Muscle Wizard (5e Class)

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Muscle Wizard[edit]

Based of the absurdist wizard school by Doctor Necrotic. [1]

A man clad in blue robes strides up a hill, when reaching the crest he sees the armies of hell before him. They all turn towards him; weapons clanging, roars of blood lust and the beating of war drums. But, before the forces of evil can do anything, the man's shirt explodes off of him revealing perfect physique. He stands raising his fist, chuckling as he does. Confused, a brave fiend asks him what is so funny, the man replies jovially. 'Well. I CAST FIST!' and when he does, plunging his hand to the ground, the entire hill explodes into a mushroom cloud of dirt and demonic corpses. As the dust clears, the mountain of rubble and bodies settling as the man stands unharmed atop it. The hordes, severely reduced, stand shaken as this man, with one punch, eviscerated hundreds of them. Then the man states: 'Who's next!'

Warriors of great strength, and great knowledge[edit]

Muscle Wizards are pinnacles of both physical and arcane prowess. This stems from encounters between monks who followed the Way of the Open Hand and more martial oriented mages, which led to some of the mages to adopt the monks way of fighting. Instead of conjuring traditional spells, they focused the arcane energies into their fists which greatly increased the destructive power of their unarmed strikes. These boxer wizards then began refining their unique art, passing down traditions which evolved through generations, eventually becoming an obscure, yet powerful and disciplined form of magic. Muscle Wizards are usually very proud of their art, as it has grueling and repetitive training that could kill someone from exhaustion. The result are musclebound wielders of magic, they are often underestimated as mindless barbarians and are quite surprised when the 'brainless ruffian' turns out to be a master historical scholar on the side. This versatility makes Muscle Wizards very difficult opponents, as they can both use advanced battle tactics and single-handedly carry out those plans.

Creating a Muscle Wizard[edit]

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Alex Armstrong, a prime example of a Muscle Wizard. Credit: Full Metal Alchemist

How did you embark on your journey of martial wizardry? Are you the most recent practitioner of a family tradition that has spanned generations? Were you unhappy with your mundane life and decide that this was the best way to alleviate boredom? What ever the reason, you have begun a journey of intense training of body and mind that will leave you stronger than all others.

Quick Build

You can make a Muscle Wizard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence, then Constitution and Dexterity should be high as well. Second, choose the Dog of the Military background. Third, choose Steel Gauntlets, Arcane focus and dungeoneer's pack.

Class Features

As a Muscle Wizard you gain the following class features.

Hit Points

Hit Dice: 1d12 per Muscle Wizard level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Muscle Wizard level after 1st

Proficiencies

Armor: None
Weapons: Unarmed, simple, gauntlet types.
Tools: None
Saving Throws: Strength and Intelligence
Skills: Choose two from: Arcana, Athletics, Insight, Intimidation, Medicine or Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Brass Knuckle. [[2]] or (b) Two Steel Gauntlets.[[3]]
  • (a) A component pouch or (b) An arcane focus
  • A dagger
  • (a) A dungeoneer's pack or (b) A scholar's pack

Table: The Muscle Wizard

Level Proficiency
Bonus
Cantrips Brutal Fist Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 1d4 Brutal Fist, Attack rush 2
2nd +2 1 1d4 Unarmoured Defense 3
3rd +2 1 1d4 Archetypes, Archetype Feature, spellcasting 4 2
4th +2 3 1d4 Ability Score Improvement, Muscle enhancement 4 3
5th +3 3 1d6 Brutal Fist-2 4 3 2
6th +3 3 1d6 Extra Attack 4 3 3
7th +3 3 1d6 Archetype Feature 4 3 3 1
8th +3 3 1d6 Ability Score Improvement, Mental enhancement 4 3 3 2
9th +4 3 1d6 4 3 3 3 1
10th +4 5 1d6 Threatening Appearance 4 3 3 3 2
11th +4 5 2d4 Brutal Fist-3 4 3 3 3 2 1
12th +4 5 2d4 Ability Score Improvement, Extra Attack, Muscle enhancement 4 3 3 3 2 1
13th +5 5 2d4 Archetype Feature 4 3 3 3 2 1 1
14th +5 5 2d4 4 3 3 3 2 1 1
15th +5 5 2d4 Archetype Feature 4 3 3 3 2 1 1 1
16th +5 5 2d4 Ability Score Improvement, Mental enhancement 4 3 3 3 2 1 1 1
17th +6 5 2d6 Brutal Fist-4 4 3 3 3 2 1 1 1 1
18th +6 5 2d6 Extra Attack 4 3 3 3 3 1 1 1 1
19th +6 5 2d6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 5 2d8 Brutal Fist-5, Serious Punch 4 3 3 3 3 2 2 1 1

Brutal Fist[edit]

You have the knowledge to enhance your punches with arcane energy. At 1st level your unarmed strikes deal 1d4 damage. This increases at 5th, 11th, 17th and 20th level. From 11th level onward your punches are treated as magical for overcoming resistances and immunities.

Attack Rush[edit]

Starting at 1st level, you may make an unarmed strike as a bonus action.

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.

Unarmoured Defense[edit]

At 2nd level you have managed to combine your physical and mental strengths to protect you. Your unarmoured AC=10+StrengthMod+IntelligenceMod

Archetypes[edit]

At 3rd level you decide to begin specialising in one of the two important aspects of Muscle Wizardry. The raw, unbeatable strength that defines the physically most powerful. Or the refined, tactical intelligence that focuses more on the arcane aspect of this discipline.

Archetype features are listed at the bottom of the page.

Muscle Enhancement[edit]

At 4th level and again at 12th you gain an additional +1 to your Strength, which can exceed 20.

Extra Attack[edit]

Starting at 6th level you can attack with weapons or fists twice instead of once. This increases to 3 times at 12th level and 4 times at 18th.

Mental Enhancement[edit]

At 8th level and again at 16th you gain an additional +1 to Intelligence, which can exceed 20

Threatening Appearance[edit]

At 10th level your superhuman physicality causes the following effects:

Your height increases by 2d12 inches and your weight by x2d6 lbs.

Your imposing nature means that you gain disadvantage on all charisma checks other than Intimidation.

You gain disadvantage on Stealth (Dex) checks.

You count as one size larger for effects of pushing and being pushed

Serious Punch[edit]

At 20th level, you have mastered the arcane art of enhancing your unarmed melee attacks with magic. By expending all of your spell slots, you can bring ultimate destruction to your foes. You punch either an enemy, object or the ground dealing 24d4+Strength+Intelligence bludgeoning damage. This causes the following effects to occur:

-A 50 ft conical blast wave emanates from the point of impact. All those inside must succeed on a Dex or Con save against your Spell DC or take 3d8 thunder damage, are pushed 15 ft away and knocked prone, and are deafened until the end of the target's next turn. On a success, the target takes half damage and isn't pushed or deafened.

-The shear force and speed of the impact causes an explosion in a 40 ft radius. All targets, including yourself, must succeed on a Con save against your DC or take 2d6 Fire and 2d10 Force damage, and be stunned. On a success, they don't take the force damage and aren't stunned.

-The ground cracks and debris is scattered around in a 25 ft radius from the shockwave. All targets in the area, aside from yourself, must make a Dex or Con save against your Spell DC or take 3d4 Piercing damage. On a success they take half as much.

You can only perform this attack if you have all of your spell slots and if you have no exhaustion levels. All damage is considered magical to overcome non-magical resistance and immunities, and ignores magical resistance as well as treats magical immunity as resistance. All resulting effects of the initial punch treat immunity to their respective damage as resistance due to the shear force and intensity of the attack. After performing this attack, you use up all of your spell slots and are reduced to the 5th level of exhaustion.

Way of the Closed Fist[edit]

These are people who take the art of punching things to the extreme, they focus more on their physical strength rather than their spellcasting.

Brutish Resolve

At 3rd level you gain advantage to Strength Saving throws.

Consecutive Punches

At 7th level you can expend a spell slot to perform an additional unarmed attack. Expending slots above level 1 grants an additional extra attack (e.g. +2 attacks Level 2; +3 attacks Level 3; etc.)

Martial Prowess

At 13th level you have trained your body so hard that you gain one of the following effects of your choice:

1.You gain a +2 to either Dex or Con, or +1 to both.

2.You gain Proficiency in either Dex or Con Saving throws.

3.You gain Proficiency in Martial Melee weapons.

Barbaric Fist

At 15th level your Brutal Fist damage is the dice of the highest tier (2d8), and at 20th level the damage equals 1d20.

Way of the Open Mind[edit]

These individuals are more magic based, using a wider range of spells and living up to their Muscle Wizard name.

Intellectual Resolve

At 3rd level you gain advantage to Intelligence Saving throws.

Improved Spellcasting

At 7th level you manage to expand your range of spells, you can now access all Evocation spells.

Tactical Prowess

At 13th level you have trained your mind so hard that you gain one of the following effects of your choice:

1.You gain a +2 to either Wis or Cha, or +1 to both.

2.You gain Proficiency in either Wis or Cha Saving throws.

3.You gain Proficiency in Two tools of your choice.

Psychic Fist

At 15th level your Brutal Fist damage is the dice of the tier two below (2d4), but your Brutal fist now can be cast at a range of 40 ft.

Spell List[edit]

You know all of the spells on the basic Muscle Wizard spell list and additional spells based on your archetype. The Standard Muscle Wizard can only use Wizard spells with self or touch range.

Multiclassing[edit]

Due to the extreme training and specialist nature of the Muscle Wizard, they cannot multiclass out of this class. If your character reaches level 20 with at least 15 levels in Muscle Wizard, they may go through a physically taxing accomplishment deemed by the DM to transfer those 5 other levels into Muscle Wizard.

Prerequisites. To mulitclass into the Muscle Wizard class, you must have: 20 Strength, 15 Intelligence and you must abandon all prior class's features, proficiences and spells.

Proficiencies. When you multiclass you gain the following proficiences: Unarmed Strike, Gauntlet weapons.



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