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Sacred Fist

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Paladin
Starting a...

Enhancements
Tactics
Equipment
Spells


Sacred Fist is a variant Paladin archetype introduced in Update 56. Sacred Fists are handwrap-using Paladins who combine ki with divine energies, enchanting their strikes with holy fire. The archetype is Free to Play for all players.

Changes from Base Class[edit]

Ability Lose Gain
Enhancements Knight of the Chalice enhancements
Vanguard enhancements
Sacred Fist enhancements
Radiant Servant enhancements
Granted Feats

Choice of Deity Feat at level 1
Deity-based Feat at level 6

Flurry of Blows, AC Bonus (Charisma), Follower of the Path of Light
Unarmed Strike at levels 1, 4, 8, 12, 16 & 20
Evasion at level 2
Divine Dream at level 6

Proficiencies

Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency
Martial Weapon Proficiency

Proficiency: Handwraps

Spells -

Ki Bolt (Spell level 1)
Sacred Flame Empowerment (Spell level 2)
Incinerating Wave (Spell level 3)
Ki Explosion (Spell level 4)

Class Summary[edit]

Alignment: Lawful Good Hit die: d10

Class Skills

Skill points at 1st level: (2 + Intelligence modifier) x4
Skill points at each additional level: 2 + Intelligence modifier
Concentration (Constitution)
Diplomacy (Charisma)
Heal (Wisdom)
Intimidate (Charisma)

Weapon and Armor Proficiencies[edit]

Simple weapons
Exotic weapons (Handwraps)

Past Lives[edit]

File:nopic.jpg Past Life: Sacred Fist You were a Sacred Fist in a past life. You occasionally find yourself contemplating the flickering flame in campfires. Each time you acquire this feat you gain +5 Positive Amplification and +5 Positive Spell Power. This feat can be stacked up to three times.

Archetype: This class counts as a Paladin for the purposes of Completionist.

Past Life: Sacred Fist is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.

Enhancements[edit]

Advancement table[edit]

Table: The Paladin Preparable 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, the descriptions of those systems can be found on their individual articles. (Note that for a Sacred Fist, maximum Ki is based on Charisma, not Wisdom).

Centering[edit]

The same things which uncenter a monk will uncenter a Sacred Fist. At level 6, being centered with a Ki weapon allows you to benefit from Divine Dream. You can use Charisma to hit and damage with that weapon. (This weapon does not need to be Favored). You are also considered to be wearing Heavy Armor for the purpose of Sacred Defender enhancements.

Uncentering[edit]

Things that don't work uncentered:

  • Sacred Flame imbue.
  • Specific Sacred Defender stance bonuses (exception listed below)

Things that work uncentered:

  • The bonuses to hit and damage with Favored Weapons from Sacred Fist enhancements.
  • Casting Ki Spells / Ki-spending attacks. However, you will rapidly lose Ki, and cannot gain additional Ki, while uncentered.
  • Anything that specifically doesn't mention centering. (E.g. Exalted Smite, Deflect Arrows, Divine Striker, Fast Movement).
  • Wearing Heavy Armor or a Shield will uncenter you, but will allow you to benefit from Sacred Defender bonuses as a normal Paladin. You however do not natively have proficiency with either shields or armor.

Favored Weapons[edit]

Sacred Fist get Handwraps as a favored weapon at level 1, however gaining other favored weapons will need to be granted from another sources (such as from feats, Divine Crusader enhancements or multiclassing into Cleric / Favored Soul). To get the most out of Sacred Fist enhancements, it is suggested to use a weapon that is both Favored and Centering.

Currently Sacred Fist is the only way to get Handwraps as a favored weapon without Curse of Divine Fortune.

Multiclassing a Sacred Fist with another Divine class will allow them to choose a second Deity, granting them access to that deity's Favored Weapon.

Ki Spells[edit]

Note that the new spells unique to the Sacred Fist Spellbook - Ki Bolt (1), Sacred Fist Empowerment (2), Incinerating Wave (3) and Ki Explosion (4) - are cast using Ki rather than Spell points. However, Metamagic feats applied to these spells still add spell points to the spell's cost, so a Sacred Fist spell cast with a metamagic will cost spell points and Ki.

  • For example: Sacred Fist Empowerment costs 18 ki and lasts for 20 seconds. If you were to use the Extend metamagic feat, it would cost 18 ki, 10 spell points, and would last for 40 seconds. If you were to Quicken it as well it would cost 20 spell points on top of the 18 ki.
  • This means that Sacred Fist users need to consider ways to increase their spell pool, as the class default pool is small. A Wizardry item may be useful if you activate metamagics frequently.

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): While centered (unarmored, unencumbered, and wielding monk weapons), you get an increase to your attack bonus, and a 2% dodge bonus at Sacred Fist levels 1, 2, and 3 for a total of 6%. The attack bonus increase starts at +1 (at level 1) and increases by +1 for every four additional Sacred Fist levels.
  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
  • Armor Class Bonus (passive): While unarmored and not equipping a shield, Sacred Fists gain a passive bonus to Armor Class equal to their Charisma modifier, if their Charisma modifier is positive.

Level 2[edit]

Level 3[edit]

Level 4[edit]

  • Gain the ability to cast Sacred Fist 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): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 5[edit]

  • Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 2 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
  • Armor Class Bonus (passive): +3 bonus to Armor, and as you increase in power, you will receive +3 additional bonus to Armor Class at levels 5, 10, 15 and 20.

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]

  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 9[edit]

Level 10[edit]

  • Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 3 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
  • Armor Class Bonus (passive): +3 bonus to Armor, and as you increase in power, you will receive +3 additional bonus to Armor Class at levels 5, 10, 15 and 20.

Level 12[edit]

Level 15[edit]

  • Remove Disease (active): Paladins can use this ability one additional time per rest period. You can now Remove Disease 4 times per rest.
  • Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 4 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
  • Armor Class Bonus (passive): +3 bonus to Armor, and as you increase in power, you will receive +3 additional bonus to Armor Class at levels 5, 10, 15 and 20.

Level 16[edit]

  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Level 18[edit]

Level 20[edit]

  • Smite evil (active): Paladins can use this ability one additional time per rest period. You can now Smite evil 5 times per rest. Smite evil also recharges at a rate of 1 every 90 seconds.
  • Unarmed Strike (passive): While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
  • Armor Class Bonus (passive): +3 bonus to Armor, and as you increase in power, you will receive +3 additional bonus to Armor Class at levels 5, 10, 15 and 20.

Spells[edit]

  • Sacred Fists cast divine spells.
  • A Sacred Fist casts spells from the Sacred Fist 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.