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Sacred Fist

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Reason: Ensure that the save progression of Sacred Fist remains the same, flesh out the class feats, fix a few other problems here and there.
Paladin
Starting a...

Enhancements
Tactics
Equipment
Spells


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

Changes from Base Class[edit]

Lose
Gain

Class Summary[edit]

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)

Weapon and Armor Proficiencies[edit]

Feat simpleweaponproficiency.png Simple weapons

Past Lives[edit]

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

Enhancements[edit]

Advancement table[edit]

Table: The Paladin Spells
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell points 1st 2nd 3rd 4th
1st +1/+1/+6 +2 +0 +0 Aura of good, Smite evil (1/rest), Armor Class Bonus, Flurry of Blows, Unarmed Strike, Follower of The Path of Light 0 - - - -
2nd +2/+2/+7 +3 +0 +0 Divine grace, Lay on Hands (1/rest), Armor Class Bonus, Evasion 0 - - - -
3rd +3/+3/+8 +3 +1 +1 Aura of courage, Divine health, Fear Immunity 0 - - - -
4th +4/+4/+9 +4 +1 +1 Turn Undead, Unarmed Strike 20 1 - - -
5th +5/+5/+10/+15 +4 +1 +1 Smite evil (2/rest), Armor Class Bonus 35 1 - - -
6th +6/+6/+11/+16 +5 +2 +2 Remove disease (4/rest), Divine Dream 50 2 - - -
7th +7/+7/+12/+17 +5 +2 +2 - 65 2 - - -
8th +8/+8/+13/+18 +6 +2 +2 Unarmed Strike 80 2 1 - -
9th +9/+9/+14/+19 +6 +3 +3 Remove disease (5/rest) 95 2 1 - -
10th +10/+10/+15/+20 +7 +3 +3 Smite evil (3/rest), Armor Class Bonus 110 2 2 - -
11th +11/+11/+16/+21 +7 +3 +3 - 125 2 2 1 -
12th +12/+12/+17/+22 +8 +4 +4 Remove disease (6/rest), Unarmed Strike 140 2 2 2 -
13th +13/+13/+18/+23 +8 +4 +4 - 155 2 2 2 -
14th +14/+14/+19/+24 +9 +4 +4 - 170 3 2 2 1
15th +15/+15/+20/+25 +9 +5 +5 Remove disease (7/rest), Smite evil (4/rest), Armor Class Bonus 185 3 2 2 2
16th +16/+16/+21/+26 +10 +5 +5 Unarmed Strike 200 3 3 2 2
17th +17/+17/+22/+27 +10 +5 +5 - 215 3 3 2 2
18th +18/+18/+23/+28 +11 +6 +6 Remove disease (8/rest) 230 4 3 2 2
19th +19/+19/+24/+29 +11 +6 +6 - 245 4 4 4 3
20th +20/+20/+25/+30 +12 +6 +6 Smite evil (5/rest), Unarmed Strike, Armor Class Bonus 260 4 4 4 4

Foreword[edit]

Sacred Fist uses many systems native to Monk, such as Ki and Centering. For brevity's sake, please refer to those articles.


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Class feats[edit]

Level 1[edit]

  • 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):
  • Unarmed Strike (passive):
  • Armor Class Bonus (passive):

Level 2[edit]

Level 3[edit]

Level 4[edit]

  • 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):

Level 5[edit]

Level 6[edit]

  • 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[edit]

Level 9[edit]

Level 10[edit]

Level 12[edit]

Level 15[edit]

Level 16[edit]

Level 18[edit]

Level 20[edit]

Spells[edit]

See also: Paladin 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.