5e - Muscle Wizard - v1.5

by oramac

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Arcane Tradition

School of the Fist

You focus your study of magic on those rare areas that fuse physical might with magical prowess. These rare wizards focus on spells that damage their enemies at close range, and are often found in the thick of battle with armies, working as bouncers or enforcers, and even making their way in the world as adventurers.

Close Quarters Savant

Choose two wizard spells from the Wizard spell list that have a range of 5 feet, self, or touch, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one wizard spell with a range of 5 feet, self, or touch from the Wizard spell list to your spellbook for free.

Strength of Mind

When you take this school at 2nd level, you may choose to use strength as your spellcasting ability instead of intelligence.

While not wearing armor or using a shield you may add your strength modifier to your armor class, and each time you gain a level in this class, you gain 1 additional hit point.

Additionally, you are proficient with unarmed attacks, and your damage die for unarmed attacks is a d6.

Fists of Fury

Beginning at 6th level, your expertise with unarmed strikes increases. When you use your action to cast fist or a wizard spell of 1st level or higher with a range of 5 feet, self, or touch, or make a melee attack associated with a spell (such as shadow blade), you may make an unarmed strike against one creature within your reach as a bonus action.

Additionally, your unarmed strikes count as magical for purposes of overcoming resistance and immunity to non-magical damage.

Furious Casting

At 10th level, your ability to weave your spells close to your opponents peaks. When you use your action to cast a wizard spell of 1st level or higher while within a hostile creature's reach, you gain temporary hit points equal to your wizard level.

Strengthened Spells

At 14th level, your damaging spells carry your own strength with them. When you deal damage to a single creature within your reach with a spell, you may add your strength modifier to the damage dealt.

New Spell

Fist

Transmutation cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: Instantaneous

You channel your magical strength into your fists, ready to deliver a devastating attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 force damage. After you make the attack, your fist returns to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

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