Muscle Wizard Archetype

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Primal Path - Muscle Wizard


Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Muscle Wizard

You're a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you're a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything!

You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn't be questioned. You're a good wizard, the best one, even! And only a fool would say otherwise.

Unarguable Wizardry

Starting at 3rd level, your unquestionable legitimacy (and immense pectoral muscles) gives you advantage of Charisma (Intimidation) checks made to convince others that you are, in fact, a wizard. This is aided by your ability to channel your magic into your fists. Your unarmed strikes count as weapons and deal 1d4 bludgeoning damage. When you reach 5th level in this class your magic improves them to 1d6, and again at 11th level to 1d8.

Additionally, if someone questions your legitimate magical prowess, you can instantly fly into a rage for 1 round. This rage can't be extended and does not count against your total number of Rages following a long rest.

“Cantrips”

At 3rd level, you can call upon your "magic" to cast "cantrips" in combat. You can use the following "cantrips" a number of times equal to your Strength modifier. You regain all expended uses when you take a short or long rest.

While you are raging and hit a creature with an unarmed strike, you can cast your "cantrips" at will; using them does not count against your total number of uses.

  • Mage Hand. When you hit a creature within 5 ft with an attack, you can use your hand (and you are a mage, after all) to attempt to shove the creature as a bonus action. When you reach 11th level your cantrip improves to allow you to shove a creature an additional 5ft.
  • Shocking Grasp. When you hit a creature with an attack, as a bonus action you can hit your target even harder than usual, a fact which they will find quite shocking. The creature can't take a reaction until the beginning of your next turn.
  • True Strike. When you hit a creature with an attack, you can really, truly strike your target as a bonus action to deal an additional 1d8 damage of the attack's type. When you reach 11th level your cantrip improves to allow you to deal an additional 1d12 damage of the attack's type.
 

“Spells”

By 6th level, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs.) However, you only prepared the following "spells" today. You can cast each of these "spells" once and recover all expended uses when you finish a long rest.

  • Burning Hands. Your backhand slap is legendary. As an action on your turn, you can make an unarmed attack roll against each creature within your reach. Each creature hit takes 1d12 + your Strength modifier bludgeoning damage.
  • Magic Missile. When you take the Attack action on your turn, you can use your bonus action to make a ranged weapon attack using a ranged or thrown weapon you are holding. Because magic missile never misses, you have advantage on this attack roll.
  • Shield. As a reaction when you're targeted by an attack, you can quickly produce a shield to defend yourself. You gain the shield's bonus to AC against this attack, even if you weren't holding it before. If you are hit, you can reduce the amount of damage taken by 1d12 + your Constitution modifier.

Additionally, because you're so good at magic, any unarmed strikes you make are magic, overcoming resistances against nonmagical attacks.

Magic Resistance

By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.

I Cast Fist!

Starting at 14th level, you can crush your enemies with your ultimate "spell", Fist. While you're raging, you can use your action and punch your foe really, really hard. Make an unarmed strike with advantage against one creature within your reach. On a hit, you deal bludgeoning damage equal to 7d12 + your Strength modifier.

You regain your use of this spell each time you enter a rage.

 

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