Way of the Sacred Fist

The way of the Sacred Fist is an ancient tradition only held by a select few, passed down through the generations from master to student. It focuses on combining one's own ki with clerical magic.
Generally, monks of this tradition are drawn to light or life deities, following in the footsteps of their master's faith. However, as the practices of the tradition hinge more on the power of faith than the specific deities, it is very much possible for a monk to follow a deity of another domain, and derive their magic from them.

Spellcasting

When you reach 3rd level, your faith in your deity shows itself from within you in the form of the ability to cast cleric spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the cleric spell list.

Cantrips. You learn three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots. The Sacred Fist Spellcastng table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and you 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.

The Spells Known column 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.

Whenever you gain a level in this class, you can replace one of the wizard 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.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells 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 spell you cast and making an attack roll with one.

Spell save DC = your Ki save DC

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Sacred Fist Spellcasting
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 5 4 2 - -
9th 3 5 4 2 - -
10th 4 6 4 3 - -
11th 4 7 4 3 - -
12th 4 7 4 3 - -
13th 4 8 4 3 2 -
14th 4 8 4 3 2 -
15th 4 8 4 3 2 -
16th 4 9 4 3 3 -
17th 4 9 4 3 3 -
18th 4 9 4 3 3 -
19th 4 10 4 3 3 1
20th 4 10 4 3 3 1

Blessed Technique

Starting at 3rd level, you learn how to incorporate divine magic into your fighting style.
When you hit a fiend or undead with 2 or more unarmed strikes in the same turn, it must succeed on a Wisdom saving throw against your Ki save DC or be turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Radiant Ki

At 6th level, your usage of divine spells in tandem with martial combat becomes almost seamless.
You can now use Stunning Strike when you hit a creature with a melee spell attack.
In addition, when you cast a cleric spell of 1st level or higher, your unarmed strikes deal additional radiant or necrotic damage equal to your Martial Arts die until the end of your next turn.

Holy Secrets

By 11th level, your holy magic has become intertwined with your mastery of ki. When you cast a cleric spell, you can spend up to 3 ki points to enhance its effects. The effects depend on how many ki points you spend.

By spending 1 ki point, you absorb remnants of the spell's magic to energize yourself. If the spell has a casting time of 1 action, you can use a bonus action to make two unarmed strikes this turn.

By spending 2 ki points, you amplify your spell's power of healing. If the spell restores hit points to any creatures, those creatures regain additional hit points equal to half your monk level.

By spending 3 ki points, you draw on your own ki to fuel the spell. The casting cannot be interrupted, and the spell is not affected by dispel magic or antimagic field spells or similar effects. If the spell requires concentration, you gain a bonus to any Constitution saving throws you make to maintain it. The bonus equals your Wisdom modifier (minimum of +1).

Bastion of Divinity

At 17th level, you embody your deity's will. As an action, you infuse yourself with that will, magically becoming an avatar of holy power. For 1 minute, you gain the following benefits:

  • The first creature you hit on each of your turns with a melee attack takes radiant or necrotic damage equal to half your Monk level, rounded up.
  • Your movement speed increases by 20 feet, and you ignore difficult terrain.
  • Whenever you cast a Cleric spell that forces its targets to make a saving throw, you can spend 1 ki point to force one of the targets to make its first saving throw against the spell at disadvantage.

Once you use this feature, you can't use it again until you finish a long rest. When you gain the Empty Body feature, you can activate it in tandem with this feature as part of the same action.


                                                              Image Credit: Alex Flores