Wizard
Base Class: Wizard

While most wizards manipulate arcane energy through delicate words and motions, corpomancers do so through sheer strength. Their fists are their wands and their brawn is their brain. A corpomancer carries no spell book. Instead, they are covered in tattoos stretching from the backs of their hands op their arms. Corpomancy wizards focus on building up strength instead of intelligence as their spellcasting modifier.

Combat Endurance

At 2nd level, you add 5 to your hit points per level and gain unarmored AC equal to 10 + your strength modifier + your dexterity modifier.

Forceful Strikes

At 2nd level, you have learned to concentrate raw magical energy into your blows. Your unarmed strikes deal 1d4 magical bludgeoning damage plus your strength modifier. This increases to 1d6 at level 6, 1d8 at level 10, 1d10 at level 14, and 1d12 at level 20.

Empowered Strikes

At 2nd level, once per turn you can add a non-AOE spell to an unarmed strike using only the attack roll of the unarmed strike. The maximum spell slot level that can be used for this ability is equal to your proficiency bonus. The spell level restriction is lifted at level 20.

Extra Attack

At 6th level, you can make two unarmed strikes per action.

Advantageous Dodge

At lv 10, when you are within ten feet of someone you take half damage on a failed save against that person and no damage on a successful save. If you succeed a save you can use your reaction to make one attack. At level 20 you can make a full attack action. You cannot use any spell that uses a spell slot (such as a cantrip).

Close Up Magic

At 14th level, when you are within five feet of someone they have disadvantage on saving throws against you and you have advantage on attack rolls against them. On the first attack of your attack action on your turn, if the target is within five feet of you, you add 1d4 force damage per proficiency bonus level as well.

Dominating Presence

At level 20, you have drawn so much magical power into yourself that your mere presence is enough to damage those weaker than you. Your presence reaches out 120 feet from you. Creatures within 120-95 feet take 1d4 force damage at the beginning of their turn. This increases one die size inside 94-70 ft, 69-45 ft, 44-20 ft, and 19-0 ft. The dice count equals 20 minus the level of the creature entering your presence. (If creature does not have a level, use CR minus your proficiency bonus to a minimum of one and a maximum of 20.) Movement speed of a creature in your presence is reduced by 5 times the damage dice count.

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