Warlock: The Gym Bro Patron
Embodying the essence of physical might, you've forged a pact with the Gym Bro Patron, a cosmic being of strength, fitness, and raw endurance. Devoted to rigorous workouts and Spartan diets, you tap into this wellspring of power to command charm and intimidation over others. Your compelling physique is not just a display of your dedication but also a magnetic testament to the Gym Bro's power, enticing others to join the gym's pact. And always remember the Gym Bro creed "Get Yoked My Bro.
Expanded Spell List
At 1st level, you gain access to additional spells that revolve around physical enhancement and mental manipulation. These spells are always considered to be prepared and don't count against the number of spells you can prepare each day.
Gym Bro Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Jump, Longstrider |
| 2nd | Enhance Ability, Enlarge/Reduce |
| 3rd | Haste, Protection from Energy |
| 4th | Stoneskin, Death Ward |
| 5th | Bigby's Hand, Circle of Power |
| 6th | Tenser's Transformation |
Mighty Physique
Starting at 1st level, you gain proficiency in Athletics and Acrobatics. Additionally, you can use your Charisma modifier instead of Strength or Dexterity for any ability check you make.
Pact Punch
Starting at 1st level, whenever you cast a spell that requires you to make a ranged spell attack, you can choose to cast it as a melee spell attack instead. On a successful hit, you can force the target to make a Strength saving throw equal to your Warlock spell save DC. On a failed save, the target is either pushed back 5 feet or knocked prone (your choice).
Endurance Training
Starting at 6th level, your intense training has paid off with increased endurance. You gain proficiency in Constitution saving throws. Additionally, each time you finish a short or long rest, you gain temporary hit points equal to your Warlock level. These temporary hit points last until you finish your next short or long rest.
Commanding Presence
Starting at 10th level, your physical prowess and charm give you a commanding presence that can intimidate or charm others. You gain proficiency in Intimidation and Persuasion if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Additionally, once per day, you can use your action to choose a creature you can see within 30 feet of you and force them to make a Wisdom saving throw against your Warlock spell save DC. If they fail the save, they are either charmed or frightened by you (your choice) for 1 minute. However, if the affected creature takes any damage, they can repeat the saving throw at the end of their turn to end the effect.
Master of the Gym
Starting at 14th level, your physical training has reached its peak, and you have become a master of the gym. You gain the ability to cast the spell Enlarge/Reduce on yourself at will without expending a spell slot. Additionally, when you hit a creature with a melee attack, you can choose to push them up to 10 feet away from you.
*DM's note: Membership Fee
As with every gym membership, there's a fee one must pay when under contract with the Gym Bro. Once a week, 1d10 gold vanishes from your inventory. Failure to pay this fee may result in late fees, loss of powers, or visits from collection agents.