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Wizard: School of Muscle

School of Muscle
The School of Muscle teaches wizards not to perfect their
spellcasting with booksmarts and brainpower, but rather with Credits
pure muscle memory and sick gains. Masters of somatic Cover art by Earl Norem. Artwork on page 2 by
casting, "muscle wizards" manipulate the spellweave with ashprwright (taken from here).
raw physical strength, channeling arcane energy not through
orb or wand but through their bare fists. While a muscle Subclass designed by VYLT. Thank you for checking
wizard may still be more fragile in body than a martially out my content! 💜
trained warrior, this does not stop them from charging
headfirst into a fistfight during battle.
Muscles Savant ​
2nd-level School of Muscle feature
You have undergone rigorous study and training that
synergizes both the martial and arcane arts. Whenever your
Strength score is higher than your Intelligence score, you use
Strength as your spellcasting ability and your Strength
modifier for your Wizard spell save DC and Wizard spell
attack modifier. You can also now prepare a number of
wizard spells from your spellbook equal to your Strength
modifier + your wizard level (minimum of one spell).
Your unarmed strikes now use a d4 for damage and score a
critical hit on a roll of 19 or 20.
Hex Pecs
2nd-level School of Muscle feature
You have learned how to emit a protective force around you
by flexing your shredded physique. You can cast Mage Armor
on yourself at will, without expending a spell slot or material
components.
Punchcasting
2nd-level School of Muscle feature
You are now able to channel magic purely through the
somatic motion of throwing hands and clobbering people. Fist of the Muscle Wizard
Whenever you hit with an unarmed strike, you can
immediately cast a wizard spell with a casting time of one 10th-level School of Muscle feature
action or bonus action (no action required). You can only do Your fists can now travel further than your physical body
so once per round, unless the unarmed strike was a critical through the power of ripped, swole magic. You learn the
hit, in which case you can use this feature without expending Mage Hand cantrip. This does not count towards your
its once-per-round use. number of cantrips known. If you currently already know this
    If the range of the spell is not a range of self, the range of spell, its range increases by 30 feet when you cast it.
the spell is changed to a range of touch. The target of the As a bonus action, you can now make an unarmed strike
touch must be the same as the target of your strike, and the using your Mage Hand, which counts as a ranged spell attack
point of origin of the spell becomes the point of the surface for its attack roll and deals force damage equal to 1d4 + your
that you strike. If the spell requires a ranged spell attack roll, spellcasting ability modifier. You can use this feature a
it now uses a melee spell attack roll instead. Casting a spell number of times equal to your spellcasting ability modifier.
this way can use one empty fist of yours as your spellcasting You gain back all expended uses after a long rest, or you can
focus, and you can replace any verbal components of the spell expend a spell slot of 1st level or higher to gain back a
with somatic components. You automatically succeed on all number of expended uses equal to the spell slot's level.
saving throws against spells cast in this manner by yourself. Unarmed strikes made in this manner can utilize your
If you had already cast a leveled spell on your turn, you can Punchcasting feature without expending its once-per-round
only cast cantrips with this feature. You cannot cast more use. In such cases, all spell attack rolls are treated as ranged
than three spells in one round with this feature. Your DM spell attack rolls. Your Mage Hand can deliver such spells as
may disallow you from casting certain spells with this feature if it was your own hand, but it cannot cast spells with a range
if deemed inappropriate, such as Booming Blade. of self.
Gains of Magic Arcane Knockout
6th-level School of Muscle feature 14th-level School of Muscle feature
You have infused arcane energy into the very fibers of your Decking people really hard now lets you wizard harder.
muscles. You gain the following benefits: Whenever you roll a critical hit on an unarmed strike, if you
immediately cast a spell with your Punchcasting feature, you
50% sweat. You can make two unarmed strike attacks, can choose to empower it. If the spell uses attack rolls, its
instead of one attack, whenever you take the Attack action. first attack roll is automatically considered a critical hit as
50% magic. Your unarmed strikes now count as magical well. Otherwise, the target of the spell (or target of the strike,
for the purpose of overcoming resistance and immunity to if the spell affects multiple targets) must subtract 10 from the
nonmagical attacks and damage. first saving throw it has to make, and all damage die rolled
against that creature are doubled if not yet already doubled.
100% gains. Whenever you hit with an unarmed strike, Once you use this feature, you cannot use it again until you
you gain temporary hit points equal to half the damage finish a short or long rest.
dealt with the strike alone, rounded up.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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