Wizard
Base Class: Wizard

"To train the mind, one must first train the body." - Fullmetal Alchemist

The Physique Wizard is one dissatisfied with the limits of their physical forms, and turned to study as a means of acquiring greater musculature. With a focus on 'Buff' and 'Touch' spells, this wizard is a front-line fighter.

Flex

At 2nd level, you have learned to weave your magic to fortify yourself with rippling physique. As a bonus action on your turn, you may expend a spell slot of any level to assume a fighting form for 1 minute. While in this state, your AC increases by an amount equal to the spell level expended, and your melee weapon and unarmed strike attacks deal an additional 1d4 Force damage plus an additional 1d4 for each spell level above 1st.

While in your Flex state, whenever you use your Action to make a melee weapon or unarmed strike attack, you may cast a Cantrip with a range of Touch and a Casting Time of 1 Action as a Bonus Action against the same target.

Sprint

Starting at 2nd level, your magic improves the efficiency of muscles, the elasticity of tendons, and strengthens bone. You gain Proficiency with Athletics. Spells you cast using a Wizard spell slot with the Buff tag also increases the movement speed of the target by 10ft for the entirety of their duration.

Weird Flex

Starting at 6th level, you can suffuse your body with power with elemental power.

When you activate your Flex feature, you may choose Cold, Fire, or Lightning. For the duration, you gain resistance to that damage type, and your bonus damage can become that type rather than Force. Whenever a spell you cast would deal damage of the chosen type, it deals additional damage equal to your Intelligence Modifier*, and your melee weapon and unarmed strike attacks are considered magical for the purposes of overcoming resistance.

  • When you choose Cold, you can freeze water you touch as a free action for the duration, up to one 5ft cube. This enables you to freeze a 5ft square/cube of a body of water to walk on, though this area is treated as difficult terrain.
  • When you choose Fire, you can ignite flammable objects you touch as a free action for the duration.
  • When you choose Lightning, your melee attacks gain an additional 5ft of reach for the duration.

*This stacks with other features or abilities that do the same.

Flow State

Beginning at 10th level, your magic vastly improves focus and precision.

You gain Advantage on all Constitution checks made to maintain Concentration. While an allied creature (this includes yourself) is under the effect of a spell you cast with the 'Buff' tag, they gain an additional 1d4 to all their attack rolls, concentration checks, and saving throws.

At 14th level, the die becomes a d6. At 18th level, the die becomes a d8.

Hypertrophy

At 14th level, you have acclimated to your Flex state.

At all times, you gain the benefits of being in your Flex state as if you spent a 1st level spell slot, but do not gain the benefits of your 'Weird Flex' feature this way.  This effect is temporarily overridden (1 minute duration) if you expend a spell slot above 1st with your Flex feature as normal. Whenever you take the Attack action on your turn, you may make two attacks instead of one as long as you are using a melee weapon or unarmed strike attack.

Additionally, when you roll Initiative, you may activate your Flex feature as a free action.

Physique Image

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