Base Class: Wizard
Imagine if a barbarian wanted to learn magic
Enhanced Punches
When you make an unarmed strike, you have learned to use your magic to enhance this.
Starting at 2nd level, you add 1d4 to your unarmed strikes. This increases to 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14
Hard hitting
Starting at second level, you have become so stronk, you can now use your raw strength to cast the magic. Strength becomes your spell casting modifier
Magical fists
Starting at 6th level, you have found a way to convert your actual hand strength into the hands you summon with a magic.
If a spell states it summons a hand, or the image of a hand, this spell gainst the same bonus as your unarmed strikes gets
Punching Touch
Beginning at 10th level, you have perfected the ability to punch your magic into your target. Whenever you make a spell that has a range of "touch", you can add your unarmed strike damage as a bonus to the damage.
Enhanced Mage Hand
At 14th level, you are fully in control over hand magic.
You can use your mage hand as an unarmed strike, if the target is within the range for mage hand, and you can use it to cast spells that require touch if the mage hand touches them. Additionally, instead of an action, you can summon the mage hand using a bonus action.
If you don't have mage hand, you get it without needing to replace another cantrip.
Masterful hand summoning
at 18th lvl, you have gained perfect mastery over fist based magic. Whenever you cast Mage hand or Bigby's hand, you instead summon two of them, and can control them with your main hand and off hand as if they were an extension of your own fists. The second copy of Bigby's hand can only be used to cause the "Clenched Fist" effect.
Previous Versions
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1/11/2020 7:52:13 PM
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