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Arcane Tradition

Muscle Wizardry
Wizards that practice the tradition of Muscle Wizardry claim
that combining magic with brawn can be even greater than
spells alone. Those who follow this tradition spend their lives
chiseling their form, exploring the relationship between one's
physical strength and the strength of their magic.
Muscle Wizardry Features
Wizard Level Feature
2nd Chiseled Physique, Arcane Fisticuffs
6th Fantastical Fisticuffs, I Cast Fist
10th Enchanting Physique
14th Unarmed Archmage

Chiseled Physique
As preparation for studying this Arcane Tradition, you have
undergone special fitness training. At 2nd level, you gain
several benefits:
Your hit point maximum increases by 2, and increases by
1 again whenever you gain a level in this class.
While you aren't wearing armor, your AC equals 13 + your
Strength or Dexterity modifier (whichever is higher).
Your unarmed strikes can deal bludgeoning damage equal
to 1d6 + your Strength modifier on a hit. If you aren't
wielding any weapons or a shield when you make the
attack roll, the d6 becomes a d8.
Arcane Fisticuffs
At 2nd level, you learn a special trick that makes short-range
spells a little more potent: violence. When you damage a
target with a melee spell attack, you can add your Strength
modifier to the damage roll of the attack.
In addition, when you cast a spell that involves making a
melee attack with a weapon as part of its casting (like
booming blade), you can ignore the material component and
make an unarmed strike as part of the spell instead.
Fantastical Fisticuffs
Starting at 6th level, your unarmed strikes count as magical
for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
I Cast Fist
At 6th level, you discover that spellcasting sometimes favors a
more direct approach.
When you cast a spell, you can choose to deliver it through
a limb. This spell must only be able to target one creature,
and it must deal damage. When you deliver a spell through a
limb, its properties change in the following ways:
The spell’s range becomes Touch if it isn’t already.
The first attack roll you make with the spell becomes a
melee spell attack. If the spell forces a saving throw
instead, you make a melee spell attack and treat a hit as a
failed saving throw against the spell (a monster can use its
Legendary Resistance to turn a hit into a miss)..
Subsequent saving throws against the spell’s effect
remain unchanged.
When you hit with the spell being delivered through your
limb, you can add one additional die to the first damage Extra Spells
roll of that spell. You can use this benefit a number of
times equal to your Strength modifier, regaining all The following spells are added to the sorcerer and wizard
expended uses when you finish a long rest. spell lists. Muscle wizards favor these spells early on in their
On a miss, the spell fails, and its slot is expended. adventuring careers, before they can transform spells to suit
their arcane fisticuffs.
For example, if you cast fire bolt as a 6th level character
and deliver it through your limb, you make a melee spell Branding Grasp
attack against a target within reach rather than a ranged spell Evocation cantrip
attack, and you can choose to deal 3d10 fire damage on a hit Casting Time: 1 action
instead of 2d10. Range: Touch
Enchanting Physique
Components: V, S
Duration: 1 round
Starting at 10th level, your raw physique is not only
irresistible, but imposing. You can add your Strength modifier Your hand glows white-hot, searing a creature within range.
as well as your Charisma modifier to Charisma checks with Make a melee spell attack against the target. On a hit, the
creatures that can see your bare arms, legs, pectorals, or target takes 1d8 fire damage, and is marked with an arcane
abdominal region. brand that lasts until the start of your next turn. While the
target is branded, it has disadvantage on Dexterity (Stealth)
Unarmed Archmage checks made to hide.
Starting at 14th level, you can unleash devastating magical This spell's damage increases by 1d8 when you reach 5th
power through your body. You can use your I Cast Fist feature level (2d8), 11th level (3d8), and 17th level (4d8).
to deliver spells that create only one area of effect and can
affect multiple targets at once (such as fireball) through a Icicle Snag
limb. This spell doesn't have to deal damage. When you do Evocation cantrip
this, the spell's properties change in the same way as a spell Casting Time: 1 action
altered with I Cast Fist, but with the following changes: Range: Touch
The size of the spell's area of effect remains the same, Components: V, S, M (a fistful of water)
even though the range becomes Touch. Duration: 1 round
When you hit with the melee spell attack, the target's A jagged icicle forms around your hand, which you use to
current space becomes the spell's point of origin, and the spear a creature within range. Make a melee spell attack
target suffers the spell's effects immediately. The area of against the target. On a hit, the target takes 1d6 cold damage,
effect then spreads from that point as normal, not and jagged frost forms around their feet. If the target willingly
including the creature initially hit. walks 5 feet or more before then, the target slips and falls
If the spell you deliver through your limb creates effects prone.
based on your position (such as antilife shell or cone of This spell's damage increases by 1d6 when you reach 5th
cold), those effects instead use the spell's new point of level (2d6), 11th level (3d6), and 17th level (4d6).
origin to determine the effect's position.
If you choose to roll an additional damage die for the spell, Witch Slap
the additional damage applies to both the target hit by the 1st-level evocation
melee spell attack and all targets in the spell's area of Casting Time: 1 action
effect. Range: Touch
If the spell normally deals no damage, the target takes 1d8 Components: V, S, M (a knuckle bone coated in brass)
force damage when you hit with the melee spell attack. Duration: Concentration, up to 1 minute
In addition, you decide if you are included in or affected by You infuse your hand with a crackling, roiling energy that
the delivered spell's area of effect. magnetizes to living creatures. Make a melee spell attack
against a creature within range. On a hit, the target takes 2d8
thunder damage, and on each of your turns for the duration,
you can use your action to repeat the spell attack against the
Remember Arcane Fisticuffs! target with advantage. The spell ends early if the attack
The first benefit of the Arcane Fisticuffs feature misses, or if you use your action to do anything else.
allows you to add your Strength modifier to the At Higher Levels. When you cast this spell using a spell
damage of any melee spell attack you make. This slot of 2nd level or higher, the damage of the first attack
even includes spells turned into melee spell attacks increases by 1d8 for each slot level above 1st.
by I Cast Fist and Unarmed Archmage!
Just remember, when using Unarmed Archmage
on a spell that forces a saving throw on multiple
creatures, such as fireball, only the target hit by the
initial melee spell attack takes the additional
damage.
Repel
1st-level evocation Credits
Casting Time: 1 action Homebrew by u/drmario_eats_faces
Range: Touch
Components: V, S Art by Earl Norem for Marvel Preview Vol 1 #22.
Duration: Instantaneous A special thanks to my friends on Discord for
You touch a creature or unsecured object within range and refining this meme into a subclass, and whoever
blow it away with kinetic force. Make a melee spell attack made the Complete* Copypasta Handbook for
against the target. On a hit, it takes 3d6 force damage and is helping make this document look nice.
pushed 10 feet away from you in a straight line. Creatures
can choose to make a Strength saving throw, and aren't
pushed on a success. Current Version: 2.3.1
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 and Previous Versions:
targets are pushed an additional 5 feet for each slot level 2.3
above 2nd. 2.2
2.1
2.0
1.1
1.0 (1.0 to 1.1 patch notes detailed in 1.1 document.)
This is unofficial Fan Content permitted under the Fan
Content Policy. Not approved/endorsed by Wizards. Portions
of the materials used are property of Wizards of the Coast
and Marvel Entertainment. ©Wizards of the Coast, LLC.;
Marvel Entertainment, LLC.
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