User:Ref3rence/Celestial Fist (5e Class)
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Celestial Fist[edit]
Despite their name, the Celestial Fists do not Harness the power of the stars, rather they manipulate the constellation-like network of pressure points scattered across all creatures' bodies. Their mastery over pressure points also extends to themselves, allowing them to bolster their body beyond human limits.
Ancient Assassination Arts[edit]
Named after constellations, the Celestial Fists are a group of martial arts based around pressure points. While multiple disciples learn their techniques, only one in each generation is considered the successor, who is capable of using all of their techniques to their fullest effects. This individual is the strongest among them, and is responsible for ensuring that their art is passed to the next generation. Should a successor die before naming another, their disciples fight amongst each other until one reigns supreme, naming themself successor.
Creating a Celestial Fist[edit]
Why did you train as a martial artist? What kind of person was your teacher? Were you named successor, or was someone else? Was a successor named at all?
- Quick Build
You can make a Celestial Fist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution.
Class Features
As a Celestial Fist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Celestial Fist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Celestial Fist level after 1st
- Proficiencies
Armor: None
Weapons: Simple melee weapons
Tools: Calligrapher's Tools, Jeweler’s Tools, or 1 instrument.
Saving Throws: Constitution, Wisdom
Skills: Any three of your choice
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A quarterstaff or (b) a shortsword
- (a) Traveler's clothes or (b) plain clothes
- (a) Dungeoneer’s Pack or (b) Explorer’s Pack
Level | Proficiency Bonus |
Features | Spirit points |
---|---|---|---|
1st | +2 | Unarmored Defense, Spirit Points | 1 |
2nd | +2 | Mystic Martial Arts, Pressure Points | 2 |
3rd | +2 | Fighting Discipline, Momentum | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Steel Fists | 5 |
6th | +3 | Mystic Martial Arts improvement | 6 |
7th | +3 | Fighting Disciplines feature | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Vigilant | 9 |
10th | +4 | Fighting Disciplines feature, Steel Fists improvement | 10 |
11th | +4 | Hardened Immunity | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Mystic Martial Arts improvement | 13 |
14th | +5 | Fasting Resistance | 14 |
15th | +5 | Fighting Disciplines feature, Positive Flow | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Fighting Disciplines feature | 17 |
18th | +6 | Mystic Martial Arts improvement | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Fighting Disciplines feature | 20 |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Spirit Points[edit]
Many features require expending Spirit Points to activate. The number of spirit points you have is shown in the Celestial Fist table. You regain all expended spirit points after completing a long rest.
Mystic Martial Arts[edit]
At 2nd level, your training in the mysteries of the human body bolsters your physical strength as well. Your unarmed strikes may use your Wisdom modifier and deal 1d4 + your Wisdom modifier bludgeoning damage on a hit. When you do so, they gain a +1 bonus to their critical threshold if the target is not a construct, elemental, or undead, and you may choose which body part is targeted on a critical hit.
At 6th level, this critical threshold bonus increases to +2, at 13th level it increases to +3, and at 18th level it increases to +4.
Pressure Points[edit]
At 2nd level, when you score a critical hit with your unarmed strikes against a creature that is not a construct, elemental, or undead, you may forgo the normal effects of scoring a critical hit to instead strike one of the target's pressure points, granting you 1d4 spirit points. These spirit points must be spend on effects that only target the creature that you gained them from striking and are lost at the end of your turn.
Fighting Discipline[edit]
At 3rd level, you chose a discipline. Choose between Hokuto Shinken, Nanto Sei Ken, Ju no Ken, and Go no Ken, all detailed at the end of the class description. Your choice grants you additional features at 7th, 10th, 15th, 17th, and 20th level.
Momentum[edit]
Starting at 3rd level, your body flows like a river, with each movement accelerating the next, granting you the following:
- Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Steel Fists[edit]
At 5th level, you gain proficiency in improvised weapons and you deal twice as much damage against objects. At 10th level, your unarmed and improvised weapon attacks count as magical for the purpose of overcoming resistances.
Vigilant[edit]
At 9th level, you no longer need to sleep. Instead, you enter a trance-like state of training for up to 3 hours, during which you are fully conscious of the world around you. You can also use Wisdom and Perception for high and long jumps in place of Strength and Athletics.
Hardened Immunity[edit]
At 11th level, you gain advantage against being poisoned and are immune to poison damage.
Fasting Resistance[edit]
At 14th level, the amount of days you can last without eating food before incurring levels of exhaustion is multiplied by 5.
Fighting Disciplines[edit]
Hokuto Shinken[edit]
Since its inception, Hokuto Shinken (literally Big Dipper God Fist) has been one of the deadliest martial arts in history. Originally conceived to assassinate a divine emperor, the destiny of the successor of this style became that of a savior. In times of great turmoil, such as an unending civil war or armegedon, it is not uncommon for the successor of Hokuto Shinken to bring order. Due to its mastery in pressure points, Hokuto Shinken kills an opponent from the inside.
- Art of Dragon's Breathing
At 3rd level, you master a breathing technique that allows you to unlock the hidden 70% of your strength. As an action, you may tap into that strength for 1 hour. While this feature is active, any temporary spirit points gained from Pressure Points can be spent on effects that target any creature(s) and are only lost when this feature ends. You may use this feature once, regaining use at the end of a short rest.
- North Dipper Remorse Fist
At 7th level, if damage you deal would cause all three Head (Field) body parts of a creature that is not a construct, elemental, or undead to be reduced to 0, you may spend 1 spirit point to delay them being killed instantly as their head is destroyed for up to 24 hours or until any conditions of your choice are fulfilled.
You may spend 2 additional spirit points when yo use this feature to force them to attempt a Strength saving throw at the beginning of each of your turns. On a failure, they are paralyzed until the beginning of your next turn and you may control them as if they were mechanically identical to you using your actions, bonus actions, reactions, and resources (not including hit points), but their own movement speed.
- Neck Twisting Face Breaking Fist
At 10th level, as an action for 1 spirit point, or as a bonus action for 3 spirit points, you may focus your intention on striking the pressure points of one creature you can see. During the next time you take the Attack action before the end of your next turn, the critical threshold of any unarmed strikes attacks against the creature is doubled.
- Hundred Crack Fist
At 15th level, you may take the Attack action as a full turn action for 5 spirit points, allowing you to spend spirit points to make an equal number of additional attacks to a maximum of half your level, rounded down. At the end of your turn, the target must attempt a Strength saving throw. On a failure, they are thrown a number of feet equal to 5 times the number of attacks that hit them on your turn and are knocked prone. On a success, they are pushed half as far. Additionally, Art of Dragon's Breathing gains one additional use that is regained at the end of a long rest.
- Water Reflection Spirit
At 17th level, as an action for 5 spirit points, you may carefully observe the movements of one creature you can see for 1 minute with concentration. As a reaction when they use a feature that targets you, you may copy it, gaining access to the feature while this feature is active. If a feature requires use of a power source you do not have access to (i.e. casting spells, using a Stand, being a vampire), you can not copy it. You may have a number of features copied in this way equal to your Constitution modifier, and you may forget one feature of your choice at the end of a short rest. Additionally, Art of Dragon's Breathing gains one additional use that is regained at the end of a short rest.
- Nil-Thought Rebirth
At 20th level, as an action for 10 spirit points, you may become the embodiment of the deathless void of Buddhism for 1 minute with concentration. While this feature is active, you gain the benefits of Art of Dragon's Breathing and Water Reflection Spirit. As a reaction when you are targeted by any effect while this feature is active, you may move up to your movement speed to an area beyond the effect's targeted area as your body autonomously avoids the effect, and you may spend 1 spirit point to regain your reaction.
Nanto Sei Ken[edit]
The yang to Hokuto Shinken’s yin, Nanto Sei Ken (literally South Dipper Holy Fist) sharpens one’s blows to an edge. Nanto techniques tear an opponent’s body apart with ease.
Slicing Strikes[edit]
At 3rd level, you begin your studies in Nanto. As Nanto focuses on direct slashing techniques to kill an opponent, pressure points are less of a focus. Hikō listed in techniques can be fullfilled in 3 rounds. Your unarmed attacks deal slashing damage.
Nanto Shishū Zan[edit]
At 7th level, you become capable of inhuman feats of flight.
- Hikō: 8
- You make a high jump, remaining at the crest of the jump until the beginning of your next turn. During this time, all attacks against you have advantage. At the beginning of your next turn, you can move twice your movement speed toward a single creature, making 2 unarmed attacks with advantage. On a successful hit, they receive 2d10+your Wisdom modifier damage.
Rekkyaku Kubu[edit]
At 10th level, you can make an instantaneous spinning kick.
- Hikō: 3
- You make 2 unarmed attacks against a creature. The first attack deals damage. If the second attack succeeds, the targeted creature is stunned until the beginning on their next turn.
Gokuto Ken[edit]
At 15th level, you master a technique capable of slicing an opponents tendons in a single kick.
- Hikō: 10
- You move your long jump distance toward one creature and make an unarmed attack against them. On a hit, they receive 4d8 slashing damage.
- On a successful hit, the creature must succeed a DC 8+your Wisdom modifier+your Proficiency bonus Constitution saving throw or become paralyzed for 1d4 turns.
Nanto Hiryu Ken[edit]
At 17th level, you master a technique capable of releasing a flurry of jabs.
- Hikō: 14
- You make 2 unarmed attacks against every creature within 30 feet.
Kaketshu Juji So[edit]
At 20th level, you master an impossible powerful technique.
- Hikō: 30
- You hover high into the air and slash the ground twice. You make 2 unarmed attacks against every creature within 200ft.
Jū no Ken[edit]
Literally translated as “Fist of Gentelness”, Jū no Ken is a relatively recent variation of Hokuto Shinken developed by a promising student. Unable to become successor, he focused his talent in technical ability and agility to create his own unique fighting style. Unlike most fighting styles, this focuses on the use of Tōki, a form of ki.
3[edit]
At 3rd level,
Ujō Danjin Ken[edit]
At 7th level, you can project your strikes with Tōki.
- Hikō: 2
- As a reaction, you channel Tōki into your palms. On your next turn, your first unarmed attack gains 10 feet of range. This can be used multiple times on a single reaction.
Ujō Kosho Ha[edit]
At 10th level, you can channel Tōki into a high pressured stream.
- Hikō: 4
- As a reaction, until the end of your next turn, you gain a flying speed equal to your movement speed.
Seiko Ho[edit]
At 15th level, as a bonus action, you can choose to have your unarmed strikes heal instead of damage. You can do this a number of rounds equal to your Wisdom modifier, regaining all uses at the end of a long rest.
17[edit]
At 17th level,
20[edit]
At 20th level,
Go no Ken[edit]
Literally translated as “Fist of Strength”, Go no Ken’s relationship to Jū no Ken is similar to that between Hokuto and Nanto. Go no Ken destroys indiscriminately, only becoming more powerful when facing a powerful foe.
Itten Shō[edit]
At 3rd level, you master a technique capable of making your fists unblockable.
- Hikō:1 (+2 for every additional effect)
- Your next attack on the same turn of using this does the following (these effects stack):
- You gain +2 to hit
- You ignore 1/4 cover (full becomes 3/4, 3/4 becomes 1/2, 1/2 becomes ignored).
Gōten Shō[edit]
At 7th level, you can focus your power upward.
- Hikō: 4
- As a reaction, you make an unarmed attack against every creature within 5 feet. On a hit, they must succeed a DC 8+your Constitution modifier+your Proficiency bonus or be moved 1/2 your movement speed backward.
Musō Insatsu[edit]
At 10th level, attacking becomes instinctual.
- Hikō:2+1 for every additional attack
- As a reaction, when a creature exits your attack range, you can make a number of unarmed attacks equal to the amount of Hikō spent -1. This can also be used after being successfully attacked, but your first 3 attacks have disadvantage.
Strength Begets Strength[edit]
At 15th level, when you target a creature with a CR 2 higher than your level, your attack gain +2 to hit and damage. This increases by +1 for every other additional CR level.
Tenshō Honretsu[edit]
At 17th level, you can harness the power of your soul to fire a powerful wave at your opponent.
- Hikō: 8
- You rotate your hands in front of you, gathering Tōki, a form of ki. At the beginning of your next turn, every creature in a 20 foot line must succeed a DC 8+your Constitution modifier+your Proficiency bonus or take 2d8 force damage.
- This can be charged an amount of times equal to your Constitution modifier, increasing its range by 20 feet, and its damage by 1d8.
Hokuto Hatenkai Ken[edit]
At 20th level, you master your ultimate, final attack. As an action, you rush up to twice your movement speed toward a creature, concentrating your entire life force into your Fist. This attack can not miss. Both you and the targeted creature take 100 force damage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Celestial Fist class, you must meet these prerequisites: Constitution and Wisdom 16.
Proficiencies. When you multiclass into the Celestial Fist class, you gain the following proficiencies: