10||+25|
|16th||+5||Ability Score Improvement||1d12||32||10||+25|
|18th||+6||The Ninth Tail||2d6||36||12||+30|
|19th||+6||Ability Score Improvement||2d6||38||12||+30|
|20th||+6||Tale of the Nine-Tailed Fox||2d6||40||14||+30|
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.
- You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Hojosa levels, as shown in the Martial Arts column of the Hojosa table.
When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Beginning at 1st level, while you are wearing no Armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Starting at 2nd level, you begin to develop a new fighting style based on Taekkyeon. Whether this fighting style is purely original, or acts as a memento from a previous mentor is down to you. It is a combination of Practical Taekkyon and Renewal Taekwondo in order to minimize the weaknesses of Taekkyon. You gain a number of Ssam-su Taekkyeon techniques equal to the number listed in the 'techniques' column of the Hojosa table.
Starting at 2nd level, you gain access to Skill Points. Skill Points are necessary to perform certain techniques or use certain features. You have a number of Skill Points equal to the number demonstrated in the skill points column of the Hojosa table. You regain all Skill Points after a short or long rest. All abilities that use Skill Points share the same Save DC.
- Save DC= 8 + your proficiency bonus + your Charisma modifier
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Hojosa levels, as shown in the Hojosa table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Your powers newly manifesting have become difficult to ignore. You may not be completely aware of what is happening to you, but you sense something isn't quite right. Thoughts in your head with suggestions and motive start to leak into your mindscape over some vague resentment and lust for revenge. Will you listen to the voices, dominate your own mind or even try to use the strange new entity within you for your own gains? At 3rd level, you chose a Spirit Path. Choose between the Trickster Spirit, Vengeful Spirit or Warrior Spirit all detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 11th, 14th and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you may attack a 3rd time at level 14.
Having unlocked some of the powers of the spirit within you, you gain more mystical powers that boost your physical capabilities and grant you some of the original powers of the sealed Hojosa spirit within you to transform into a new state. Your hair turns white in a flare of flame, the iris colour in your eyes becomes a vibrant yellow. Upon using this feature, you become unable to use it again until it has recharged. At the start of each day after using this feature, you must roll a 1d4. On a 1 or a 4, this feature recharges.
While in this form you gain the following benefits for 1 minute:
At the start of your turn, you gain a number of hit points equal to your Constitution Modifier. Additionally, upon initial activation of this feature you gain a quarter of your hit points rounded down in temporary hit points.
- Physically Enhanced
You become much more agile. You gain an additional 20ft movement speed. This increases to 40ft at 12th level. Due to your newfound strength, all attack rolls made against an enemy gain an additional +3. The user is able to add half their charisma modifier (Rounded Down) to their AC additional to illusive defence.
- Fox Generation
Because of your transformation, your power allows the user to summon many nine tailed foxes ranging from them to be big or small made out of fire. The user makes a ranged attack against a target with a fox of a size of the users choice up to large. Depending on the size, the attack will have varied modifiers as stated below. Each fox generation attack has a range of 60/120ft and deals exclusively fire damage. At 14th level, this damage overcomes magical resistances to fire.
Attack Roll: (1d20+Charisma+Proficiency Bonus)+3
Damage: Martial Arts Die
Attack Roll: (1d20+Charisma+Proficiency Bonus)
Damage: Martial Arts Die + Charisma
Attack Roll: (1d20+Charisma+Proficiency Bonus)-3
Damage: Martial Arts Die + Charisma + Proficiency
- Fire Scythes
The user gains two large scythe-like blades of flames on his arms that can light things on fire upon slashing them. The users unarmed strikes deal an additional amount of fire damage equal to the Hojosa's level.
- Taboo Breaker
When transformed, the user ignores any magical resistances or immunities with their attacks against celestials, aberrations and fiends.
Whenever you take damage in a single strike that is equal to more than half of your maximum hit points, you must make a constitution saving throw against your charisma save DC. On a failure, you deform losing all features available upon use of the spirit forms activation including temporary hit points but not including hit points healed previously.
At 6th level, your natural senses become sharper. The pupil of your eyes transform into slits to resemble that of a fox. You gain 60ft of darkvision, if you already have darkvision you gain an additional 30ft. You have advantage on auditory perception rolls, and gain 10ft of blindsight. Additionally, due to your newly sharpened senses you are now vulnerable to thunder damage.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an 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, and only half damage if you fail.
Starting at 8th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
At 9th level you are connected to a divine spirit, making you a bridge between the mortals and the divine. You are capable of locking and unlocking the power of others. As a reaction, you are capable of spending 2 skill point to cast Counterspell on a spell of 3rd level or below. The user may cast Counterspell at a higher level by doubling the skill point cost of this feature. For example, a 4th level spell would take 4 skill points whereas a 5th level would take 8. A 6th level spell would take 16, and so on. The creature may use this feature a number of times up to their charisma modifier, refreshing all uses of this feature after a long rest.
At 10th level, you become more attuned to the spiritual world. By concentrating for 3 hours, you are capable of departing your soul into the astral plane. Alternatively, by spending a minute, your mastery over soul expulsion allows you to enter a ghost-like state in the physical world. You are invisible and intangible to people who do not have true sight, though you are unable to attack. If you are attacked in this form, any damage you take reduces your maximum hit points by the amount taken permanently. While in this spirit form, you are capable of moving through tangible objects, and are capable of seeing but not hearing. You can only move within a 60ft sphere of your original body, and are bound by a tether. You may end this effect as an action, effectively returning your soul to It's body. If for whatever reason that tether is severed completely, you become unable to return forever without the use of a wish spell.
Creature of Legend
Your soul has been bound to Hojosa, and now you share some of his eternity. At 13th level Your body changes to match It's spiritual host. You gain fox ears, and your hair grows longer. Your eye colour changes to a pale amber and you grow whiskers. Your are now immune to the diseased and poisoned effect, additionally you are immune to aging, including effects that cause you to age magically. Your natural healing capacity doubles, when you take a short rest you may roll two hit die when recovering health instead of one. Additionally, you only need to rest for three hours to gain the benefits of a long rest.
Starting at 15th level, you have formed a direct contract with Hojosa, this means you are able to use more of it's power, allowing you to use Spirit Form twice before needing to take a long rest, and you may now be in the form equal to your charisma modifier in minutes.
The Ninth Tail
The user unleashes their latent power. The users hair becomes waist-length and jet black, the flame blades pronounced on their elbows stick out more fiercely and burn much brighter. Additionally, the user gains a large flaming tail. Having your soul nearly completely merged with the spirit of Hojosa, at 18th level you are able to unleash his full power temporarily. This state lasts for one minute, or until your hit points hit 0 or below. Upon ending, the user gains one point of exhaustion, and takes 5d10 necrotic damage.
You must use a bonus action to use this form. You gain the following effects when entering this state:
-Your movement speed triples from It's base.
-Your unarmed strikes deal an additional damage die.
-You gain half your skill points back.
-You regain a number of hitpoints equal to Constitution modifier x10.
-All techniques do double damage.
-You are immune to fire damage.
-You gain resistance to bludgeoning, slashing and piercing damage.
Tale of The Nine-Tailed Fox
Ravage of heaven. Destroyer of empires. Cunning and wise, fearsome and powerful is the fox that lived for 1000 years and grew the ninth tail. The beast of gaia that felled the divines: Hojosa. That name is yours now, and you must live to upkeep it. However you choose to do that is up to you, though surely, your name will go down in legend like the Hojosa that followed. At 20th level, All creatures of the following types are vulnerable to any attacks made by you; Undead, Celestials, Fiends, Aberrations.
- Cunning Fox
Your eyes are alit with the fire of your predecessors. You strike fear into the hearts of your enemies, divine beings are especially afraid. At 3rd level you gain proficiency in deception and persuasion, if you already have proficiency then you gain expertise. You gain the vicious mockery and minor illusion cantrips.
Weaving illusions to confuse your enemies in battle, or play harmful or playful tricks on another is a trademark of a fox spirit. Upon reaching 6th level, once per long rest, you may cast each of the following spells as a bonus action. Charisma is the spellcasting modifier for each spell. Up casting the spells where applicable consumes 3 skill points for each level above It's base;
Tasha's Hideous Laughter
Crown of Madness
- Expert Cunning
You start to manifest the powers of a true trickster spirit. At 11th level You are able to cast invisibility and disguise self on yourself at will. Additionally, you may cast Charm Person and Suggestion as an action with no cost once per short rest.
At 14th level, your spirit has mingled with the spirit of Hojosa inside you, allowing you further control over his vast array of mystical powers. As an action, you are capable of expelling your soul into the body of another creature once per long rest. Choose a creature within sight, that creature must make a Charisma saving throw against your Charisma save DC. It does so with advantage if it is aware of your presence and hostile against you. At the end of the creatures turn, they may repeat this saving throw if they initially failed. On a failure, the main users body morphs into a wispy ethereal smoke that enters through the hosts main entry points. The user cannot act on their turn, instead acting on the enemy creature's turn when possessed. They have full control of the creature's physicality, though this control does not extend to things like memory manipulation or detection - Though they are given a brief understanding of the creatures physical capabilities. If the creature's hit points drop to 0 or below, the user is expelled from the creatures body reforming into their own physical state. The user must spend 1 skill point for every hour the possession is active. The creature is aware of all actions you took with It's body while possessed after released. The possessed creatures eyes become slit and animalistic while possessed, creatures within 10ft may make an insight check to see through the façade.
- Many-Faced Trickster God
After reaching 17th level, you have learned many of Hojosa's more sinister tricks through experience. You are able to cast the spell True Polymorph once per day. Additionally, any creature that makes a check to discern your identity or see through a lie does so with disadvantage. Your vast experience gives you a charismatic flare, that makes the people around you go absolutely mad. You gain a 15ft aura, any creature that enters that aura is subject to the effects of the Charm Person or Charm Monster spell respectively. On failed save, however, the creature does not know you have attempted to charm it. The creature may not be charmed for another 6 hours through this method.
- Glare of Malice
Your eyes are alit with the fire of your predecessors. You strike fear into the hearts of your enemies, divine beings are especially afraid. At 3rd level you gain proficiency in intimidation, if you already have proficiency then you gain expertise. Additionally, any intimidation rolls made against celestials, fiends or aberrations have advantage.
- Direct Contract
At 6th level, you have sworn to defeat Hojosa's most hated enemy at any cost, in exchange he has granted you great power in the form of a direct contract. The stat cap for all your stats increases to 22. Your unarmed strikes are now considered magical, and you gain resistance to non-magical damage.
- Avengers Wrath
You are pushed forwards by a bonfire of betrayal beneath your feet. At 11th level, when you hit a creature with an attack, you can choose to make that attack a critical hit rather than a normal one. You may use this feature up to a number of times equal to your Charisma modifier per long rest.
You are becoming more and more bloodthirsty, consumed by Hojosa's rage. Every time you kill an enemy at 14th level, you gain a choice between a number of temporary hit points or skill points equal to the enemy creature's level or CR. The killed creature must be of a CR at least 1/4th of your Hojosa level in order to gain these benefits.
- Inari Asura
At 17th level, you are an unstoppable war machine, and will do anything to reap vengeance on your ancient enemy. At the start of your turn, you gain 5 Skill Points if it doesn't surpass your maximum. You may also spend half of your maximum in skill points to gain a use of action surge. Any action surges vanish if not used by the end of the users next turn. If used on the next turn, the user must hit the enemy at least once to be able to use action surge.
- Fox's Wisdom
You will not let the voices in your mind dominate you. You are your own person. At 3rd level you gain proficiency in insight, if you already have proficiency then you gain expertise. Additionally, any intimidation rolls made against celestials have advantage. You also gain proficiency in wisdom saving throws.
- Flames of Rebuke
You rebuke the voice within you, trying to coerce you into a path of revenge. This new-found dominance manifests with a fiery resolve. At 3rd level you gain the control flames cantrip, and all attacks do an additional 1d6 fire damage. This increases to 2d6 at level 14 and 3d6 at level 17.
- Mastered Spirit Form
At 6th level, you now regain half your hit points in temporary hit points instead of a quarter when transforming. Additionally, the hit points you regain at the start of your turn through regeneration doubles. Your newfound mastery makes you able to use the Spirit Form feature once per long rest, instead of rolling for It's recharge.
- A Sound Soul
Through diligent training, you have managed to strengthen yourself physically and mentally. At 11th level you gain resistance to psychic damage, and have advantage on saving throws made to influence you magically. Additionally, your movement speed increases by 10ft. You regain 3 skill points at the start of your turn.
At 14th level, you hold a fierce presence. When transforming into your spirit form, all enemy creatures that have sight of you must roll a Charisma saving throw against your Charisma save DC. On a failure, they are stunned until the end of your next turn. On a success, nothing happens.
- Way of The Warrior
You are a master martial artists. Taming the spirit within you, you have achieved Nirvana and found relative peace with yourself. This calm spirit makes you a competent opponent in battle, who never misses his mark. At 17th level, you are capable of spending 1 skill point to either increase your AC by 1 or gain a +2 to an attack roll. You can do this for as many times as you have skill points. If AC is increased using this feature, it resets back to regular base at the start of your next turn.
- Leg Lock
- 1 Skill Point
Despite its name, is an armlock technique, done by grappling the opponent's arm with both of the user's hands, you do this instead of one attack. If you successfully grapple the target, you may chose to use the rest of yours attack on them as normal, or use one of your attacks to do Nirvana.
- Inward Trip
- 1 Skill Point
As your attack hits, you put your leg behind the targets making them fall prone.
- 1 Skill Point
You may use your reaction to read an attackers moves, giving them disadvantage on hitting you with that one attack.
- Knee Kick
- 2 Skill Point
You make one extra attack with your knee on the target.
- Facial Strike
- 2 Skill Points
You aim one of your attacks at the targets face, making the attack do x2 damage.
- Front Reverse Spin - Low
- 2 SKill Points
You drop low to the ground and make a sweeping attack at the targets heel. The user makes a regular unarmed strike against the target. If the attack hits, the target must make a dexterity saving throw in contest to your Skill Points DC or be knocked prone. This attack works on creatures of all sizes.
- Front Reverse Spin - High
- 2 SKill Points
You make a single kick attack. All creatures in a 20 foot cone must make a Dexterity saving throw. On a failed save, they take 3d6 Bludgeoning damage, or half as much on a successful one.
- 3 Skill Points
Is a whole body technique that bashes the opponent's face with the user's knee combined with the user's weight. You do this by making an attack roll, if this hit the target takes 2d6 Bludgeoning damage, and must make a Constitution saving throw aggenst your Skill Point Save DC, if the target fails, they are stunned untill the end of your next turn.
- Fish Hook
- 3 Skill Points
If someone goes in for an attack agenst you, you may use your reaction to try and grapple them, if you succeed they miss the attack.
- Dragon Sign Hwechook
- 5 Skill Points
Dragon Sign Hwechook is a technique that gathers its power from firmly burying one's foot into the ground and sending the resulting force up to the knee, pelvis, waist and then to the tip of the foot which executes the Hwechook. It manifests itself as wind that surrounds the user's leg that is used for the technique. On a hit the user takes the typical unarmed strike damage, as a whirlwind builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d4 Slashing damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users Skill Points DC or be knocked prone. The whirlwind lasts until the start of the users next turn before disappearing.
- Heaven and Earth Strike
- 5 Skill Points
This is performed by raising one's leg and bringing it down upon an opponent, in another words, an axe kick. You make an extra attack, if this hits the target they are knocked prone, and must make a Constitution saving throw. On a failed save, they are stunned until the end of your turn.
- 6 Skill Points
You teleport up to 30 feet to an unoccupied space that you can see.
- True Nullifying Spin
- 6 Skill Points
This can be used as a reaction to "Dragon Sign Hwechook" and will counter it, making them miss you, and making you proform perform "Dragon Sign Hwechook" instead.
- 8 Skill Points
You make three unarmed strike attacks against one target, hitting their head, chest, and neck if applicable. They then must make a Constitution saving throw. On a failed save, they are stunned until the end of your turn. You cannot use this technique again until the end of a short or long rest. This can only be chosen after level 5
This can be used as a reaction to counter "3rd Stance Hwechook", you then get to make the 3 attacks agenst the target, as they automatically miss you.
- Roundhouse Kick and Scythe
- 8 Skill Points
This is a technique where the user fakes a roundhouse kick and uses it to hold the opponent's neck with their knee joint. The user uses the momentum from a roundhouse kick to flip the opponent around and pin them on the ground with one leg. As an action you have advantage on grappling the traget, (You may use Acrobatics or Athletics for this roll) if the target fails they are restrained by you, you may still attack as a bonus action.
- Ssam-Su Secret Technique - Inferno Kick
- 8 Skill Points
You make a unarmoed strike at a target. That target must make a dexterity saving throw or take 3d10 Fire damage on a failure and half as much on a success, this extends for 30 feet and is 5 feet wide
- Inferno Kick Stage Two - Twin Oblate Spheroid
- 10 Skill Points
You make two Inferno kicks in a row upwards, making a unarmoed strike for both, as a whirlwind of fire builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d10 Fire damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users Skill Points DC or be knocked prone. The whirlwind lasts until the start of the users next turn before disappearing.
- Inferno Kick Stage Three - Ssam-Su Taekkyeon Ultimate Secret Arts - Inferno Nirvana Kick
- 12 Skill Points
This is the third and final stage of Inferno Kick. The user concentrates the fire and raises their legs, creating a giant blade of fire that travels for 60 feet and is 15 feet wide, if anyone is hit by this they must make a dexterity saving throw or take 4d10 Fire damage on a failure and half as much on a success
You cannot multiclass into or out of the Hojosa class.