Muscle Mage (5e Sorcerous Origin)

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Author: Eiji-kun (talk)
Date Created: 9-27-23
Status: Complete
Editing: Mechanical changes on Talk
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Muscle Mage[edit]

The bloodline of muscle mages comes from a long, if obscure, tradition of those would would "cast fist" to defeat their foes. While most sorcerers cast with their charisma, you cast with the power of your biceps, the strength of your legs, and the beat of your heart. Sure, some may call you foolish for striding into battle with nothing more than your fists as a spellcaster. Maybe, maybe. But who will be the fool once you punch the spells that make them fall down?

Muscle Magic[edit]

From 1st level, you may change your spellcasting from Charisma based to Strength based. You also do not gain proficiency in Charisma, but instread gain proficiency in Strength. In addition you gain 2 hp per sorcerer level, as you focus on your body and subsequently gain greater endurance.

Your class spell list is altered. You can only learn spells which make a spell attack roll to hit, or any spells with targets they can only cast with a target of self. For spells with spell attack rolls, the range of the spell is limited to melee range.

Add inflict wounds to your class spell list.

Unarmed Combat[edit]

At 1st level, your training toughens your body as if it were armor. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

In addition you gain the Unarmed Fighting style of a Fighter.

Extra Attack[edit]

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Fists[edit]

At 6th level, your unarmed strikes count as magic weapons.

Punchcasting[edit]

Starting at 6th level, when you make an unarmed attack you can choose to cast a spell which has a spell attack roll in the same action. If your unarmed attack hits, the spell hits as well dealing both your unarmed strike damage and any damage from the spell.

If the spell allows you to make multiple spell attacks, you may deliver them with unarmed strikes for as many attacks you have, with subsequent extra spell attacks being delivered as normal. For example, a 6th level muscle mage can cast a 2nd level scorching ray which grants them three rays. They deal their unarmed strike + scorching ray on two attacks as normal, and deliver the 3rd ray as a normal spell attack roll. The same muscle mage under the effects of haste can add all three rays to their three unarmed strikes.

Cast Fist[edit]

At 14th level, the muscle mage learns the famous spell "Fist". As an action they may make a single unarmed strike and expend a spell slot, dealing an additional 2d8 force damage for a 1st level spell slot plus +1d8 for each additional spell level (maximum 10d8 for 9th level) on a successful hit. Regardless if the attack hits or not, a shockwave erupts out from the point of impact dealing half of that force damage to each creature in a 20-foot-radius sphere, who must make a Dexterity saving throw for half damage. The muscle mage is immune to the effect of their own Fist attack.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 4 sorcery points to use it again.

Master of Melee[edit]

At 18th level, your toughness is empowered by your supernatural might. You gain resistance to bludgeoning, piercing, and slashing damage.


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Eiji-kun's Homebrew (5654 Articles)
Eiji-kunv
AuthorEiji-kun +
Canontrue +
ClassSorcerer +
Identifier5e Sorcerous Origin +
Rated ByThe bluez in the dungeon +
RatingRating Pending +
SummaryWith the power of bulk, you cast FIST! +
TitleMuscle Mage +