Base Class: Monk
Devoted disciples of religion, monks following the Way of the Sacred Fist find enlightenment within faith and learn how to channel their ki into feats of divine magic. Often enjoy the company of Clerics and Paladins that share or acknowledge their dogma, these acolytes harness sacred power to perform miraculous martial feats.
Spellcasting
When you choose this tradition at 3rd level, your connection with the divine allows you to channel your Ki into spells.
Cantrips. You learn two cantrips of your choice from the Cleric spell list. You learn an additional cantrip when you reach 10th level in this class.
Spell Slots. The Sacred Fist Spellcasting table shows how many spell slots you have to cast your Cleric spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Bless, and have a 1st level slot and a 2nd level slot available, you can cast Bless using either slot.
Spells Known of 1st Level and Higher. You know three 1st level Cleric spells of your choice. The Spells Known column of the Sacred Fist Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. When you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells, since you learned your spells through deep meditation, prayer, and self-reflection. 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 Cleric spell you can 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
Sacred Fist Spellcasting
| Monk Level | Cantrips Known | Spells Known | 1st Level Slots | 2nd Level Slots | 3rd Level Slots | 4th Level Slots |
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Sacred Fist Techniques
At 3rd level, your training and meditation has enhanced your inner Ki with divine magic. You gain the following benefits:
Divine Flurry. When you use your action on your turn to cast a Cleric spell, you can make an Unarmed Strike as a bonus action. At 6th level, you can expend 1 ki point to make two Unarmed Strikes as a bonus action after you cast this Cleric spell.
Inner Armor. When you use your Patient Defense, you also gain temporary hit points equal to one roll of your Martial Arts die + your Wisdom modifier. These hit points last until the start of your next turn. When you reach 11th level, the temporary hit points increase to two rolls of your Martial Arts die + your Wisdom modifier.
Sacred Strikes. When you make Unarmed Strikes, you can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls. If you do, the damage type of the unarmed strikes becomes Radiant.
Improved Sacred Fists
At 6th level, your forms take a spin on the divine.
When you take the Attack action on your turn, you can cast one of your Cleric cantrips in place of one of your attacks.
Divine Channeling
Also at 6th level, you can focus your ki to take on the form of the divine.
When you cast a Cleric spell of 1st level or higher, you can choose to cast it by expending a spell slot as normal, or by expending a number of ki points equal to 1 + the spell's level. If you cast the spell with ki points, the spell does not require verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Aspect of Divinity
At 11th level, your devotion is rewarded, as you can now manifest divine power.
As a bonus action, you can take on an aspect of divinity for 1 minute. For the duration, you gain the following effects of your choice:
Sacred Empowerment. When you hit a creature with an Unarmed Strike, you can deal extra radiant damage to the target - this extra damage is equal to one roll of your Martial Arts die. In addition, when you hit with an Unarmed Strike, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Sacred Deflection. When you take damage from a spell, you can use your reaction to reduce the damage taken by an amount equal to one roll of your Martial Arts die + your Wisdom Modifier + your Monk level. If you reduce the damage of a spell to 0 with this reaction, the spell has no effect on you, even if it normally has additional effects beyond dealing damage. Once you use this feature, you can't use it again until you finish a long rest, or until you expend 3 ki points to use this feature again.
Grandmaster of the Sacred Fist
At 17th level, your enlightenment has reached its peak. You gain the following benefits:
Improved Inner Armor. While you have temporary hit points from your Inner Armor, you also gain a +2 bonus to AC.
Radiant Surge. When you activate your Aspect of Divinity, choose a number of creatures within 30 ft. of you that you can see up your Wisdom modifier (minimum 1 creature). Each of the creatures you choose regains a number of hit points equal to 3d10 + your Wisdom modifier.
Truesight. You gain Truesight out to 30 ft. Within that range, you can see in normal and magical darkness, see Invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a Shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal plane within the same range.







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