Base Class: Cleric
“A strong soul held by a strong mind bound by a strong body.”
“How can others rely on you if you yourself instead rely on tools?”
“Require little. Offer much. Have control.”
The Sacred Fist Domain is a path of discipline, cultivation and aspiration. A cleric of the sacred fist turns his divine magic inward, seeking to achieve perfection of the body, the form, the mind and the soul. To practitioners relying on tools of combat is anathema to their praxis. The art is a path of faith made as real and tangible as any other by its sheer practice.
In the Forgotten Realms, clerics of the sacred fist domain can be found in the cults of many powers, but they are most common among the followers of Ilmater and Loviatar.
Domain Spells
| Cleric LEVEL | SPELLS |
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1st |
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3rd |
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5th |
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7th |
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9th |
Martial Art
Your dedication to the philosophy and art of the sacred fist gives you competency in a limited but efficient array of punches as well a profound awareness of your surroundings. You gain the following benefits while you are unarmed, you aren't wearing armor and are not wielding a Shield:
- You can roll a d4 in place of the normal damage of your Unarmed Strike. You add your STR modifier as a normal.
- You may calculate your AC as equaling 10 + your Dexterity modifier + your Wisdom modifier.
Exalted Strike
While you are unarmed, you aren't wearing armor and are not wielding a shield if you use the attack action or cast a sacred fist domain spell, you can make one attack with your unarmed strike as a bonus action. You can use this effect a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Holy Ki
Starting at 2nd level, you can use your Channel Divinity to generate Holy Ki. As an action, you clench your fists on your holy symbol and invoke the name of your deity. You use your Channel Divinity to gain a number of Holy Ki Points equal to your wisdom modifier. You can spend these points to fuel three holy ki features: Flaming Fist, Defensive Footwork, Step of the Breeze. If you use a weapon, wield a shield or take a short or long rest, you lose all Holy Ki points you currently have.
Flaming Fist
Once per turn and on your turn, you can spend a holy ki point to imbue your fist with divine power. Until the end of your turn, the next unarmed attack that hits a target deals an extra 1d4 fire damage. If no unarmed attack hits before the end of your turn, the holy ki point is still lost and the effect ends.
This damage increases by 1d4 at 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Defensive Footwork
You can spend 1 holy ki point to take the dodge action as a bonus action. You can only use this feature if you have not moved during your turn and if you do you may not willingly move during your turn.
Step of the breeze
You can spend 2 holy ki point to take the Disengage or Dash action as a Bonus Action on your turn.
(Note: Holy Ki points are not Ki points. Ki points are not Holy Ki points.)
Residual Holy Ki
Starting at level 6, whenever you cast one of your Sacred Fist Domain spells you generate 1 Holy Ki point.
Divine Strike
At 8th level, you gain the ability to infuse your unarmed strikes with divine energy. Once on each of your turns when you hit a creature with an unarmed strike, you can cause the attack to deal an extra 1d8 radiant or necrotic damage to the target.
If you are good, you deal radiant damage. If you are evil, you deal necrotic damage. If you are neutral, you decide whether you deal radiant or necrotic damage but once that choice has been made you can’t change it.
When you reach 14th level, the extra damage increases to 2d8.
Holy Soul
Beginning at 17th level, whenever you make a strength, dexterity, or constitution saving throw and fail, you can spend 1 holy ki point as a reaction to reroll it and take the second result (even if it is worst).
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