Wizard
Base Class: Wizard

Of all the worlds wizards, the machomancer is doubtless the most dedicated. Striving to obtain perfection in all things, the machomancer studies tirelessly day by day in the library of iron, sharpening his body as well as his mind. He fights with sword, hand, and spell. Embuing his already swoll physique with the ultimate steroid; magic, not afraid to ask the question: "Do you even learn bro?"

While the other nerd took up magic to learn or unlock the mysteries of the universe or whatever, you did it to better learn how to get SWOLE!  As a muscle wizard you are focused on bruising, bashing hurting and other wise directly damaging your enemy. 

(examples: Macho mage Randy Savage, Gandalf the swoll, dumbelldore, Swoldemort, Helga HuffleBuff, Merlean)

Machomancy Savant

2nd-level Machomancy feature

You gain access the best spells in the game bro. Dunamancy more like Dude no man i cry spells. 

You gain Machomancy spells at the Wizard levels listed in the Machomancy Spells table. 

These are Homebrew spells add to the game and the spellbook list automatically and they have no balance coordination to the game.

Machomancy Spells

 Level Spells
1st Big Punch , Another!! , Vicious Mockery(must be variations of bro)
3rd Do you Even Lift?
5th  Thunderous Roar 
7th  Get your Head in the Game bro
9th  Power Word: Beer 

The Wrong Tool

2nd-level Machomancy feature

You gain proficiency with Improvised weapons and Athletics. Also, you know what, let's throw more weight on that rep. Yah getting more gainz

  • Your unarmed strike and improvised weapons attack uses a d4 for damage. This die changes as you gain wizard levels.
  • You can use Strength instead of Intelligence for your Spellcasting Ability. Spell save DC = 8 + your proficiency bonus + your Strength modifier. Spell attack modifier = your proficiency bonus + your Strength modifier.
  • Your unarmed strike and improvised weapons count as weapons for the purpose of spells. Such as booming blade or Thunderous smite.

Beast Mode

2nd-level  Machomancy feature

You can use magic to make yourself a BEAST. On your turn, you can enter Beast Mode as a bonus action.

While in Beast Mode, you gain the following benefits if you aren’t wearing no armor and not wielding a shield:

  • If you are smaller than Large, you become Large. If you lack the room to become Large, you still becomes large.  
  • When you enter beast mode, you can expend one spell slot and you gain a number of temporary hit points equal to five times the spell slot’s level. You can activate the effect again on each of your turns as a bonus action. 
  • You gain a penalty to your Intelligence score and in turn you gain a bonus to Strength based rolls. The value for each equals your proficiency bonus.
  • Your armor Class equals 12 + Strength modifier for the duration.

If you are able to cast spells, you can’t concentrate on them while in Beast Mode.

Your Beast Mode lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Beast Mode on your turn as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Around Town Slam

6th-level Machomancy feature

When you use your action to cast a spell, you can make a grapple or shove as a bonus action.

In addition, as an action you can to try to fling a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is thrown up to a number of feet equal to your 10 times your strength modifier in a direction of your choice and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or have the damage split between the two creatures and also be knocked prone.

Stacking

10th-level Machomancy feature

You begin to truly become a gifted musclehead. As part of a short or long rest, you may form a bond with a selected improvised weapon. You can use that weapon as an arcane focus for your wizard spells, and that weapon is considered magical for purposes of overcoming magical resistance and the improvised weapon gains a +1 bonus to its attack and damage rolls. Immediately after you make a ranged attack with your bonded improvised weapon, the improvised weapon flies back to your hand.

Once you have bonded a improvised weapon to yourself, you can’t be disarmed of that improvised weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that improvised weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

In addition,  your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

How to use it: “Get 'em stacked.”

Arcano Supremo and the ballad of the Macho King

14th-level Machomancy feature

Comin' right back at cha it's Macho Man.

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • When you use your Beast Mode feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
  • Your HP increases by 3 for each Wizard level you have. Maximum gainz
  • You can attack twice, instead of once, whenever you take the Attack action on your turn. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2021 7:46:07 PM
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