Sacred Fist

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Class Information

Free
Alignment: Lawful Good
Hit Dice: d10
Skills
Creation: (2 + Intelligence Modifier) x 4
Leveling: 2 + Intelligence Modifier

Concentration
Diplomacy
Heal
Intimidate
Proficiencies
Simple Weapons
Overview

A Sacred Fist is a Paladin that has forgone the use of their weapons and armor in exchange for sacred power. Strike fear into the hearts of unholy enemies with your bar fists!

Through their devotion and purity, paladins gain many special abilities. They can deal extra damage to evil creatures, can boost their own saves, and can use Lay on Hands to send powerful healing energy to allies.

At level 4 paladins get their first helpful spells which they can use to aid themselves or their party.

Paladins also get immunities to harmful effects like disease and fear, and radiate powerful protective auras that help defend all nearby allies.

Past Lives
Icon Feat Description
Feat Past Life - Paladin Icon.png Past Life: Sacred Fist You were a Sacred Fist in a past life. You occasionally find yourself contemplating the flickering flame in campfires. Each time you acquire this feat you gain:
  • +5% Positive Healing Amplification
  • +5 Positive Spell Power
Feat Past Life - Paladin Icon.png Past Life: Soldier of the Faith You recall more about your past life as a sacred fist. By taking this feat you gain:
  • +2 to the Heal skill
  • Can cast Divine Favor 3 times per rest, lasts for 2 minutes
Spells
See Also: Sacred Fist Spells
  • Sacred Fists cast divine spells.
  • A Sacred Fist casts spells from the Sacred Fist spell list.
  • A Sacred Fist gains Ki based on Charisma
  • Paladins get bonus spell points based on their Wisdom scores. The minimum Wisdom score needed to cast a Paladin spell is 10 + the spell’s level.
Advancement
Sacred FistSpell Information
LevelBase Attack BonusFort SaveReflex SaveWill SaveAutograntedSpell Points1st2nd3rd4th
1 +1/+1/+6 +2 +0 +0 Aura of Good, Smite Evil (1/Day), Follower of the Path of Light, Armor Class Bonus, Flurry of Blows, Unarmed Strike 0----
2 +2/+2/+7 +3 +0 +0 Armor Class Bonus, Divine Grace, Lay On Hands (1/Day), Evasion 0----
3 +3/+3/+8 +3 +1 +1 Aura of Courage, Divine Health, Fear Immunity 0----
4 +4/+4/+9 +4 +1 +1 Turn Undead Unarmed Strike 201---
5 +5/+5/+10/+15 +4 +1 +1 Smite Evil (2/Day), Armor Class Bonus 351---
6 +6/+6/+11/+16 +5 +2 +2 Remove Disease (1/Day), Divine Dream 502---
7 +7/+7/+12/+17 +5 +2 +2 652---
8 +8/+8/+13/+18 +6 +2 +2 Unarmed Strike 8021--
9 +9/+9/+14/+19 +6 +3 +3 Remove Disease (2/Day) 9521--
10 +10/+10/+15/+20 +7 +3 +3 Smite Evil (3/Day), Armor Class Bonus 11022--
11 +11/+11/+16/+21 +7 +3 +3 125221-
12 +12/+12/+17/+22 +8 +4 +4 Remove Disease (3/Day), Unarmed Strike 140222-
13 +13/+13/+18/+23 +8 +4 +4 155222-
14 +14/+14/+19/+24 +9 +4 +4 1703221
15 +15/+15/+20/+25 +9 +5 +5 Remove Disease (4/Day), Smite Evil (4/Day), Armor Class Bonus 1853222
16 +16/+16/+21/+26 +10 +5 +5 Unarmed Strike 2003322
17 +17/+17/+22/+27 +10 +5 +5 2153322
18 +18/+18/+23/+28 +11 +6 +6 Remove Disease (5/Day) 2304322
19 +19/+19/+24/+29 +11 +6 +6 2454443
20 +20/+20/+25/+30 +12 +6 +6 Smite Evil (5/Day), Armor Class Bonus, Unarmed Strike 2604444

Class Feats[edit]

Level 1[edit]

  • Aura of Good: Grants +1 bonus to Armor Class and +1 bonus to saving throws to all characters within range.
  • Religious Lore: This feat grants represents your knowledge of religion. This feat is received once for every paladin level.
  • Smite Evil (1/Day): When activated, this feat triggers a special melee attack against Evil creatures. The Paladin adds his/her Charisma modifier x 2 (if any) to his/her attack roll and deals extra damage based on his/her paladin level. The extra damage done is 7+3*level. For instance, a 6th level paladin does 7+(3*6) (or 25) extra damage on a successful smite. If the paladin accidentally smites a creature that is not evil, or is not in range, the smite has no effect, but the ability is still used up. Paladins get one base use of this ability at level one, plus one more at level five and every five levels after 5th (at 10th, 15th and 20th, for a maximum of 5 uses). Smite Evil recharges at a rate of 1 every 90 seconds, and all uses return after any day.
  • Follower of the Path of Light: Gain proficiency with Handwraps, and they become a favored weapon.
  • Armor Class Bonus: While unarmored and not equipping a shield, sacred fists gain a passive bonus to Armor Class equal to their Charisma modifier, if their Charisma modifier is positive.
  • Flurry of Blows: When a sacred fist is either unarmed or is wielding only sacred fist weapons (Kama, Shuriken, Quarterstaff), the sacred fist is treated as if they had a full Base Attack Bonus for all sacred fist levels they possess rather than a 3/4 Base Attack Bonus.
  • Unarmed Strike: Sacred fists are tremendously skilled at unarmed combat and inflict more damage with their bare hands. As they increase in levels, so will the damage they will inflict with their unarmed attacks at level 4, 8, 12, 16 and 20.

Level 2[edit]

  • Armor Class Bonus: Gain a +3 bonus to Armor, and as you increase in power, you will receive +3 additional bonus to Armor Class at levels 5, 10, 15 and 20.
  • Divine Grace: Allows the paladin to add its Charisma modifier to all saving throws. Divine Grace is capped at 2 + (3 * paladin level).
  • Lay On Hands (1/Day): Heals a friendly target for ( 10 + Paladin level ) x Charisma modifier amount of hit points, or deals that much damage to an undead target. The amount healed does not suffer a penalty when used on Warforged.
  • Evasion: When a monk makes a successful Reflex save to avoid damage, they suffer no damage instead of half damage. Evasion requires light or no armor.

Level 3[edit]

  • Aura of Courage: Each ally within 10 feet of the paladin gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
  • Divine Health: A paladin is immune to all diseases.
  • Fear Immunity: A paladin is immune to fear effects.

Level 4[edit]

  • Gain the ability to cast Sacred Fist Spells. Your effective caster level is equal to your Paladin level.
  • Turn Undead This feat allows the character to turn or at higher levels destroy undead creatures. The character can do this (3 + their Charisma modifier) times per day. While turning undead is an active skill, this feat is passive as it adds to the total amount of turns per day. While enhancements from both Cleric and Paladin stack, as far as number and power of turns, the base number of turns do not stack with each other.
  • Unarmed Strike: While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 5[edit]

  • Smite Evil (2/Day): Paladins can use this ability one additional time per day. You can now Smite evil 2 times per day. Smite evil also now recharges at a rate of 1 every 90 seconds.
  • Armor Class Bonus: Your training improves your armor class, You gain +3 additional bonus to Armor Class.

Level 6[edit]

  • Remove Disease (1/Day): At 6th level, a paladin can produce a remove disease effect, as the spell, once per day. It can use this ability one additional time per day for every three levels after 6th (twice per day at 9th level).
  • Divine Dream: A sacred fist is now considered to be in Heavy Armor while centered for the purposes of the Sacred Defender tree.

Level 8[edit]

  • Unarmed Strike: While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 9[edit]

  • Remove Disease (2/Day): Paladins can use this ability one additional time per day. You can now remove disease 2 times per day.

Level 10[edit]

  • Smite Evil (3/Day): Paladins can use this ability one additional time per day. You can now Smite evil 3 times per day.
  • Armor Class Bonus: Your training improves your armor class, You gain +3 additional bonus to Armor Class.

Level 12[edit]

  • Remove Disease (3/Day): Paladins can use this ability one additional time per day. You can now remove disease 3 times per day.
  • Unarmed Strike: While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 15[edit]

  • Remove Disease (4/Day): Paladins can use this ability one additional time per day. You can now remove disease 4 times per day.
  • Smite Evil (4/Day): Paladins can use this ability one additional time per day. You can now Smite evil 4 times per day.
  • Armor Class Bonus: Your training improves your armor class, You gain +3 additional bonus to Armor Class.

Level 16[edit]

  • Unarmed Strike: While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 18[edit]

  • Remove Disease (5/Day): Paladins can use this ability one additional time per day. You can now remove disease 4 times per day.

Level 20[edit]

  • Smite Evil (5/Day): Paladins can use this ability one additional time per day. You can now Smite evil 5 times per day.
  • Armor Class Bonus: Your training improves your armor class, You gain +3 additional bonus to Armor Class.
  • Unarmed Strike: While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.