Paladin
Base Class: Paladin

The Oath of the Fists Paladin is a warrior who channels divine power through their unarmed strikes. They are paragons of physical discipline, believing that true strength lies not in weapons, but within the body itself. These Paladins hone their bodies into living weapons, delivering righteous judgment with every blow. They are forces of nature in close combat, equally capable of delivering devastating strikes and protecting their allies. Their devotion to their oath makes them formidable opponents, embodying the power of faith made manifest in physical form.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Fists Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Fists Spells

Paladin Level Spells
3rd shieldcommand
5th hold personblur
9th hastefear
13th freedom of movementstoneskin
17th arcane handbigby's hand

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Fist of Justice. You can use your Channel Divinity on a successful unarmed strike, and force the target to make a Strength saving throw or be knocked prone.

Iron Body. Gain 1d6 + Charisma modifier temporary hit points and resistance to bludgeoning, piercing, and slashing damage for 1 minute.

Aura of Fists

Starting at 7th level, you constantly emanate an inspiring aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Any creature of your choice within 10 feet of you gains a bonus to unarmed strike damage equal to your Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Martial Mastery

Starting at 15th level, your unarmed strikes count as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage. 

Ascendant Fists

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of fists, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your unarmed strike attacks deal an additional 2d6 radiant damage.

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

Comments

Posts Quoted:
Reply
Clear All Quotes