Wizard
Base Class: Wizard

Muscle Wizards are members of a cult as old as time itself, servants of the ancient school of the Cultured. In modern days they are usually referred to as "Bodybuilders". Muscle Wizards realize that the pen is mightier than the sword; when the sword is being held by a normal wizard, and seek to cultivate their minds as well as their bodies.

Hard-Earned Gains

At 2nd level you implement the teachings of the Cultured and receive the following benefits.

  • Your armor class equals 10 + your Strength modifier. 
  • Your HP increases by 1 for each Wizard level you have.
  • You gain proficiency with all simple weapons, martial weapons, and Strength (Athletics) checks.

Nerd Rage

Starting at 2nd level you may enter a state of Nerd Rage, provided that you aren't wearing armor or wielding a shield. 

You can use a bonus action to enter your Nerd Rage, which lasts for 1 minute. It ends early if you are incapacitated, don armor, or don a shield. You can also dismiss the Nerd Rage at any time you choose (no action required).

While your Nerd Rage is active, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage. 
  • You have advantage on Strength checks and Strength saving throws.
  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). 

You can use this feature twice without penalty. If you attempt to enter a Nerd Rage more than twice per long rest, make a DC 10 Wisdom saving throw. If you succeed you may enter into another Nerd Rage. If you fail take 1d12 Psychic damage, and you may not attempt to enter another until you long rest. All uses reset when you finish a long rest. 

Extra Attack

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

Corporeal Resilience

At 10th level you gain proficiency in Strength saving throws. Additionally, you are jacked, and may add your Strength modifier to any Charisma checks that you are proficient with. 

Arcano Supremo

Beginning at 14th level you have mastered the art of combining both mental and physical skills. Whenever you cast a wizard spell with your action, you may make one melee weapon attack as a bonus action. Alternatively, you may cast a spell of 2nd level or lower as a bonus action if you took the attack action on your turn. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/20/2020 3:18:51 AM
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9/20/2020 4:39:07 AM
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