Muscle Wizard (5e Subclass)
From D&D Wiki
Muscle Wizard
Wizard Subclass
You have a desire to get closer to your foes during combat, so you focus your magic on allowing you to doing so.
Better Protection
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. You also get proficiency with light armour, medium armour, shields and martial weapons.
Enhanced Might
At 2nd level when you finish a long rest, you can choose to add a temporary +2 to either your Strength or Constituion modifier.
You can change which ability score modifier you enhance at a long rest.
Increased Durability
From 2nd level, you gain an additional 2 hit points each time you gain a level in the Muscle Wizard subclass.
Weapon Casting
At 6th level, you can cast touch spells through your weapon. When you cast a touch spell through your weapon, you can choose to attack as you cast the spell.
Temporary Might
At 10th level, you can choose to double the enhancement from the Enhanced Might feature for 1 minute. If you do so, roll 4 Hit Die and take the total in slashing damage.
You can do this once per long rest.
Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
Back to Main Page → 5e Homebrew → Character Options → Subclasses