Sacred Fist

Sacred Fist is a variant Paladin archetype focusing on burning enemies with sacred fists (unarmed attacks). Introduced in Update 56.

Changes from Base Class

 * Lose
 * Choice of a Deity Feat at level 1
 * Light, Medium, and Heavy armor proficiency
 * Martial Weapon Proficiency
 * Knight of the Chalice enhancements
 * Vanguard enhancements


 * Gain
 * Ability to use Ki, and the following Monk Feats: Flurry of Blows, Proficiency: Handwraps, Unarmed Strike, AC Bonus (Although Charisma based, rather than wisdom), and Evasion (at level 2)
 * The following spells are added to the list of spells that you can select: Ki Bolt (1), Sacred Fist Empowerment (2), Incinerating Wave (3), Ki Explosion (4)
 * Sacred Fist enhancements
 * Radiant Servant enhancements
 * The chance to get a second Deity (along with auto-granted Follower of the Path of Light) when at least 1 Sacred Fist level is taken (can be taken at the character creation screen if you start as Sacred Fist). This is because Sacred Fist is also seen as a Paladin for the purposes of feats and enhancements. The options of the second Deity will depend on whether the character is an Eberron or Forgotten Realms character.

Class Summary
Alignment: Lawful Good Hit die: d10




 * Skill concentration.png‎ Concentration (Constitution)
 * Diplomacy icon.png Diplomacy (Charisma)
 * Skill heal (skill).png Heal (Wisdom)
 * Intimidate icon.png‎ Intimidate (Charisma)
 * }
 * Intimidate icon.png‎ Intimidate (Charisma)
 * }
 * }
 * }

Weapon and Armor Proficiencies



 * Feat simpleweaponproficiency.png‎
 * Simple weapons
 * }

Past Lives
Sacred Fist: +5 Healing Amplification and +5 Positive Spell Power per stack

Enhancements

 * Sacred Fist
 * Sacred Defender
 * Radiant Servant

Foreword
Sacred Fist uses many systems native to Monk, such as Ki and Centering. For brevity's sake, the descriptions of those systems can be found on their individual articles. (Note that for a Sacred Fist, Ki generation is based on Charisma, not Wisdom).

Ki Spells
Note that the new spells unique to the Sacred Fist Spellbook - Ki Bolt (1), Sacred Fist Empowerment (2), Incinerating Wave (3) and Ki Explosion (4) - are cast using Ki rather than Spell points. However, Metamagic feats applied to these spells still add spell points to the spell's cost, so a Sacred Fist spell cast with a metamagic will cost spell points and Ki.
 * For example: Sacred Fist Empowerment costs 18 ki and lasts for 20 seconds. If you were to use the Extend metamagic feat, it would cost 18 ki, 10 spell points, and would last for 40 seconds. If you were to Quicken it as well it would cost 20 spell points on top of the 18 ki.
 * This means that Sacred Fist users need to consider ways to increase their spell pool, as the class default pool is small. A Wizardry item may be useful if you activate metamagics frequently.

Level 1

 * Aura of Good (passive): Grants +1 bonus to AC and +1 bonus to saving throws to all characters within range.
 * Religious Lore (passive): This feat grants represents your knowledge of religion. This feat is received once for every paladin level.
 * Smite Evil (active): 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 rest period.
 * Follower of the Path of Light (passive): Handwraps are a favored weapon.
 * Flurry of Blows (passive): While centered (unarmored, unencumbered, and wielding monk weapons), you get an increase to your attack bonus, and a 2% dodge bonus at Sacred Fist levels 1, 2, and 3 for a total of 6%. The attack bonus increase starts at +1 (at level 1) and increases by +1 for every four additional Sacred Fist levels.
 * Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
 * Armor Class Bonus (passive): 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.

Level 2

 * Divine Grace (passive): Allows the paladin to add its charisma modifier to all saving throws. Divine Grace is capped at 2+(3*paladin level).
 * Lay on Hands (active): ✅
 * Evasion (passive):
 * Armor Class Bonus (passive): +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.

Level 3

 * Aura of Courage (passive): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). 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 (passive): Makes the paladin immune to all diseases.
 * Fear Immunity (passive): A paladin is immune to fear effects.

Level 4

 * Gain the ability to cast Paladin spells. Your effective caster level is equal to your Paladin level, contrary to PnP (thus, the starting duration for a Bless spell is 4 minutes).
 * Turn Undead (active and passive): 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 (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 5

 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 2 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
 * Armor Class Bonus (passive): +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.

Level 6

 * Remove Disease (active): At 6th level, a paladin can produce a remove disease effect, as the spell, once per rest period. It can use this ability one additional time per rest period for every three levels after 6th (twice per rest at 9th level).
 * Divine Dream (passive): While centered, you may use your Charisma score for attack and damage with weapons. In addition, while centered, you qualify for the bonuses from the Greater Sacred Defense enhancements, regardless of equipped armor.

Level 8

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

Level 9

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 2 times per rest.

Level 10

 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 3 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
 * Armor Class Bonus (passive): +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.

Level 12

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 3 times per rest.
 * Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 15

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 4 times per rest.
 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 4 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
 * Armor Class Bonus (passive): +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.

Level 16

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

Level 18

 * Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 5 times per rest.

Level 20

 * Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 5 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
 * Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
 * Armor Class Bonus (passive): +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.

Spells

 * Paladins cast divine spells.
 * A Paladin casts spells from the Paladin spell list.
 * 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.
 * See also spell usefulness.