Muscle Wizard (3.5e Class)

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April Fools!
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What ho, Muscle Wizard! Might you cast us a spell?

Muscle Wizard[edit]

Muscle Wizards have honed their bodies to physical perfection. Their sculpted physiques and massive strength are the envy of all those around them, and their combat abilities are nearly supernatural. Whether actual magic is involved in their training is debated by scholars and philosophers, but only their "Fist" attacks are considered spells.

Making a Muscle Wizard[edit]

The Muscle Wizard is very combat oriented. Despite being Strength-focused, he makes an effective face of the party due to his Enthralling Bod class ability. He's a frontline fighter and tank, who gains some limited ranged capabilities later on. Useful party members for a Muscle Wizard to bring along are ranged damage dealers and support casters who can heal and buff him.

Abilities: Strength is the most important feature for this class. Constitution and Dexterity are useful for survivability and Armor Class. Charisma, Intelligence, and Wisdom are the least important.

Races: Any race capable of having an impressive, muscly physique can pursue the path of the Muscle Wizard.

Alignment: Muscle Wizards can be of any alignment.

Starting Gold: starting gold; 4d6×10 (120 gp)

Starting Age: Moderate.

Table: The Muscle Wizard

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Unarmed Damage Special
Fort Ref Will
1st +1 +2 +2 +2 1d6 Fist, Improved Unarmed Strike, Juggernaut, Endure Elements
2nd +2 +3 +3 +3 1d6 Bonus Feat
3rd +3 +3 +3 +3 1d6 Punch Projectiles
4th +4 +4 +4 +4 1d8 Bonus Feat
5th +5 +4 +4 +4 1d8 Improved Fist(5)
6th +6/1 +5 +5 +5 1d8 Bonus Feat
7th +7/2 +5 +5 +5 1d8 Enthralling Bod
8th +8/3 +6 +6 +6 1d10 Bonus Feat
9th +9/4 +6 +6 +6 1d10 Sundering Fist
10th +10/5 +7 +7 +7 1d10 Improved Fist(10)
11th +11/6/1 +7 +7 +7 1d10 Energy Fist
12th +12/7/2 +8 +8 +8 2d6 Bonus Feat
13th +13/8/3 +8 +8 +8 2d6 Double Fist-Punch
14th +14/9/4 +9 +9 +9 2d6 Bonus Feat
15th +15/10/5 +9 +9 +9 2d6 Improved Fist(15)
16th +16/11/6/1 +10 +10 +10 2d8 Bonus Feat
17th +17/12/7/2 +10 +10 +10 2d8 Penetrating Fist
18th +18/13/8/3 +11 +11 +11 2d8 Bonus Feat
19th +19/14/9/4 +11 +11 +11 2d8 Punch The Earth
20th +20/15/10/5 +12 +12 +12 2d10 Improved Fist(20)

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Muscle Wizard.

Weapon and Armor Proficiency: The Muscle Wizard is proficient with nothing but his fists. The rock-solid construct that is his magnificent bod is the only weapon or armor he will ever need.

Improved Unarmed Strike: The Muscle Wizard is considered armed even when he is unarmed. He does not provoke attacks of opportunity from armed opponents when he attacks them while unarmed. However, the Muscle Wizard still gets an attack of opportunity against any opponent who makes an unarmed attack on him. His unarmed strikes can deal either lethal or nonlethal damage. The chart lists progression for a Medium sized Muscle Wizard.

Juggernaut: The Muscle Wizard is so mesmerizing, opponents have a hard time aiming their attacks correctly. This allows the Muscle Wizard to add his Strength Modifier to his AC as a Deflection Bonus.

Cast Fist: (Ex) The Muscle Wizard's preeminent ability. His lifetime of physical training and studies in the art of punching things has allowed the Muscle Wizard to defy the laws of nature. The Muscle Wizard can make an unarmed attack at their highest base attack bonus once every 1d4 rounds. This deals unarmed strike damage plus 1d4 force damage per level in Muscle Wizard. Cast Fist also has the effect of the Awesome Blow feat without -4 to hit penalty.

Endure Elements: (Ex) The Muscle Wizard's body rises above the harshness of the world. He can survive comfortably in temperatures ranging from -100 to 140 + strength modifier degrees Fahrenheit without needing to make Fortitude Saves.

Punch Projectiles: (Ex) The Muscle Wizard is able to punch objects with enough force to send them flying with lethal results. He can use Cast Fist to launch objects as projectiles that deal 1d4 damage if Tiny or 1d6 if Small, 1d8 if medium, 2d6 if large plus the Muscle Wizard's Strength Modifier. The Muscle Wizard may use rocks, coins, knives, etc. for this ability; anything that can travel through the air at high speeds without falling apart. The Muscle Wizard can also use this ability to deflect incoming projectiles. If an enemy fires a projectile at him, he can use Cast Fist as an immediate action to make an opposed attack roll. If his roll is equal to or greater than the roll of his opponent, he punches the projectile back at them. If the Muscle Wizard's opposed attack roll was also higher than his opponent's AC, the projectile hits the opponent and does damage as normal plus the Muscle Wizards Strength Modifier.

Improved Fist(5) (Ex): The Muscle Wizard's Cast Fist generates a 15-foot cone of force. Anything caught within the cone is entitled to Reflex Save for half damage.(DC 10+Half Muscle Wizard Class levels+Strength Mod) This range translates to the Awesome Blow ability. Additionally, the force damage increases to d6's.

Enthralling Bod: The Muscle Wizard can use his Strength modifier instead of his Charisma modifier on relevant skill checks. A number of times per day equal to his Strength modifier, the Muscle Wizard can also attempt to fascinate 1 + Str Mod creatures by flexing his Enthralling Bod. The target(s) must succeed on DC 10 + Half Muscle Wizard class levels + Str Mod Will save or become fascinated.

Sundering Fist: (Ex) The Muscle Wizard's Cast Fist is now treated as having Improved Sunder. If the Muscle Wizard already has Improved Sunder, the bonus increases from +4 to +8.

Improved Fist(10) (Ex): The Muscle Wizard's Cast Fist generates a 20-foot cone of force. This range translates to the Awesome Blow ability. The force damage increases to d8's.

Energy Fist: (Su) The Muscle Wizard's Cast Fist is now able to channel different types of energy. The force damage dealt by the Cast Fist ability can be replaced with an element by losing the Awesome Blow effect. Energy Fist can be applied to Double Fist Punch and Punch the Earth. Saving throws are 10 + 1/2 the Muscle Wizard’s HD + the Muscle Wizard's Strength modifier.

Frost: Opponent is Chilled, taking a -2 to hit.(Fort Negates)

Fire: Opponent may be set ablaze, dealing 1d6 fire damage per round.(Ref Negates)

Lightning: Opponent is Dazed for 1 round(Fort Negates)

Sonic: The punch ignores up to 10 points of Hardness when striking an object.

Double Fist Punch: (Ex) The Muscle Wizard strikes with both fists simultaneously. This attack deals damage equal to the Muscle Wizard's unarmed strike damage x2, plus the force damage. The die size for the force damage is increased by one for this ability. (d8 becomes d10, d10 becomes 2d6, 2d6 becomes 2d8, etc.) This ability is usable once per day and counts as using Cast Fist.

Improved Fist(15) (Ex): The Muscle Wizard's Cast Fist generates a 30-foot cone of force. This range translates to the Awesome Blow ability. The force damage increases to d10's.

Penetrating Fist (Ex): The Muscle Wizard's Fists are able to penetrate an amount of Damage Reduction equal to the Muscle Wizard's class level.

Punch The Earth (Ex): The Muscle Wizard may now aim his Cast Fist ability at the earth itself to create a shockwave with a range equal to half the range of the cone normally generated by Cast Fist, centered on the Muscle Wizard. This deals Cast Fist's force damage and the effect of the Awesome Blow to all targets within the blast radius. This ability is usable a number of times per day equal to the Muscle Wizard's Strength modifier. The Muscle Wizard may combine this ability with his Double Fist Punch ability by expending its use for the day. This doubles the range of the shockwave and increases the damage die by one step.

Improved Fist(20) (Ex): The Muscle Wizard's Cast Fist ability generates a 40-foot cone of force. This range translates to the Awesome Blow ability. The force damage increases to d10's.

Ex-Muscle Wizards[edit]

Should a Muscle Wizard ever take his magnificent bod for granted and cease to maintain its chiseled magnificence, all his class features cease to function until he returns to honing his physique.

Epic Muscle Wizard[edit]

Table: The Epic Muscle Wizard

Hit Die: d12

Level Special
21st Bonus Feat
22nd Bonus Feat
23rd Bonus Feat
24th Bonus Feat
25th Improved Fist(25)
26th Bonus Feat
27th Bonus Feat
28th Bonus Feat
29th Bonus Feat
30th The God Fist

4 + Int modifier skill points per level.

Improved Fist(25): The Muscle Wizard's Fist ability now generates a 50-foot cone. This range translates to the Awesome Blow ability. The force damage increases to d12's.

The God Fist: The ultimate ability of the Muscle Wizard. Cast Fist becomes The God Fist. It generates a 60-foot cone of force. Anything caught within the cone must make a save(DC 10+Half Muscle Wizard levels+Strength Mod vs. Fort) or die instantly as they're obliterated by the awesome might of The God Fist. Anything that makes the save still takes full damage as if they were struck by the Improved Fist(25) class skill.

Bonus Feats: The Epic Muscle Wizard gains a bonus feat every level after 20th except for 25th and 30th.

Epic Muscle Wizard Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Human Muscle Wizard Starting Package[edit]

Weapons: Fists. What else would you need?

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Powerful Build.

Bonus Feats: Double Kick.

Gear: Standard adventuring equipment, minus a proper shirt.

Gold: 4d6.

Campaign Information[edit]

Playing a Muscle Wizard[edit]

Religion: Spritiually minded Muscle Wizards favor Kord for his veneration of physical prowess.

Other Classes: Muscle Wizards get along well with everyone in general, for no one can resist the allure of their raw muscly power.

Combat: The Muscle Wizard is on the front lines punching things.

Advancement: Muscle Wizards very rarely multi-class. Most want to stay the course and continue honing their bodies to the best of their abilities.

Muscle Wizards in the World[edit]

Feel these muscles and understand how they boast the truth.
—Alex Louis Armstrong, Human Muscle Wizard


Daily Life: Muscle Wizards spend most of their days exercising and training in the ways of punching things.

Organizations: Muscle Wizards do not have their own organization, though they do enjoy fighters' guilds and fight clubs.

NPC Reactions: Staring in awe. On rare occasion, drooling.

Muscle Wizards in the Game[edit]

Muscle Wizards make great body guards or military officials. Some lead their own fight clubs, though the show-offish nature of the Muscle Wizard prevents them from running anything underground.

Adaptation: The Muscle Wizard could also be an actual spellcaster that uses magic to vastly increase his physical might.



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