Class Name
| Level | Proficiency Bonus | Features | Arcane Fist | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Brutal Fist, Rippling Physique | 1d4 | - | - | - | - | - | - |
| 2nd | +2 | Muscular Arts, Spellcasting | 1d4 | 2 | 2 | - | - | - | - |
| 3rd | +2 | Defining Flex | 1d4 | 3 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Increase | 1d4 | 3 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack | 1d6 | 4 | 4 | 2 | - | - | - |
| 6th | +3 | Cross Counter, Fist of Arcane Might | 1d6 | 4 | 4 | 2 | - | - | - |
| 7th | +3 | Flex Feature | 1d6 | 5 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Increase | 1d6 | 5 | 4 | 3 | - | - | - |
| 9th | +4 | - | 1d6 | 6 | 4 | 3 | 2 | - | - |
| 10th | +4 | Combination Blow | 1d6 | 6 | 4 | 3 | 2 | - | - |
| 11th | +4 | Flex Feature | 1d8 | 7 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Increase | 1d8 | 7 | 4 | 3 | 3 | - | - |
| 13th | +5 | - | 1d8 | 8 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Unconquerable | 1d8 | 8 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Flex Feature | 1d8 | 9 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Increase | 1d8 | 9 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | - | 1d10 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Fist to the Soul | 1d10 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Increase | 1d10 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | The Legend Never Dies | 1d10 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Muscle Wizard, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Muscle Wizard level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per muscle wizard level after 1st
Proficiencies
- Armor: none
- Weapons: simple weapons and Fist Weapons
- Tools: none
- Saving Throws: Constitution, intelligence
- Skills: Choose two from Arcana, Athletics, History, Intimidation, Perception, or Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a scholars pack or (b) a dungeoneers pack
- (a) 2 brass knuckles or (b) 2 trench knives
- (a) an arcane focus or (b) a gallon of oil
- a set of weights, several spare shirts, and a pouch of glittering dust
Brutal Fist
Your fists are your soul, and through a combination of magic, exercise, and magical exercise you have molded them into deadly weapons of justice and peace. Your damage die for your unarmed strike increases to a d4, and increases further as you increase in levels. In addition, you can make a single unarmed strike as a bonus action.
Rippling Physique
Your body is the wall, against which the Darkness of the world shall break. While not wearing armor or holding a shield, you may use your Constitution in place of your dexterity for your AC.
Muscular Arts
Starting at 2nd level, you have learned to charge your body with arcane energy, allowing you top perform the ancient and secretive Muscular Arts. You may use each Muscular Art a number of times equal to your Intelligence Modifier, regaining all uses on a short rest. Some muscular arts use your Spell Slots, either to become more effective or to regain their uses. All Muscular Arts utilize your spell attack bonus and spell save DC. You know the following Muscular Arts:
Fist of Justice
When you hit a creature with an unarmed strike, you can use this Muscular Art to double the amount of damage die you roll. Spending a spell slot adds an additional damage die per spell slot level, and causes you to regain this use of Fist of Justice.
Unbreakable Body
When a creature attacks you with an attack, you may use a reaction to interpose, blocking your body with your body. You increase your AC against that attack by an amount equal to your Strength modifier. If you use a spell slot, you may also use this ability to increase your saving throws, and gain temporary hit point equal to twice the slot level
Entrancing Physique
Your body is the most powerful magic of all. When you make a Persuasion, Intimidation, or Performance check you may add your Strength modifier to the result. To do so, the creature must be able to see or otherwise sense your sweet, sweet body.
Spellcasting
As a student of arcane magic, you have learned to art of magic through sheer brute force, and utilize your might form to wrestle magic into shape.
Spell Slots
The muscle wizard table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these muscle wizard Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the muscle wizard spell list.
You learn an additional muscle wizard spell of your choice at each odd level. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the muscle wizard Spells you know and replace it with another spell from the muscle wizard spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your muscle wizard Spells, since the power of your magic relies on your ability to correctly combine the scraps of magic you know. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a muscle wizard spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or your amazing, sweaty bod, as a spellcasting focus for your muscle wizard Spells.
Defining Flex
All muscle wizards are defined by their bodies. Their muscles, their minds, and most of all: how they flex. At third level, you have found your flex, your amazing flex, and now you seek to flex on others. Choose either the Flex of the Hardbody, the Flex of the Mindfist, or the Flex of the Boiling Soul. This choice grants you additional features at 6th, 11th, and 15th level
Flex Spells
Your choice of Flex grants you additional spells known, as shown on your Flex Spell List
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature
Extra Attack
When you take the attack action, you may attack twice instead of once
Cross Counter
Starting at 6th level, when you are hit by a melee weapon, you may use a reaction to reduce the damage by 1d10 + your strength modifier + your muscle wizard level. If this reduces the damage to 0, you may make an unarmed strike against the creature.
Fist of Arcane Might
Starting at 7th level, your fists are so suffused with magic that their damage becomes magical
Combination Blow
Starting at 10th level, your fighting spirit and fighting body work together in harmony. When you make an Unarmed Strike as part of your attack action, you declare the attack to be a Jab, Hook, Uppercut, or Kick. If you successfully hit a creature with both of these attacks within the same attack action, you may use your bonus action to perform a Combination Blow depending on which attacks you've used. Combination Blows require an attack roll, but do not deal damage. Consult the following table to determine which combination blow you may use
| Combination Blow | Attacks Required | Effect |
|---|---|---|
| Razor Lariat | Jab-hook | Hitting a creature with this Combination Blow forces them to make a concentration check against your Spell Save DC |
| Explosive Shoulder Charge | Hook-uppercut | All creatures other than you within 15 feet take fire damage equal to your Muscle Wizard level |
| Falcon Uprising | Jab-uppercut | You set the target on fire, causing them to take your Intelligence modifier in fire damage until they use an action to extinguish the flame |
| Thunderstrike Impact | Hook-kick | You push the creature you hit 15 feet away from you |
| Windmill Spiral | Jab-kick | You fly 15 feet without provoking attacks of Opportunity |
| Meteor Leg Drop | Uppercut-kick | You summon a meteor to fall on the target, knocking them prone |
Unconquerable
Starting at 14th level, you are more than just rippling, amazing muscles. You are an idea, a flare of justice that cannot go out no matter how terribly the cold wind of evil may blow upon it. When you are reduced to 0HP but not killed outright, you instead fall to 1 HP. In addition, for the next minute you gain temporary hit points equal to four times your level and resistance to all damage. After that minute, you gain a level of exhaustion. You may use this ability any time you have less than 3 levels of exhaustion, but cannot use it if you are afraid, charmed, or paralyzed.
Fist to the Soul
You have always been skilled in touching people to their very core with your muscular compassion. Now, you may do so with muscular violence. As an action, you may a single attack roll against a creature. If it hits, you manage to punch the creatures very soul. The creature makes a Charisma saving throw. On a success, it takes 15d6 force damage as your fiat attempts to knock it's soul out. On a failure it takes no damage and instead you manage to change its being, causing a single one of the following changes to manifest over the next 2d6 days:
- you shift it’s alignment by 1 step along either axis
- You render it incapable of spellcasting for a number of weeks equal to your intelligence modifier
- You reduce one of its ability scores by 1d8
A creature who succeeds against its save cannot be affected for one week. A creature can only ever be affected by one Fist to the Soul: causing another effect cancels the first. You may use this ability to cancel another Fist to the Souls effect. Once you use this ability, you cannot do so again until you compete a long rest
The Legend Never Dies
Starting at 20th level, your legend has grown so mighty that across the land your stories inspire people to take up your mantle. When you die, roll a d20. If you roll 11 or higher, you are affected by a special version of the reincarnation spell. This special version does not create a new body: rather, someone who has heard your legend decides to take up the mantle and carry on your glory, becoming as their Idol. To be able to use this ability, you must have been killed while fighting a creature with Legendary actions, or class levels equal to or higher than your own in any class. While fighting such a creature, record any death saves you throw during the battle. When you roll the d20, add the number of death saving throws you made (pass or fail) before dying to the total, to a maximum of +9
Flex of the Hardbody
Iron Body of Steely Diamonds
When you define yourself by this flex at 3rd level, your AC becomes 13+your Constitution modifier
Muscular Art: Hardest of the Hard
As a bonus action on your turn, you may expend a use of this muscular art to Get Hard. While you are Hard, you ignore 3 points of damage every time you are hit with an attack. You may expend a spell slot as part of this Muscular Art to add the spell slot level to the damage you ignore
Harden the Soul
At 7th level, your body is so hard that the hardness reaches within you. When you make saving throw that you are not proficient with, you may add half your proficiency bonus as a reaction
Resistive Hardness
Starting at 11th level, once per turn when you are hit by an enemy melee attack you may cause them (no reaction required) to take 1d6 force damage as the hardness of your body damages them
Ultimate Hardness
At 15th level you’ve become so hard that your hardness makes other hard just by being around you. When an ally is within 15 feet of you, you may use a spell slot when you Get Hard to instead include one ally per level of the slot
Flex of the Mindfist
Rippling Brain Muscles
When you define yourself by this Flex, you’ve learned that you can flex your brain as hard as your muscles, and much like your hard muscles this brain flex keeps you safe. When not wearing armor or wielding a shield, your AC is 10+ your constitution modifier + your intelligence modifier
Muscular Art: Fist of Mind
When you use this Muscular Art as a bonus action, you summon a pair of mind fists. These can either hover around you or around a creature or your choice within 30 feet. By expending a spell slot, you may create one additional mind fist per slot level. A mind fist cannot exist more than 60 feet from you. When you make an unarmed stroke, you can strike through a mind fist as if you making a melee attack. When you attack with a mind fist, the damage is force
Violent Mental Fisting
You have learned to summon a barrage of fists at a target. As an action, you may choose a creature within 60 feet and make a ranged spell attack. If you hit, you deal damage and may continue to make ranger spell attacks against the creature until you miss or you make a number of attacks equal to your Intelligence modifier. Once you use this ability, you cannot do so again until you complete a long rest
Magic Fist of the Mighty Mind
Starting at 11th level, whenever you cast a spell with a range of touch you may deliver it through a mind fist
The Big Fist
At 15th level, you’ve discovered how to conjure the mightiest of Fists. As an action, choose a point within 30 feet to be the origin of a 15 foot wide 60 foot tall cylinder as a fist crashes down from on high. All creatures in the cylinder must make a dexterity saving throw, taking 10d10 force damage on a failure and half as much on a success. A creature who fails also fails prone. Once you summon The Big Fist, you cannot do so again until you compete a long rest
Flex of the Boiling Soul
Undying Soul
When you define yourself with this Flex at 3rd level, your AC becomes 10+ your Strength modifier + your dexterity modifier
Muscular Art: Hot Blooded, Strong Willed
Your blood burns so hot that it becomes an aura of white hot passion that shines the bright light of friendship. You may expend a use of this Muscular Art as a bonus action to grant all allies within 30 feet of you temporary hit points equal to your Muscle Wizard level. While a creature has these temporary hit points, they have advantage on saves against charms and fear
Fighting Spirit of Youthful Vigor
Your pure fighting spirit allows your allies to burn ever brighter. So long as an ally can see and hear you, they can use their reaction to allow you to treat a spell with a range of “touch” as a range of 30 feet, so long as that spell targets the reacting ally
Fiery Passion
Starting at 11th level, you decide metaphors are for chumps and let your burning passion become action fire. When an ally within 15 feet of you successfully makes a weapon attack, they deal an extra 1d6 fire damage
Rallying Battle Speech
Starting at 15th level, you've learned to bend and distort time so that you can give a 10 minute speech in only 6 seconds. As an action, you give this speech. All allies who can hear you within 30 feet may immediately stand up, make a new saving throw against a condition that allows it, and make a single weapon attack. You must compete a long rest before using this ability again
1st Level
- Burning Hands
- Comprehend Languages
- False Life
- Grease, Jump
- Longstrider
- Mage Armor
- Protection from Evil and Good
- Shield
- Unseen Servant
2nd Level
- Alter Self
- Blur, Darkvision
- Enlarge/Reduce
- Hold Person
- Knock
- Mirror Image
- See Invisibility
- Spider Climb
- Suggestion
3rd Level
- Blink
- Counterspell
- Dispelling Magic
- Fear
- Fireball
- Haste
- Major Image
- Phantom Steed
- Slow
4th Level
- Banishment
- Dimension Door
- Fabricate
- Fire Shield
- Polymorph
- Stoneskin
- Wall of Fire
5th Level
- Bigby’s Hand
- Creation
- Dominate Person
- Geas
- Modify Memory
- Passwall
- Telekinesis
- Wall of Force
- Wall of Stone