Talk:Muscle Wizard (5e Class)

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Spellcasting[edit]

it states

Starting at 3rd level, you use your mighty intelligence combined with your strength to cast spells. The number of spells you know is shown on the table above, along with the amount of cantrips you know.
Spell save DC: 8 + Intelligence modifier + proficiency bonus
Spell Attack: Prof. Bonus + Intelligence modifier 

yet nowhere strength is even mentioned. i would at least make the user choose which one to use, but this does not feel optimal

Also wich the latest change it was changed from halfcaster to thirdcaster. i am wondering what the reasoning behind this might be —The preceding unsigned comment was added by DragonKitten (talkcontribs) . Please sign your posts.

Thirdcasters gain spellcasting at 3rd level, halfcasters at 2nd level.--Lavie (talk) 13:31, 11 September 2021 (MDT)

Size Increase Clarification[edit]

Part of the "Threatening Appearance" ability is unclear and has started an argument between me and a member of my group, so can you please clarify for us? Does the ability that states "Your height increases by 2d12 inches and your weight by x2d6 lbs." increase your weight by adding to it [180lbs + (2d12 x 2d6)= y] or by multiplying it [180lbs x 2d6]? Thank you for your time.

steel gauntlets[edit]

If my player has the steel gauntlets on dose the 1d3 add on to the damage per hit?

Unarmed Strike Damage[edit]

Good evening (it's evening for me at least), I've been a big fan of this class for a while now and I'm finally getting ready to play one in an upcoming game, but there are two things that I just wanted your clarification on: Unarmed strikes obviously do way more damage than they would for any other class, but compared to the spells that they can learn, they're a fair bit less damaging. I mainly bring this up because of course the unarmed strikes are meant to both complement, and be an alternative to, the spells, and the lack of martial weapon proficiency implies that this isn't a class really designed to use external weaponry. My personal solution to this would be to increase the class of dice by 1 (i.e. d4 becomes d6) for unarmed strikes, I'd love to know what you think of that. (EDIT: Looking back I'm seeing that at higher levels this balances out a lot more, not unlike a wizard, feel free to not respond to this if you don't want to.)

Additionally, and this one is really minor, but the Muscle Wizard learns their final spell before they have any fifth level spell slots, meaning that (assuming they have picked at least one of the fifth level spells from the list, which is not unreasonable of course) they have 1+ spells that they can't cast. Again, this is hardly a huge issue, it's only one level, but it is a little odd. Anyway, I'm really looking forward to getting to play your class and I hope you see and respond to this soon.

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