Way of the Sainted Fist (5e Subclass)

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Way of the Sainted Fist[edit]

The Holiest and most noble of monks who seek to become closer to their gods follow this path to spread the word of their faith, and combat those who run counter to their deity. Order of the Saintly Fists are monks who have taken sacred Vows that bring them closer in line with their gods, and are Paragons of Good and deadly poison to creatures of evil alignments. The more advanced Order of the Saintly Fists begin evolving into Celestial-like beings. Those who have achieved the Pinnacle of the Order of the Saintly Fist are capable of preforming great miracles. These rare beings have transcended humanity, and become living embodiment of their god's power on earth.

Sainted Touch

Starting at 3rd level, through rigorous training, an Order of the Saintly Fist has learned to channel his body into a conduit of Sacred Energy. This energy manifests itself by turning the evil and corruption of those an Order of the Saintly Fist touches into a debilitating ravage.

When you hit an evil aligned aberration, fey, fiend or undead with one of your attacks granted by Flurry of Blows, you can apply one of your known sainted touches to the creature. The creature must succeed on a Constitution saving throw against your ki save DC, or suffer its effects until the end of your next turn.

You start by knowing one sainted touch, and learn an additional one at 6th, 11th and 17th level. The sainted touch options are listed on the end of the class description.

Wisdom of the Ages

At 3rd level, an Order of the Saintly Fist has become a fount of wisdom. You add your Wisdom modifier, in addition to your Dexterity, to your Initiative rolls.

In addition, whenever you make a check that adds your Wisdom modifier, you can spend 1 ki point as a reaction to reroll the check. You must use the new result.

Fist of the Wise

At 3rd level, an Order of the Saintly Fist gains the ability to focus better in combat, and becomes able to place his attacks where they deal greater damage. When you roll your unarmed strike damage die, you can replace the number rolled by your Wisdom modifier, using your reaction.

Fist of the Nimble

At 6th level, an Order of the Saintly Fist gains the ability to move more quickly in combat, and becomes able to place his attacks where they deal greater damage. When you use your Flurry of Blows and roll a number lower than your Dexterity modifier on your damage rolls with an unarmed strike, you can use your Dexterity modifier instead.

Celestial Form

At 11th level, an Order of the Saintly Fist has evolved beyond simply being a man of faith, and has begun a transformation into a Paragon of his deity. You gain angelic wings, that grant you a flying speed equal to your movement speed.

In addition, whenever you use your Flurry of Blows feature, you cause additional 1d8 radiant damage on a hit.

Paragon of Faith

At 17th level, an Order of the Saintly Fist is no longer a mere mortal man. Your type changes to celestial, and you no longer die from old age.

In addition, you can cast detect evil and good and protection from evil and good (only targeting yourself) at will. You can also cast dispel evil and good by spending 7 ki points.

Sainted Touch Options
Touch of Unicorn's Blood. The creature's flesh dissolves and its muscles begin to rot. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Touch of Consuming Passion. The creature's mind is ravaged with sinful desire and uncontrollable emotion. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Touch of Jade Water. The creature's body is consumed with endless pain. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Touch of Raging Desire. The senses of the creature are numbed and its judgement is clouded. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is charmed by you.
Touch of Celestial Lightblood. The creature's body becomes rigid and stiff. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Optional Class Feature[edit]

Divine Intervention

Replaces Perfect Self

At 20th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days.

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