Sorcerer
Base Class: Sorcerer

You have always been a little bit stronger than the other people around you. 

Magic Muscles

The Magic which flows through you gives you serveral benefits over other people-

-Your strength score increases by 1 but your maximum stays 20

-You can add your strenth modifier to your armor class while not wearing armor or a shield

-Your unarmed attacks deal 1d4+STR bludgeoning damage. The damage die becomes 1d6 when you reach level 6 and 1d8 when you reach level 14.

-You get 1 additional Hit Point per sorcerer level.

Muscle Magic

Your Muscles are the source of your magic. Instead of charisma you use your Strength as your Spellcasting Ability.

Once per Round when you use your action to make an unarmed attack you can also cast a spell centered on that target, even if the attack misses, as a bonus action. The spell must have a normal casting time of one action or one bonus action and it needs to have a range of touch, 5 feet or more. If it is a ranged spell attack you don't gain disadvantage and if the Spell deals area of effect Damage and/or other Effects you are Immune to it if you choose so.

Powerful Punch

Once you reach 6th Level you gain proficiency in Strength saving throws and your unarmed attacks counts as magical for overcoming damage resistances and immunitys

Additionaly when you hit a creature with an unarmed attack while using your Muscle Magic to cast a spell of level 1 or higher on that target you deal half your sorcerer level (rounded down) as additional bludgeoning damage. You can spend 2 sorcery points to double the additional damage.

Magical penetration

A well placed hit from you can penetrate the macical resistance of your enemies.

When you make a critical hit with an unarmed attack you gain the following bonuses.

  • You gain advantage on your next spell attack roll you make against that target before the end of your turn. If the spell requires a saving throw the target gains disadvantage on its save instead.
  • If the target is resistant against the damage type it takes normal damage instead. If it would be immune against the damage it counts as only resistant.

Mage Rage

Starting at level 18 you can let your muscles temporarly grow extremely as a bonus action.

While mage raging, you gain the following benefits if you aren’t wearing armor using a shield:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make an unarmed attack or use a spell with muscle magic, you gain a +5 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can use your reaction and spend 4 sorcery points to gain resistance to the damage of one spell or get advantage for one saving throw against one spell.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious.You can also end your rage on your turn as a bonus action.

You can use this feature a number of times equal to your stenth modifier (minimum of one). You regain all uses after finishing a long rest.

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