Ghost Dragon
2015-02-04, 12:29 AM
Here's another one I've done. Still in draft phase, so feedback is most welcome. Not sure about the ki point costs so pay close attetion to those when review this subclass. To be clear, this is an attempt to recreate the same feel and flavour of the original Sacred Fist prestige class from 3.5. I have again like my previous Enlightened Fist Subclass used a little MAD to keep the flavour and balance, as I think giving a class two types of resources to use needs the third ability to not OP it. But that's just my logic, if you think of a way to keep it balanced and not MAD let me know. Here it is:
Way of the Sacred Fist: Monks who follow the Way of The Sacred Fist believe in the purity of the physical form and therefore rarely use weapons. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonour them or their deity. Sacred fists are strong in faith, will, and body.
3rd-Level Spellcasting: When you reach 3rd level, you augment your martial arts with the ability to cast divine spells.
Cantrips: You learn two cantrips at first level from the following list: blade ward, guidance, light, mending, produce flame, resistance, sacred flame, shocking grasp, thaumaturgy, true strike. You learn an additional cantrip from this list of your choice at 10th level.
Spell Slots: The Way of The Sacred Fist Spellcasting table (See Eldritch Knight spellcasting table) shows how many spell slots you have to cast your 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 have prepared the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st level and higher: You know three 1st-level cleric spells of your choice, from the cleric spell list. The Spells Known column of the Way of The Sacred Fist Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells 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. The spells you learn at 8th, 14th, and 20th level can come from the paladin spell list instead. Whenever you gain a level in this class, you can replace one of the clerci 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 from the cleric spell list, unless you’re replacing the spell you gained at 8th, 14th, or 20th level, which could be from the paladin spell list.
Spellcasting Ability: Wisdom is your spellcasting ability for your cleric and paladin spells, since your power comes from your devotion to your deity. 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 or paladin spell you cast and when making an attack roll with one.
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your Way of The Sacred Fist spells.
3rd level Sacred Flames: At 3rd-level, you may spend 2 ki points to invoke sacred flames around your hands and feet as a bonus action. These flames add to your unarmed damage. The additional damage is equal to 1d4 fire or radiant damage (your choice). The sacred flames have a duration of concentration, up to 1 minute. At 11th-level you can spend 4 ki points to increase the damage to 2d4 fire or radiant damage (your choice) and the duration to concentration, up to 1 hour. At 17th-level you can spend 7 ki points to increase the extra damage to 3d4 fire damage or radiant damage (your choice), with a duration of concentration up to 1 hour.
6th level Channel Divinity: You gain the ability to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must finish a long rest to use your Channel Divinity again, or you can choose to spend 3 Ki points at any time as a bonus action to regain the use of your Channel Divinity. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Sacred Fist spell saves. You gain the Life Domain Channel Divinity option “Preserve Life”, and you may choose one other Channel Divinity option from any of the other domains available from the cleric class. You may only choose options that are usable at level 2 from the cleric class. For example, you could choose the Channel Divinity option from the Knowledge domain “Channel Divinity: Knowledge of the Ages” as it is the level 2 option for that domain, but you could not choose “Channel Divinity: Read Thoughts” from the Knowledge domain as it is the level 6 option for that domain.
11th level Divine Sight: Starting at 11th-level, you can spend 2 ki points to cast detect thoughts, locate object, see invisibility or darkvision without providing material components. At 17th-level you can choose to spend 6 ki points as an action to cast the spell true seeing without providing material components.
17th level Inner Armor: At 17th-level, your inner tranquillity protects you from external threats. Using your action, you attain a perfect focus on the divine spark within you, projecting it outwards. For 1 hour, you gain resistance to magic, resistance to all damage and a +2 bonus to your saving throws and AC. Once you use this feature, you can’t use it again until you finish a long rest.
Remember, work in progress :smallwink: Comment away!
Way of the Sacred Fist: Monks who follow the Way of The Sacred Fist believe in the purity of the physical form and therefore rarely use weapons. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonour them or their deity. Sacred fists are strong in faith, will, and body.
3rd-Level Spellcasting: When you reach 3rd level, you augment your martial arts with the ability to cast divine spells.
Cantrips: You learn two cantrips at first level from the following list: blade ward, guidance, light, mending, produce flame, resistance, sacred flame, shocking grasp, thaumaturgy, true strike. You learn an additional cantrip from this list of your choice at 10th level.
Spell Slots: The Way of The Sacred Fist Spellcasting table (See Eldritch Knight spellcasting table) shows how many spell slots you have to cast your 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 have prepared the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st level and higher: You know three 1st-level cleric spells of your choice, from the cleric spell list. The Spells Known column of the Way of The Sacred Fist Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells 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. The spells you learn at 8th, 14th, and 20th level can come from the paladin spell list instead. Whenever you gain a level in this class, you can replace one of the clerci 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 from the cleric spell list, unless you’re replacing the spell you gained at 8th, 14th, or 20th level, which could be from the paladin spell list.
Spellcasting Ability: Wisdom is your spellcasting ability for your cleric and paladin spells, since your power comes from your devotion to your deity. 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 or paladin spell you cast and when making an attack roll with one.
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your Way of The Sacred Fist spells.
3rd level Sacred Flames: At 3rd-level, you may spend 2 ki points to invoke sacred flames around your hands and feet as a bonus action. These flames add to your unarmed damage. The additional damage is equal to 1d4 fire or radiant damage (your choice). The sacred flames have a duration of concentration, up to 1 minute. At 11th-level you can spend 4 ki points to increase the damage to 2d4 fire or radiant damage (your choice) and the duration to concentration, up to 1 hour. At 17th-level you can spend 7 ki points to increase the extra damage to 3d4 fire damage or radiant damage (your choice), with a duration of concentration up to 1 hour.
6th level Channel Divinity: You gain the ability to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must finish a long rest to use your Channel Divinity again, or you can choose to spend 3 Ki points at any time as a bonus action to regain the use of your Channel Divinity. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Sacred Fist spell saves. You gain the Life Domain Channel Divinity option “Preserve Life”, and you may choose one other Channel Divinity option from any of the other domains available from the cleric class. You may only choose options that are usable at level 2 from the cleric class. For example, you could choose the Channel Divinity option from the Knowledge domain “Channel Divinity: Knowledge of the Ages” as it is the level 2 option for that domain, but you could not choose “Channel Divinity: Read Thoughts” from the Knowledge domain as it is the level 6 option for that domain.
11th level Divine Sight: Starting at 11th-level, you can spend 2 ki points to cast detect thoughts, locate object, see invisibility or darkvision without providing material components. At 17th-level you can choose to spend 6 ki points as an action to cast the spell true seeing without providing material components.
17th level Inner Armor: At 17th-level, your inner tranquillity protects you from external threats. Using your action, you attain a perfect focus on the divine spark within you, projecting it outwards. For 1 hour, you gain resistance to magic, resistance to all damage and a +2 bonus to your saving throws and AC. Once you use this feature, you can’t use it again until you finish a long rest.
Remember, work in progress :smallwink: Comment away!