Muscle Magic, Variant (5e Subclass)
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Muscle Magic[edit]
Sorcerer Subclass
Instead of coming from your blood, your magic comes from your muscle. You might not even be convinced that what you're doing is magic, as you train your body and improve your muscles to improve your magic.
Musclecasting[edit]
At 1st level, your peculiar magic allows you to cast your sorcerer spells using your brawn, instead of your brain. You gain proficiency in Athletics, if you don't already have it, as well as the following metamagic (these cost no sorcery points if the spell is a cantrip):
- Punching Spell. When you cast a spell that affects other creatures you can spend 1 sorcery point to apply the spell's effect through unarmed strikes instead of the usual method. Each time you would make a spell attack or cause a creature to make a saving throw with the spell (or when casting the spell), replace each with an unarmed strike. If the unarmed strike hits, it inflicts the effects of the spell (as if the creature was hit by the spell attack or failed the saving throw) instead of the usual effects of your unarmed strike, dealing additional damage equal to your Strength modifier if the spell does damage. You can make multiple unarmed strikes when casting the spell this way, up to the number of spell attacks or targets the spell would normally have, but you cannot target a creature multiple times if the spell cannot normally do so. If you would normally need to see a creature to target it with a spell, you do not when casting this way. This metamagic can only be used on spells with a duration longer than instantaneous if that spell affects creatures as soon as its cast (such as mind spike), or if it allows the caster to make inflict the effects multiple times in its duration (such as witch bolt), and any further saving throws required by the spell (such as on subsequent turns to end lingering effects) are done as normal.
- Grappling Spell. When you cast a spell with a duration longer than instantaneous that would affect other creatures, you can spend 1 sorcery point to apply the effects of the spell through a grapple instead of the usual method. As part of casting the spell, attempt to initiate a grapple with a creature, applying the effects of the spell to the target as if it failed the saving throw (if there is one), with the effects lasting the duration of the grapple (this cannot extend the spell past its usual duration). If the creature could normally make additional saving throws to end the effect on itself, it cannot. If the spell would affect more than one creature, you can attempt to grapple multiple creatures in the same way, but you cannot attempt to grapple more creatures than you have free hands, or more than the spell would normally affect. Spells cast with this metamagic only affect creatures you successfully grapple when casting it.
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 you gain the following benefits:
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit, and you can use your fists in place of any weapon for your sorcerer spells.
- Your rippling muscles give you additional protection, increasing your AC by your Strength modifier if you have made an unarmed strike, or attempted to grapple or shove a creature, since the start of your last turn.
- Your physical training improves your resilience, increasing your hit point maximum by 1, and by 1 again whenever you gain a level in this class.
- Your carrying capacity is doubled and you are treated as if you were 1 size larger for the purpose of grappling or shoving a creature.
Defensive Hold[edit]
At 6th level, you learn how to manipulate magic to protect yourself with a creature you're grappling. While you are grappling a creature and would be subjected to an effect that allows you to make a saving throw to take only half damage, you can use your reaction and spend 2 sorcery points to defend yourself with the grappled creature. If you do, the creature takes any damage you would take from that effect on a successful save, and the damage is split between you and the grappled creature if you fail.
Improved Grappling Spell[edit]
At 14th level, your ability to combine magic with muscle improves. When you use the Grappling Spell metamagic, you can move while casting the spell in between attempting to grapple targets, allowing you to attempt to grapple more creatures than you have free hands, but still no more than the spell normally targets. You must still have a free hand to grapple the creature when you attempt to grapple it. When grappling a creature this way, you can end the grapple (no action required), and cause the effects of the spell to continue on the creature as if the spell was originally cast normally.
Magic Muscle[edit]
At 18th level, you gain the ability to channel your magic into your muscle as an action. When you do, you gain the following benefits for 1 minute:
- You have resistance to all damage.
- You can add your Charisma modifier to Strength checks and to attack rolls made with your unarmed strikes.
- You can use Grappling Spell and Punch Spell without spending sorcery points.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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