Wizard
Base Class: Wizard

Most ordinary Wizards spend years reading, studying, and perfecting their art of spell casting. However, you are no ordinary Wizard. You trained ruthlessly to bulk your muscles, improve your stamina, and make yourself the peak in physical performance. Of course, other wizards laugh at you for willingly walking into melee, but not every wizard has the testosterone required for this line of work.

Being a muscle wizard grants you powers beyond the comprehension of even other wizards. The tools you have to survive are paramount to your continued muscle-bound glory. There is a price to this power. To take this sub-class, you must fill the requirement of 13 Strength. You gain the following features as you gain levels in the School of Gains.

I CAST FIST!

Instead of reading up on a specific school or wasting your time learning how to copy spells, you spent the last few years in competitive kickboxing deep within the mountains under the watchful eye of a shaolin master... or something like that.

At 2nd level, when you cast a wizard spell as an action and an enemy is within your melee reach, and the spell is cast successfully, you may immediately use your bonus action to cast FIST. Make an unarmed strike against a target in melee range. On a hit, you deal bludgeoning damage based on the spell slot expended in your action. Refer to the chart below. You may replace FIST with other attack options such as a grapple.

Your fists are finally registered as Class IV weapons. Your fists count as weapons for the purpose of casting cantrips and spells such as booming blade.

Additionally, all spells cast in with an enemy in melee range gain a somatic component.

I CAST FIST! Damage
Level Damage
1st 1d10
2nd 1d10
3rd 2d10
4th 2d10
5th 3d10
6th 3d10
7th 4d10
8th 4d10
9th 5d10

Beefcake

At 2nd Level, while not wearing any armor, your Armor Class is equal to 13+Strength Mod. You cannot gain this benefit while wearing a shield. Your body is beefier than other wizards, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

Peak Performance

At 6th Level,  your fists are magical for the purpose of overcoming resistances and immunities, and FIST becomes magical bludgeoning damage. Additionally, while you’re concentrating on a spell, you have advantage on strength based checks and saving throws.

Top of the Class Athlete

At 10th level, you gain 10 ft. of movement speed. Additionally, you count as a size larger for the purposes of calculating carrying capacity and push, pull, and lift weights. This feature does not stack with other sources of the same benefit such as powerful build.

You are forbidden from using items to unnaturally increase your strength. If your strength score increases as a result of using an item, you invoke the wrath of the Musclebound council. Your days become numbered...

Absolute. Unit.

At 14th level, so much magic has been channeled through your muscles that, while concentrating on a spell, you gain +2 strength to a maximum of 30. Additionally, your strength cannot be magically reduced, and you add your strength modifier to your concentration checks.

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