Muscle Magic (5e Subclass)

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Muscle Magic[edit]

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Alex Louise Armstrong, from the Full Metal Alchemist series.
Sorcerer Subclass
Prerequisite: Strength 13

Known as the meatheads of the sorcery world, muscle magic users gain their power from diligent training and sheer force of will. Because of the years of hard work they put in to learn their magic, many of these sorcerers actually self-identify as wizards. When seen on the streets, many lay folk presume these expertly groomed beefcakes to be simply narcissistic barbarians. Truthfully, these sorcerers are very warm-hearted, and simply focused on self-improvement. Their chivalrous natures also lead muscle magic sorcerers to shun ranged offensive magic out of principle. When they do use such spells, they cast them only on targets adjacent to themselves, which they deem to yet be "sporting".

Machismo[edit]

Your steadfast discipline and muscle-bound chivalry have made who you are. At 1st level, you gain the following benefits:

Gallant Magic. Your utter machismo the allows you to learn spells normally associated with the paladin class. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can instead choose a spell from the paladin spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Additionally, whenever you learn a sorcerer spell that utilizes a ranged spell attack originating from you, that spell permanently changes to use a melee spell attack instead, with a range of touch. In return, the spell's damage dice increase by one step (for example, a d6 would become a d8). If a spell's damage die is already a d12, you instead gain a bonus to its damage roll equal to the number of d12s used in that roll.

Protective Muscle. 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 Constitution modifier + your Charisma Modifier.

Mage Fist. You can roll a d6 in place of the normal damage of your unarmed strikes. You also gain proficiency with wraps. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your sorcerer spells.

Gymnast. You gain proficiency in the Athletics skill. If you already have this proficiency, you may gain proficiency in Performance instead.

Punch Caster[edit]

By 6th level, your skills in spellcraft and fisticuffs have combined in glorious harmony, granting the following benefits:

  • Your unarmed strikes count as magical for the purpose of overcoming damage resistance and immunity to non-magical attacks and damage.
  • When you cast a spell that deals damage using a melee spell attack, you may add bonus bludgeoning damage equal to your Strength modifier to one of that spell's damage rolls. At the same time, you can spend 1 sorcery point to gain a number of temporary hit points equal to three times the level of the spell.

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
  • Your size counts as Large when determining your carrying capacity (including maximum load and maximum lift).
  • You may add your proficiency bonus to any ability checks you make using Strength not involving a skill.
  • Your walking speed increases by 10 feet while you are not wearing armor or using a shield.

Transcedent Physique[edit]

By 18th level, your physique has broken through every limit set by nature. 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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