Arcane Tradition: Muscle Wizard

by Reual Nathan Onyrian

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Muscle Wizard

A traditional wizard is a scholar of the arcane, clad in long robes and surrounded by dusty tomes and intricately written scrolls, trying to decipher the mysteries of magic. But not you. You study to become a scholar of the SWOLE, an enthusiastic of both the mental training and physical might. You don't need nor rely on puny hand gestures or passive rituals to cast spells, instead using flexes and poses to alter reality itself.

Other common origin for Muscle Wizards is that of a very afflicted squalid young, who, due to the constant bullying that they suffered by the hand of that brain dead Barbarian who would tease them every recess at some Adventuring Academy, decided to become what they feared the most: a beefy dude who can punch you out of existence.

Combining both mental and physical strength, a Muscle Wizard is a force to be reckoned with. To be punched by one is to truly experience real strength.

Muscle Magic

When you choose this tradition at 2nd level, you learn the ancient ways of hitting something so hard with your mind that even your physical might aids you. Whenever you make a melee spell attack with a cantrip, you can add up to half of your Strength modifier to your attack roll (rounded down, minimum of +0). At 10th level, you can add instead your full Strength modifier (minimum of +1). You also gain proficiency in the Athletics skill.

Fist

Also at 2nd level, you learn a new cantrip, called Fist. You can find it at the end of this subclass.

Buff Mind

At 6th level, you gain proficiency on Strength saving throws. Also, as a reaction, you can add your Intelligence modifier whenever you make a Strength saving throw.

Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Enraged Nerd

Beginning at 10th level, you gain advantage on Strength saving throws, and Constitution saving throws made to maintain concentration on a spell.

The Ol' One-Two

Also at 10th level, whenever you use an action to cast a spell, you can choose to cast the Fist spell as a bonus action.

Flexing Reality

When you reach the 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your Fist spell. Also, whenever you hit a creature with it, you can choose to apply one of the following effects:

  • The target is pushed 10 feet away from you if it’s a Large or smaller creature.
  • The target needs to succeed on a Constitution saving throw against your spell save DC or be stunned until the end of the its next turn.
  • The target needs to succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • You can choose to deal damage to another target that is 5 feet away from the target you just hit. The damage is equal to your Intelligence modifier (minimum of +1), and is force damage.
  • The target needs to succeed on a Strength saving throw against your spell save DC or be grappled by you. To continue grappling a target in this way, you have to maintain concentration as in a spell.

Fist

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You punch the air with mighty strength, hitting it so hard that the energy around you takes the form of a fist. Make a ranged spell attack against a target within range. On hit, the target takes 1d8 force damage.

This spell’s damage increase by 1d8 at 5th, 11th and 17th level.

Credits

Arcane Tradition: Muscle Wizard v.1

 

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