Muscle Mage (5e Subclass)
Muscle Mage[edit]
Muscle mage are wizards who choose to improve their body and their mind. They use their magical power to imbue their own body, strengthening their physical abilities. This particular form of magic require a good fitness from the wizard to use these features properly. ( mid/high STR is recommended )
Upon choosing this subclass, you gain proficiency with Athletics.
- Muscle Magic
Starting at level 2, While wearing no armor, your AC is equal to 10 + Your Strength modifier + Your Intelligence modifier. If you are wearing less armor than your natural armor, you can use this natural AC instead and using a shield benefits normally.Plus, you gain a reserve of points equal to your STR mod and the maximum points of this reserve is also your STR. You can use those "Muscle points" ( MP ) to use several features:
- Muscle Strike : cost 1 MP : You make a single melee attack with your proficiency bonus + INT mod + STR mod as modifier. If you hit, you can deal 3d8 + STR mod + INT mod bludgeonning damage
- Muscle Endurance : cost 1 MP : You gain a number of temporary hit points equal to your wizard level + STR mod x2 for one hour. You cannot use this feature while you already have temporary hit points.
- Muscle Jump : cost 1 MP : You gain all the bonus from the spell "Jump" for a number of minutes equal to your STR mod
Each of this feature is a standard action
You regain a number of MP equal to your INT mod after every long rest. You can also choose to use a spell slot to recover some MP, recovering half of the spell slot level as MP( rounded down ). Absorbing one of your spell in combat cost you an action. And also, your unarmed attacks have the effect of giving d6 bludgeonning damage instead of d4. This unarmed attack increases to 2d6 (6th level), 1d8 (8th level), 2d8 (10th level), 1d10 (12th level), 2d10 (14th level), 1d12 (16th level), and 2d12 (20 ° level) for each level you reach
- Remarkable athleticism
Also at 2nd level, you gain proficiency in Athletics and your bonus is doubled on all tests you make.Furthermore, using 2 MP, you can cast any spell that has vocal and/or material components using only your movements. This ability can only be used if the spell does not consume any components when cast.
- Muscle Expertise
Starting at level 6, you gain the ability to lift weights or structures equal to your Intelligence Modifier + Your Strength Modifier times your current weight and your unarmed attacks become magical with the intention of overcoming any resistance or immunity to non-magical attacks.. You can also use new features:
- Super Muscle Strike : cost 2 MP : You make a single melee attack with your proficiency bonus + INT mod + STR mod as modifier. If you hit, you can deal 6d8 + STR mod + INT mod bludgeonning damage.
- Muscle Swiftness : cost 2 MP : You gain all the bonus from the spell "Haste" for a number of minutes equal to your STR mod.
- Remarkable Body Structure
Also at 6th level, your body becomes increasingly muscular. Your Strength and Constitution Values are now equal to 16. If you already have a value equal to or greater than this, you increase both of these values by 2. Additionally, your hit dice become d8 instead of the standard d6.
- Muscled Magic
Starting at level 10, the power of your body now affects your spells : you add your STR mod to your cantrip damage You can also use new features :
- Muscled Spells : cost 3 MP : Upon casting a Spell you can choose to add you STR mod to damage OR add your STR mod to duration ( if the spell duration is minutes you add minutes, if it's round you add round etc ...)
- Muscle Resilience : cost 3 MP : For a number of minutes equal to your STR mod, you gain resistance to one damage type : acid ,fire, cold, lightning, thundering, necrotic, radiant, poison, force, psychic. You cannot have two resistance from this feature at the same time.
- Powerful Resistance
Also at 10th level, you gain the following benefits:
- You gain resistance to non-magical attacks.
- When you are the target of any attack or spell that disguises your concentration or target against being Charmed, Stunned or Incapacitated, you make these tests with advantage.
- You can use your MP to try to stun the target. Spend 5 MP on a creature of your choice within 5 feet of you. The chosen target must make a Constitution saving throw or take 3d8 magical bashing damage and be stunned. On a success, the target takes half damage and is not stunned.
- Body and Mind
Starting at level 14, you gain proficiency on your STR save. Also, your max MP are now equal to your STR mod + INT mod and every feature costing 1 MP can now be used with a bonus action. You gain new features :
- Super Mega Muscle Strike : cost 4 MP : You make a single melee attack with your proficiency bonus + INT mod + STR mod as modifier. If you hit, you can deal 12d8 + STR mod + INT mod bludgeonning damage.
- Perfect Muscle/Spirit Defense : cost 4 MP : For 1 minute, you gain advantages on every saving throws and enemies have disadvantage on every attacks
- Perfect Body
Also at 14th level, you gain the following benefits:
- You become immune to non-magical attacks
- When using the Muscle Resilience skill, you become resistant to all damage types except psychic.
- If you fail her Strength check, you may consider your Strength score for the check.
- Your Strength and Constitution score increase by 4, up to a maximum of 22
Back to Main Page → 5e Homebrew → Character Options → Subclasses