Arcane Tradition
Muscle Wizardry
Wizards that practice the tradition of Muscle Wizardry claim that combining magic with brawn can be even greater than spells alone. Those who follow this tradition spend their lives chiseling their form, exploring the relationship between one's physical strength and the strength of their magic.
Muscle Wizardry Features
| Wizard Level | Feature |
|---|---|
| 2nd | Chiseled Physique, Arcane Fisticuffs |
| 6th | Fantastical Fisticuffs, I Cast Fist |
| 10th | Enchanting Physique |
| 14th | Unarmed Archmage |
Chiseled Physique
As preparation for studying this Arcane Tradition, you have undergone special fitness training. At 2nd level, you gain several benefits:
- Your hit point maximum increases by 2, and increases by 1 again whenever you gain a level in this class.
- While you aren't wearing armor, your AC equals 13 + your Strength or Dexterity modifier (whichever is higher).
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
Arcane Fisticuffs
At 2nd level, you learn a special trick that makes short-range spells a little more potent: violence. When you damage a target with a melee spell attack, you can add your Strength modifier to the damage roll of the attack.
In addition, when you cast a spell that involves making a melee attack with a weapon as part of its casting (like booming blade), you can ignore the material component and make an unarmed strike as part of the spell instead.
Fantastical Fisticuffs
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
I Cast Fist
At 6th level, you discover that spellcasting sometimes favors a more direct approach.
When you cast a spell, you can choose to deliver it through a limb. This spell must only be able to target one creature, and it must deal damage. When you deliver a spell through a limb, its properties change in the following ways:
- The spell’s range becomes Touch if it isn’t already.
- The first attack roll you make with the spell becomes a melee spell attack. If the spell forces a saving throw instead, you make a melee spell attack and treat a hit as a failed saving throw against the spell (a monster can use its Legendary Resistance to turn a hit into a miss).. Subsequent saving throws against the spell’s effect remain unchanged.




- When you hit with the spell being delivered through your limb, you can add one additional die to the first damage roll of that spell. You can use this benefit a number of times equal to your Strength modifier, regaining all expended uses when you finish a long rest.
- On a miss, the spell fails, and its slot is expended.
For example, if you cast fire bolt as a 6th level character and deliver it through your limb, you make a melee spell attack against a target within reach rather than a ranged spell attack, and you can choose to deal 3d10 fire damage on a hit instead of 2d10.
Enchanting Physique
Starting at 10th level, your raw physique is not only irresistible, but imposing. You can add your Strength modifier as well as your Charisma modifier to Charisma checks with creatures that can see your bare arms, legs, pectorals, or abdominal region.
Unarmed Archmage
Starting at 14th level, you can unleash devastating magical power through your body. You can use your I Cast Fist feature to deliver spells that create only one area of effect and can affect multiple targets at once (such as fireball) through a limb. This spell doesn't have to deal damage. When you do this, the spell's properties change in the same way as a spell altered with I Cast Fist, but with the following changes:
- The size of the spell's area of effect remains the same, even though the range becomes Touch.
- When you hit with the melee spell attack, the target's current space becomes the spell's point of origin, and the target suffers the spell's effects immediately. The area of effect then spreads from that point as normal, not including the creature initially hit.
- If the spell you deliver through your limb creates effects based on your position (such as antilife shell or cone of cold), those effects instead use the spell's new point of origin to determine the effect's position.
- If you choose to roll an additional damage die for the spell, the additional damage applies to both the target hit by the melee spell attack and all targets in the spell's area of effect.
- If the spell normally deals no damage, the target takes 1d8 force damage when you hit with the melee spell attack.
In addition, you decide if you are included in or affected by the delivered spell's area of effect.
Remember Arcane Fisticuffs!
The first benefit of the Arcane Fisticuffs feature allows you to add your Strength modifier to the damage of any melee spell attack you make. This even includes spells turned into melee spell attacks by I Cast Fist and Unarmed Archmage!
Just remember, when using Unarmed Archmage on a spell that forces a saving throw on multiple creatures, such as fireball, only the target hit by the initial melee spell attack takes the additional damage.
Extra Spells
The following spells are added to the sorcerer and wizard spell lists. Muscle wizards favor these spells early on in their adventuring careers, before they can transform spells to suit their arcane fisticuffs.
Branding Grasp
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 round
Your hand glows white-hot, searing a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 fire damage, and is marked with an arcane brand that lasts until the start of your next turn. While the target is branded, it has disadvantage on Dexterity (Stealth) checks made to hide.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Icicle Snag
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a fistful of water)
- Duration: 1 round
A jagged icicle forms around your hand, which you use to spear a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 cold damage, and jagged frost forms around their feet. If the target willingly walks 5 feet or more before then, the target slips and falls prone.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Witch Slap
1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a knuckle bone coated in brass)
- Duration: Concentration, up to 1 minute
You infuse your hand with a crackling, roiling energy that magnetizes to living creatures. Make a melee spell attack against a creature within range. On a hit, the target takes 2d8 thunder damage, and on each of your turns for the duration, you can use your action to repeat the spell attack against the target with advantage. The spell ends early if the attack misses, or if you use your action to do anything else.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the first attack increases by 1d8 for each slot level above 1st.
Repel
1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a creature or unsecured object within range and blow it away with kinetic force. Make a melee spell attack against the target. On a hit, it takes 3d6 force damage and is pushed 10 feet away from you in a straight line. Creatures can choose to make a Strength saving throw, and aren't pushed on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and targets are pushed an additional 5 feet for each slot level above 2nd.
Credits
Homebrew by u/drmario_eats_faces
Art by Earl Norem for Marvel Preview Vol 1 #22.
A special thanks to my friends on Discord for refining this meme into a subclass, and whoever made the Complete* Copypasta Handbook for helping make this document look nice.
Current Version: 2.3.1
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