Monk
Base Class: Monk

Monks of the way of the Sacred Fist are ascetic members of clergies that have turned their faith inwards augmenting their monastic teachings.  They consider their mind and bodies gifts from their deity, believing the perfection of self is honoring their deity.

Those who follow the Way of the Sacred Fist are often missionaries of their god, traveling to spread teachings of modest living and self-reliance.  Some may be brawlers seeking perfection through tests of strength, while another may be a martyr for the less fortunate.

 The practitioners of this way usually are modest in their living, not needing the fineries of an elegant life.  They believe their power is from within and such extravagant living is a distraction from the path their deity has deemed them worthy of.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules  for the general rules of spellcasting and the Spells Listing for the Cleric spell list.

Cantrips

You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.

Spell Slots

The Sacred Fist Spellcasting table shows how many spell slots you have to cast your Cleric spells of 1st level and 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 shield of faith  and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith  using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the cleric spell list.  

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 a cleric spell of your choice, and 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.

Whenever 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, and it must be a cleric spell. 

Spellcasting Ability

Wisdom  is your spellcasting ability for your cleric spells, since you gain your spells through meditation 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 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

Way of the Sacred Fist Spellcasting

MONK

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Vow of Self-Perfection

When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics and Athletics skills.  Your dedication to kata’s and physical routines has honed your physical prowess to that of an paragon.

Additionally, a Sacred Fist may no longer wield any weapon, armor, or shield as this is an affront to perfection of their self.  Wielding such an item is often seen as a sin, and could be considered to break their Vow and may result in loss of spellcasting and divine abilities.

Sacred Flames

Starting at 6th level, you channel the inner fires of determination to create flames of divine ki welling from within.  When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra Radiant damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Domain Access

Starting at 11th level, through your devotion to your deity through self-perfection, they have deemed you worthy of access to their portfolio.  Choose the first level domains blessing of a Domain associated with your deity.  The Sacred Fist may not choose a domain ability that grants armor, weapon, or shield proficiencies.   Nor, does the Sacred Fist gain access to Domain Spells.

Arcane Domain- Arcane Initiate

When you choose this domain at 11th level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

Death Domain- Reaper

At 11th level, the Sacred Fist learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Grave Domain- Circle of Mortality

At 11th level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Knowledge Domain- Blessings of Knowledge

At 11th level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Life Domain- Disciple of Life

Also starting at 11th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Light Domain- Warding Flare

Also at 11th level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Nature Domain- Acolyte of Nature

At 11th level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Tempest Domain- Wrath of the Storm

Also at 11th level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Trickery Domain- Blessing of the Trickster

Starting when you choose this domain at 11th level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

War Domain- War Priest

Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one unarmed attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Inner Armor

Starting at 17th level, you have mastered your body to the extent that your inner fire can repel attacks both physical and magical.  As an action, you may expend 5 ki points to grant the following benefits for a number of rounds equal to your proficiency.  

  • +2 to Armor Class
  • Advantage vs spells and other magical effects
  • Allows use of sacred flames without spending a ki point, you may still only use this feature once per round.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2021 5:33:55 AM
7
0
1.0
Coming Soon
3/10/2021 6:05:40 AM
9
1
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes