Muscle Magic, Second Variant (5e Subclass)

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Muscle Magic[edit]

Sorcerer Subclass

Your innate magic comes from the power of your glistening muscles. Perhaps you were born from an illicit relationship between one of your parents and an earth elemental or some very physically strong magical creature. Maybe you are the cause of a strange natural magical mutation, but one thing is certain: since you were young, your muscles have had a great impact on those around you. Muscle warlocks are rare, but if you ever come across one, you'll know it quickly. A muscle sorcerer rarely tries to hide his strength and doesn't joke when he says his muscles are a product of magic, your muscles are combined with your innate magical nature.

Charismatic Muscles[edit]

Starting at 1st level, you use Strength as your primary ability instead of Charisma. Your spellcasting ability for your sorcerer spells is replaced by Strength instead of Charisma, and your spell save DC and spell attack modifier for sorcerer spells you cast is recalculated as below:

*Spell Save DC = 8 + your proficiency bonus + your Strength modifier
*Spell attack modifier = your proficiency bonus + your Strength modifier

Muscles of Iron[edit]

At 1st level, your muscles are almost supernatural. While you aren't wearing armour, using a shield or wielding a weapon (other than a fist weapon) you gain the following benefits:

  • You are proficient with unarmed strikes and can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit, you can use your fists in place of any weapon for your sorcerer spells.
  • Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, while you aren’t wearing armor or using a shield, your AC equals 10 + your dexterity modifier + your strength modifier.
  • When you hit a creature with an unarmed attack, you can spend sorcery points up to a limit equal to your proficiency bonus to deal 1d6 force damage for every 1 sorcery point spent.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

The damage die for your unarmed strike increases as you gain levels in this class: 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level.

Musclecasting[edit]

At 6th level, Your unarmed strikes count as magical for the purpose of overcoming damage resistance and immunity to non-magical attacks and damage and you learned to adapt your spells so they work in harmony with your muscles. You learn the following metamagic.

  • Punching Spell. When you cast a spell which requires a melee or ranged spell attack, you can spend 1 sorcery point to instead make an unarmed strike, inflicting the effect of a spell on a hit instead of the usual effect of your unarmed strike, you may add bonus bludgeoning damage equal to your Strength modifier to one of that spell's damage rolls. If the spell requires multiple attack rolls, you substitute every attack roll with an unarmed strike, and you can move between each attack.
  • Magic Fibers. You can take advantage of the great build of your magical muscle fibers. As a reaction, you can spend 1 to 5 spell points to create a shield that fortifies your muscles and reduces incoming damage. The protection lasts until you finish a long rest or until you use this trait again.The protection is represented by a number of d8 equal to the number of spell points spent to create it. When the protected creature takes damage, you can spend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Flash of Fists[edit]

Also at 6th level, you may attack twice, instead of once, when taking the attack action with unarmed strikes. In addition, when you use your action to cast a spell or cantrip, you may expend a number of sorcery points equal to the spell's level to make two unarmed strike as a bonus action. For the purpose of this feature, cantrips are counted as having a spell level of 1.

Herculean Strength[edit]

Starting at 14th level, the unfathomable physical power within your body allows for fantastic feats of strength. You gain the following benefits:

  • You gain proficiency in Strength saving throws, if you already have this proficiency, you may gain advantage in Strength saving throws.
  • Your size counts as Large when determining your carrying capacity (including maximum load and maximum lift) and for the purpose of grappling or shoving a creature.
  • You may add your proficiency bonus to any ability checks you make using Strength not involving a skill.

Transcedent Physique[edit]

By 18th level, your physique has broken through every limit set by nature. Bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 6. Your Strength and Constitution scores each increase by 2, up to a maximum of 22. Additionally, you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.

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