Muscle Magic, Variant (5e Subclass)
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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.
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:
- 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, and increasing the damage of the spell by your Strength modifier. If the spell requires multiple attack rolls, you substitute every attack roll with an unarmed strike, and you can move between each attack, but only the first unarmed strike deals the increased damage.
- Grappling Spell. If you cast a spell with a duration longer than instantaneous which targets one or more creatures, you can spend 1 sorcery point to apply the effects through a grapple instead of the usual method. As part of the spell, attempt to initiate a grapple with a creature. If you succeed, the spell applies to the target as if it failed the saving throw, if there is one, and the effect lasts for as long as you grapple the creature. This cannot extend the duration of the spell past its usual duration, and if the creature would normally be able to repeat the saving throw to end the effect on itself, it cannot. If the spell targets more than one creature, you can attempt to grapple multiple creature the same way, but you cannot attempt to grapple more creatures than you have free hands, or more than the spell would normally target. If the spell would normally target more creatures than you can attempt to grapple, it does not when cast this way.
Muscles of Iron
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.
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
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.
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.