Muscle Magic (5e Subclass)

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Muscle Magic[edit]

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Sorcerer Subclass
Prerequisite: Strength 13

Known as the meatheads of the sorcery world, muscle magic users gain their power from diligent training and sheer force of will. Because of the years of hard work they put in to learn their magic, many of these sorcerers actually self-identify as wizards. When seen on the streets, many lay folk presume these expertly groomed beefcakes to be simply narcissistic barbarians. Truthfully, these men (and occasionally women) are very warm-hearted, and simply focused on self-improvement. Their chivalrous natures also lead muscle magic sorcerers to shun ranged offensive magic out of principle. When they do use such spells, they cast them on targets adjacent to them, which they deem to yet be "sporting".


Your steadfast discipline and muscle-bound chivalry have made who you are. At 1st level, you gain the following benefits:

Gallant Magic. Your utter machismo the allows you to learn spells normally associated with the paladin class. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can choose the new spell from the paladin spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Protective Muscle. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, while you aren’t wearing armor or using a shield, your AC equals 10 + your Constitution modifier + your Charisma Modifier.

Mage Fist. You can roll a d6 in place of the normal damage of your unarmed strikes. This die changes as you gain sorcerer levels. It becomes a d8 when you reach 6th level, and a d10 at 14th level. Additionally, your unarmed strikes count as weapons for the purpose of triggering your spells.

Gymnast. You gain proficiency in the Athletics skill. If you already have this proficiency, you may gain proficiency in Performance instead.

Punch Magic[edit]

By 6th level, your skills in spellcraft and fisticuffs have combined in glorious harmony, granting the following benefits:

  • Your unarmed strikes count as magical for the purpose of overcoming damage resistance and immunity to non-magical attacks and damage.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Whenever you deal damage using a melee spell attack, you may deal bonus bludgeoning damage equal to your Strength modifier.

Herculean Strength[edit]

Starting at 14th level, the unfathomable physical power within your body allows for fantastic feats of strength. You gain the following benefits:

  • You gain proficiency in Strength saving throws
  • Your carrying capacity (including maximum load and maximum lift) is doubled.
  • You have advantage on all ability checks you make using Strength.
  • Your walking speed increases by 10 feet while you are not wearing armor or using a shield.

Sculpted Bronze[edit]

At 18th level, your physique becomes as solid as a metal statue. Your Strength and Constitution scores both increases by 2, each up to a maximum of 22.

Additionally, as a bonus action on your turn, you can spend 1 sorcery point to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute.

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