Wizard
Base Class: Wizard

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Magic Muscle

2nd-level Myolomancer feature

When you adopt this arcane tradition at second level, while not wearing armor or wielding any weapons or shields, you gain the ability to use your body as a spellcasting focus for your wizard spells and can perform the somatic components of casting a spell through unarmed combat, or by simply flexing your muscles.

While using this feature, STR is your spellcasting ability modifier, the range of all your spells becomes melee, the origin point of spells with an area of effect that you cast is yourself, and you are immune to all damage and detrimental effects of these spells.

 

Muscle Memory

2nd-level Myolomancer feature (replaces Spellbook)

When you adopt this arcane tradition at 2nd level, your spellcasting repertoire is becomes stored in your muscles. if you had one before, your spellbook becomes integrated into your body. You lose any knowledge you might have had about the arcane nature of these spells, and their casting becomes purely instinctual, your muscles do the thinking for you.

When preparing spells from your muscle memory, use STR in place of INT

Adding Spells to your Muscle Memory

When you find a wizard spell of 1st level or higher, you can add it to your muscle memory if it is of a spell level you can prepare.

Copying a spell into your muscle memory involves the physically embedding the contents of a spell scroll or book onto your skin. This can be done by cutting into, burning, or tattooing the flesh of the myolomancer. For each level of the spell, the process takes 2 hours and costs 50 gp. The embedding must be performed with a tool (knife, needle, hot iron) wielded by yourself or another creature able to cast the spell in question.

Additionally, for each level of the spell, a period of 24 hours must be given to allow the transcription to be absorbed into the body and ingrained in your muscle, after which, any damage caused by the process is fully healed and no scars or markings remain. This process cannot be skipped or accelerated in any way.

Extra Attack

6th-level Bladesinging feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Song of Defense

10th-level Bladesinging feature

You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

Song of Victory

14th-level Bladesinging feature

You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

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