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### 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