Musculomancer
Your Magic doesn't come from any kind of eldritch nonsense. Only through sheer will, intense training, copious amounts of red meat and a incredibly oiled fitness have you dicovered the secret to break the law of reality using only your raw strength.
Musculomancy
1-st level Musculomancer feature
You use you strength instead of charisma as your casting ability. You gain proficiency in the athletics Skill.
Expended Known Spell list
1-st level Musculomancer feature
You learn additional spells when you reach certain levels in this class, as shown on the Musclomancy Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can re place one spell you gained from this feature with another spell from the list.
Musclomancy spells
| Sorcerer level | Spells |
|---|---|
| 1 | charm person, jump, heroism |
| 2 | enlarge/reduce (enlarge only), Enhance Ability |
| 3 | fear, protection from energy |
| 4 | stoneskin |
| 5 | destructive wave |
Enchantment of Fitness
6-th level Musculomancer feature
You add your Strengh bonus to your cantrip damage. You also gain proficiency in STR saving throws.
Dweomer of Toning
10-th level Musculomancer feature
As a bonus action, you can spend a sorcery point to gain advantage on strength check until the start of your next round. You also gain Expertise in Athletics.
Arcana of Inner Strength
14-th level Musculomancer feature
As a bonus action, you can spend a Hit die to gain 2 sorcery points.
Avatar of the Strong
18-th level Musculomancer feature
You unleash the whole greatness of your muscles. You benefit from the following for 10 minutes :
- You gain 50 temporary hit points. If any of these remain when the effect ends, they are lost.
- You have advantage on attack rolls that you make while unarmed.
- When you hit a target with an unarmed attack, that target takes an extra 2d12force damage.
- You add your Strength bonus to your AC.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Witness my beautiful sorcery passed down my line for generations !
Excel the Strong Armed