Most Sorcerers draw on their powerful bloodline or connection to another plane as the source of their magic. But some rare Sorcerers find their strength in other ways. Through sweat, tears, a healthy diet, and a vigorous workout routine, Gym Sorcerers perfect their bodies and minds into a glorious bastion of might and beauty.
Gym Origin Additional Spells -
Level 1 - Jump, Earth Tremor
Level 3 - Enhance Ability, Aid
Level 5 - Haste, Beacon of Hope
Level 7 - Freedom of Movement, Stone Skin
Level 9 - Bigby's Hand, Greater Restoration
Level 1 -
You use Strength as your spellcasting ability.
Unarmored Defense - AC = 10 + STR bonus + CON bonus
You gain Proficiency in Athletics and Persuasion
Take a Breather - Once per Short Rest, you can use a Bonus Action to recover HP equal to your CON bonus + your Sorcerer Level.
Level 6 -
Your size is considered Large for the purpose of calculating your carrying capacity.
You can spend 1 Sorcery Point to give yourself Advantage on STR and CON rolls for 1 minute
Got You Right Where I Want You - when you are grappling a creature, any spell you cast targeting that creature has Advantage on Spell Attack Rolls to hit it, and the creature has Disadvantage on saves against it. If the spell has an area of effect, you take no damage from that spell and suffer no ill effects.
Level 14 -
Your size is considered Huge for the purpose of calculating your carrying capacity.
You gain a Climbing Speed and a Swimming Speed equal to your normal movement Speed.
The Additional Spells you acquired from your Gym Origin do not require Concentration, and last their full duration or until dispelled.
Level 18 -
Your size is considered Gargantuan for the purpose of calculating your carrying capacity.
Powerhouse - Your Attacks and Spell Attacks deal double damage to objects, structures, and Constructs
Designer's Notes - This is meant to be fun. I make no claims of it being balanced, though I think it could be with a little work. Feel free to do whatever you want with it.
(Yurei, if you want to add your Hero Forge link, go for it! :D )
'It's unknown exactly how your spark of magic manifested. Maybe it was a sliver of wild magic, maybe a drop of draconic blood, maybe some god or deity, but one thing is clear. Whatever granted you your power it wanted you to be as SWOLL AS HECK! You've trained your body day in and day out, using your magic to make yourself as strong as possible, and have gained a body every warrior and barbarian would love. You gain the following benefits.
1st level: Body of Magic: When you level up your sorcerer class you will always recieve the maximum HP. You are considered proficient in unarmed strikes and athletics if you are not already. Unarmed attacks can be considered as 'weapons' for the purposes of casting spells. However you may not take levels in Monk. If you are already a monk you may not take this origin. A number of times per long rest equal to your Proficiency modifier + your CHA modifier you may make your STR score identical to your CHA score. This ability lasts for 10 minutes, until you lose conciousness, or until you dismiss it. This does not count as a magical effect and cannot be ended early by spells or abilities that negate magic. Your fists deal 1d8 damage when using this ability, increased to 2d8 at level 5, 3d8 at 11, and 4d8 at 17.
Buff Magic: 1st: Wrathful Smite, Shield of Faith
3rd: Silence; Spiritual Weapon (fist)
5th: Dispel Magic; Elemental Weapon
7th: Charm Monster; Staggering Smite
9th: Destructive Wave; Holy Weapon.
6th level feature: Elemental Fist: Your fists are now considered magical for the purposes of overcoming resistances and immunities. Additionally, whenever you successfully deal damage with a spell, your fists deal an additional 1d8 of that damage on your next successful melee strike and gain the following effects based on the type of damage. Effects do not apply if they are immune to the damage. Fire: All foes within 5 feet take 1d8 Fire damage. Dex save for half. Frost: Foes movement speed is halved on their next turn. Lightning: Your melee strike has advantage and you may reroll any 1's on the damage dice. Thunder: All foes within 10 feet are knocked back 10 feet. This movement can trigger an AoO from you. STR save to not be moved. Necrotic: Foe is poisoned until they succeed on a CON save. Radiant: Foe is blinded on their next turn. Acid: Foe takes 1d4 acid damage at the start of their turns until they succeed on a CON save. Force: Foe is knocked back 30 feet in a straight line. Should they collide with an obstacle both targets take 2d4 force damage and are knocked back for the remainder of the movement. This movement can be straight upwards. STR save to not be knocked back. Psychic: Foe cannot use both their action and bonus action next turn. INT save. Bludgeoning/slashing/piercing: AC from armor does not apply.
14th level: Enhanced Elemental Fist: You gain the ability to strike twice when you attack using Body of Magic. Additionally Elemental Fists effects are enhanced and the effect applies to both attacks. Fire: All foes within 10 feet take 2d8 Fire damage. Dex save for half. Frost: Foes movement speed is 0 on their next turn. Lightning: Your melee strike has advantage and change any 1, 2, or 3 rolls to 4's. Thunder: All foes within 20 feet are knocked back 20 feet. This movement can trigger an AoO from you. STR save to not be moved. Necrotic: Foe is poisoned. There is no con save. Radiant: Foe is blinded so long as they are within 30 feet of your fists. Acid: Foe takes 2d4 acid damage at the start of their turns. No Con save. Force: Foe is knocked back 60 feet in a straight line. Should they collide with an obstacle both targets take 2d8 force damage and are knocked back for the remainder of the movement. This movement can also be straight upwards. STR save. Psychic: Foe cannot utilize multiple attacks at all next turn. INT save. Bludgeoning/slashing/piercing: Foes take extra bludgeoning damage equal to half their AC. Resistances do not apply to this bonus damage.
18th level: All foes must succeed on a CHA save or be frightened when within 30 feet of you while Body of Magic is active. Chose one damage type. Your fists deal an additional 2D8 of that damage type while Body of Magic is active. You can change this damage type on a long rest. Additionally, Elemental Weapon and Holy Weapon no longer require concentration from you to be active so long as you are using only one. If you desire to use both one the second one you cast will require concentration.
To reiterate: This is a joke class and not meant to be serious in the slightest.'
Someone pointed out that the sorc build I listed would be busted with quickened spell. I pointed out that a sorc potentially Point Blank Fireballing themselves (and their enemies), elemental-absorbing the blast, then using it to deliver a second, explosive, pummeling with flaming fists sounded awesome.
Would you mind if I (attempt) to make this using D&D Beyond's Homebrewer, or are you already planning to do that yourself/don't want me to do so for whatever other reason. I would give full credit, of course.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
'It's unknown exactly how your spark of magic manifested. Maybe it was a sliver of wild magic, maybe a drop of draconic blood, maybe some god or deity, but one thing is clear. Whatever granted you your power it wanted you to be as SWOLL AS HECK! You've trained your body day in and day out, using your magic to make yourself as strong as possible, and have gained a body every warrior and barbarian would love. You gain the following benefits.
1st level: Body of Magic: When you level up your sorcerer class you will always recieve the maximum HP. You are considered proficient in unarmed strikes and athletics if you are not already. Unarmed attacks can be considered as 'weapons' for the purposes of casting spells. However you may not take levels in Monk. If you are already a monk you may not take this origin. A number of times per long rest equal to your Proficiency modifier + your CHA modifier you may make your STR score identical to your CHA score. This ability lasts for 10 minutes, until you lose conciousness, or until you dismiss it. This does not count as a magical effect and cannot be ended early by spells or abilities that negate magic. Your fists deal 1d8 damage when using this ability, increased to 2d8 at level 5, 3d8 at 11, and 4d8 at 17.
Buff Magic: 1st: Wrathful Smite, Shield of Faith
3rd: Silence; Spiritual Weapon (fist)
5th: Dispel Magic; Elemental Weapon
7th: Charm Monster; Staggering Smite
9th: Destructive Wave; Holy Weapon.
6th level feature: Elemental Fist: Your fists are now considered magical for the purposes of overcoming resistances and immunities. Additionally, whenever you successfully deal damage with a spell, your fists deal an additional 1d8 of that damage on your next successful melee strike and gain the following effects based on the type of damage. Effects do not apply if they are immune to the damage. Fire: All foes within 5 feet take 1d8 Fire damage. Dex save for half. Frost: Foes movement speed is halved on their next turn. Lightning: Your melee strike has advantage and you may reroll any 1's on the damage dice. Thunder: All foes within 10 feet are knocked back 10 feet. This movement can trigger an AoO from you. STR save to not be moved. Necrotic: Foe is poisoned until they succeed on a CON save. Radiant: Foe is blinded on their next turn. Acid: Foe takes 1d4 acid damage at the start of their turns until they succeed on a CON save. Force: Foe is knocked back 30 feet in a straight line. Should they collide with an obstacle both targets take 2d4 force damage and are knocked back for the remainder of the movement. This movement can be straight upwards. STR save to not be knocked back. Psychic: Foe cannot use both their action and bonus action next turn. INT save. Bludgeoning/slashing/piercing: AC from armor does not apply.
14th level: Enhanced Elemental Fist: You gain the ability to strike twice when you attack using Body of Magic. Additionally Elemental Fists effects are enhanced and the effect applies to both attacks. Fire: All foes within 10 feet take 2d8 Fire damage. Dex save for half. Frost: Foes movement speed is 0 on their next turn. Lightning: Your melee strike has advantage and change any 1, 2, or 3 rolls to 4's. Thunder: All foes within 20 feet are knocked back 20 feet. This movement can trigger an AoO from you. STR save to not be moved. Necrotic: Foe is poisoned. There is no con save. Radiant: Foe is blinded so long as they are within 30 feet of your fists. Acid: Foe takes 2d4 acid damage at the start of their turns. No Con save. Force: Foe is knocked back 60 feet in a straight line. Should they collide with an obstacle both targets take 2d8 force damage and are knocked back for the remainder of the movement. This movement can also be straight upwards. STR save. Psychic: Foe cannot utilize multiple attacks at all next turn. INT save. Bludgeoning/slashing/piercing: Foes take extra bludgeoning damage equal to half their AC. Resistances do not apply to this bonus damage.
18th level: All foes must succeed on a CHA save or be frightened when within 30 feet of you while Body of Magic is active. Chose one damage type. Your fists deal an additional 2D8 of that damage type while Body of Magic is active. You can change this damage type on a long rest. Additionally, Elemental Weapon and Holy Weapon no longer require concentration from you to be active so long as you are using only one. If you desire to use both one the second one you cast will require concentration.
To reiterate: This is a joke class and not meant to be serious in the slightest.'
I love that you basically just built a treehouse with a sign that says "NO MONKS ALLOWED!"
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
As for the 'No Monks' thing... Can you imagine if a Monk COULD do this? I'm already a bit worried about what might happen if a fighter or barbarian touched on this and I explicitly made this class with zero concerns for balance. I made it with no concern for balance and I'm worried about the potential balance issues of Monks and what Flurry of Blows would do to this.
I'm not sure who you were talking to Quar1on, so you also have my permission to try to make mine, if that's what you meant. I have no idea how to use the Homebrewer. If you do it, I'd love to see it. If you meant Snowtworf, that's awesome too!
It was originally pointed at you, Stegodorkus, but I think I'll have a go at making both of them. I think I'll call Snowtworf's Swoll Soul and yours Testosterone Bloodline (unless either of you have different ideas).
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I like your name suggestion, but I think it might not perfectly mesh with the concept that the Sorcerer doesn't need a mystic origin. That their power comes from a perfectly focused dedication to honing their body. Somehow surpassing the limits of human potential by building so much strength that it generates an internal focus of magic, which then further enhances that strength in a power loop. I know... it felt silly just writing that.
I haven't found the perfect name just yet, but here are some ideas I thought of:
Massive Gains Sorcerer
Gym Bunny Sorcerer
Prodigious Form Sorcerer
Magnificent Figure Sorcerer
Glorious Body Sorcerer
Muscle Magic Sorcerer
Beefcake Sorcerer
Shredded Soul Sorcerer
Rippling Bod Sorcerer
I'm kind of partial to Prodigious Form or Massive Gains myself, but go with whatever you like best. Or mix some of those words around to find a better one. I just greatly appreciate the fact that you want to type it up at all. Thank you!
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
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Buff Sorcerer inspired by this thread:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/unearthed-arcana/157693-buff-sorcerers
Sorcerous Origin - The Gym
Most Sorcerers draw on their powerful bloodline or connection to another plane as the source of their magic. But some rare Sorcerers find their strength in other ways. Through sweat, tears, a healthy diet, and a vigorous workout routine, Gym Sorcerers perfect their bodies and minds into a glorious bastion of might and beauty.
Gym Origin Additional Spells -
Level 1 - Jump, Earth Tremor
Level 3 - Enhance Ability, Aid
Level 5 - Haste, Beacon of Hope
Level 7 - Freedom of Movement, Stone Skin
Level 9 - Bigby's Hand, Greater Restoration
Level 1 -
You use Strength as your spellcasting ability.
Unarmored Defense - AC = 10 + STR bonus + CON bonus
You gain Proficiency in Athletics and Persuasion
Take a Breather - Once per Short Rest, you can use a Bonus Action to recover HP equal to your CON bonus + your Sorcerer Level.
Level 6 -
Your size is considered Large for the purpose of calculating your carrying capacity.
You can spend 1 Sorcery Point to give yourself Advantage on STR and CON rolls for 1 minute
Got You Right Where I Want You - when you are grappling a creature, any spell you cast targeting that creature has Advantage on Spell Attack Rolls to hit it, and the creature has Disadvantage on saves against it. If the spell has an area of effect, you take no damage from that spell and suffer no ill effects.
Level 14 -
Your size is considered Huge for the purpose of calculating your carrying capacity.
You gain a Climbing Speed and a Swimming Speed equal to your normal movement Speed.
The Additional Spells you acquired from your Gym Origin do not require Concentration, and last their full duration or until dispelled.
Level 18 -
Your size is considered Gargantuan for the purpose of calculating your carrying capacity.
Powerhouse - Your Attacks and Spell Attacks deal double damage to objects, structures, and Constructs
Designer's Notes - This is meant to be fun. I make no claims of it being balanced, though I think it could be with a little work. Feel free to do whatever you want with it.
(Yurei, if you want to add your Hero Forge link, go for it! :D )
My own take on this.
'It's unknown exactly how your spark of magic manifested. Maybe it was a sliver of wild magic, maybe a drop of draconic blood, maybe some god or deity, but one thing is clear. Whatever granted you your power it wanted you to be as SWOLL AS HECK! You've trained your body day in and day out, using your magic to make yourself as strong as possible, and have gained a body every warrior and barbarian would love. You gain the following benefits.
1st level: Body of Magic: When you level up your sorcerer class you will always recieve the maximum HP. You are considered proficient in unarmed strikes and athletics if you are not already. Unarmed attacks can be considered as 'weapons' for the purposes of casting spells. However you may not take levels in Monk. If you are already a monk you may not take this origin. A number of times per long rest equal to your Proficiency modifier + your CHA modifier you may make your STR score identical to your CHA score. This ability lasts for 10 minutes, until you lose conciousness, or until you dismiss it. This does not count as a magical effect and cannot be ended early by spells or abilities that negate magic. Your fists deal 1d8 damage when using this ability, increased to 2d8 at level 5, 3d8 at 11, and 4d8 at 17.
Buff Magic: 1st: Wrathful Smite, Shield of Faith
3rd: Silence; Spiritual Weapon (fist)
5th: Dispel Magic; Elemental Weapon
7th: Charm Monster; Staggering Smite
9th: Destructive Wave; Holy Weapon.
6th level feature: Elemental Fist: Your fists are now considered magical for the purposes of overcoming resistances and immunities. Additionally, whenever you successfully deal damage with a spell, your fists deal an additional 1d8 of that damage on your next successful melee strike and gain the following effects based on the type of damage. Effects do not apply if they are immune to the damage.
Fire: All foes within 5 feet take 1d8 Fire damage. Dex save for half.
Frost: Foes movement speed is halved on their next turn.
Lightning: Your melee strike has advantage and you may reroll any 1's on the damage dice.
Thunder: All foes within 10 feet are knocked back 10 feet. This movement can trigger an AoO from you. STR save to not be moved.
Necrotic: Foe is poisoned until they succeed on a CON save.
Radiant: Foe is blinded on their next turn.
Acid: Foe takes 1d4 acid damage at the start of their turns until they succeed on a CON save.
Force: Foe is knocked back 30 feet in a straight line. Should they collide with an obstacle both targets take 2d4 force damage and are knocked back for the remainder of the movement. This movement can be straight upwards. STR save to not be knocked back.
Psychic: Foe cannot use both their action and bonus action next turn. INT save.
Bludgeoning/slashing/piercing: AC from armor does not apply.
14th level: Enhanced Elemental Fist: You gain the ability to strike twice when you attack using Body of Magic. Additionally Elemental Fists effects are enhanced and the effect applies to both attacks.
Fire: All foes within 10 feet take 2d8 Fire damage. Dex save for half.
Frost: Foes movement speed is 0 on their next turn.
Lightning: Your melee strike has advantage and change any 1, 2, or 3 rolls to 4's.
Thunder: All foes within 20 feet are knocked back 20 feet. This movement can trigger an AoO from you. STR save to not be moved.
Necrotic: Foe is poisoned. There is no con save.
Radiant: Foe is blinded so long as they are within 30 feet of your fists.
Acid: Foe takes 2d4 acid damage at the start of their turns. No Con save.
Force: Foe is knocked back 60 feet in a straight line. Should they collide with an obstacle both targets take 2d8 force damage and are knocked back for the remainder of the movement. This movement can also be straight upwards. STR save.
Psychic: Foe cannot utilize multiple attacks at all next turn. INT save.
Bludgeoning/slashing/piercing: Foes take extra bludgeoning damage equal to half their AC. Resistances do not apply to this bonus damage.
18th level: All foes must succeed on a CHA save or be frightened when within 30 feet of you while Body of Magic is active. Chose one damage type. Your fists deal an additional 2D8 of that damage type while Body of Magic is active. You can change this damage type on a long rest. Additionally, Elemental Weapon and Holy Weapon no longer require concentration from you to be active so long as you are using only one. If you desire to use both one the second one you cast will require concentration.
To reiterate: This is a joke class and not meant to be serious in the slightest.'
Awesome, thanks for adding it here!
Someone pointed out that the sorc build I listed would be busted with quickened spell. I pointed out that a sorc potentially Point Blank Fireballing themselves (and their enemies), elemental-absorbing the blast, then using it to deliver a second, explosive, pummeling with flaming fists sounded awesome.
Hahaha, that's the best counterpoint. 'Yeah. But it would be awesome.' That's the whole purpose of these!
Would you mind if I (attempt) to make this using D&D Beyond's Homebrewer, or are you already planning to do that yourself/don't want me to do so for whatever other reason. I would give full credit, of course.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I love that you basically just built a treehouse with a sign that says "NO MONKS ALLOWED!"
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I wouldn't mind at all.
As for the 'No Monks' thing... Can you imagine if a Monk COULD do this? I'm already a bit worried about what might happen if a fighter or barbarian touched on this and I explicitly made this class with zero concerns for balance. I made it with no concern for balance and I'm worried about the potential balance issues of Monks and what Flurry of Blows would do to this.
I'm not sure who you were talking to Quar1on, so you also have my permission to try to make mine, if that's what you meant. I have no idea how to use the Homebrewer. If you do it, I'd love to see it. If you meant Snowtworf, that's awesome too!
It was originally pointed at you, Stegodorkus, but I think I'll have a go at making both of them. I think I'll call Snowtworf's Swoll Soul and yours Testosterone Bloodline (unless either of you have different ideas).
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Awesome!
I like your name suggestion, but I think it might not perfectly mesh with the concept that the Sorcerer doesn't need a mystic origin. That their power comes from a perfectly focused dedication to honing their body. Somehow surpassing the limits of human potential by building so much strength that it generates an internal focus of magic, which then further enhances that strength in a power loop. I know... it felt silly just writing that.
I haven't found the perfect name just yet, but here are some ideas I thought of:
Massive Gains Sorcerer
Gym Bunny Sorcerer
Prodigious Form Sorcerer
Magnificent Figure Sorcerer
Glorious Body Sorcerer
Muscle Magic Sorcerer
Beefcake Sorcerer
Shredded Soul Sorcerer
Rippling Bod Sorcerer
I'm kind of partial to Prodigious Form or Massive Gains myself, but go with whatever you like best. Or mix some of those words around to find a better one. I just greatly appreciate the fact that you want to type it up at all. Thank you!
Swollcerer! Would that be a good choice?
Swollcerer! Hah! Sounds good.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)