Wizard
Base Class: Wizard

The School of Pugilomancy is a rarely-seen, oft-ridiculed branch of the School of Conjuration. Derided as mere “muscle wizards”, the image most associated with the tradition is that of a pair of shirtless, oiled-up men, beating the daylights out of each other with spectral fists, though this couldn’t be closer to exactly what it is. And it is glorious. Monks may have turned unarmed combat into an art form, and, sure, Arcane Tricksters can apply their Mage Hands with pinpoint precision, but Pugilomancers push their bodies to the absolute limit, taking blunt-force trauma after blunt-force trauma and sacrificing their ability to cast high-level spells, gaining in return the ability to punch really, really hard. And at the end of the day, that’s all anybody really needs.

Magic Muscle

Beginning when you select this school at 2nd level, you may use Strength as your spellcasting ability modifier.

One-Two Punch

Starting at 2nd level, you learn the Mage Hand cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You gain the following benefits while Mage Hand is active and you are unarmed: When you cast Mage Hand, you create two hands: a primary hand and a secondary hand. When you use your action to control your primary hand, you can order it to make a melee spell attack against a creature within 5 feet of it. Your secondary hand can be ordered to make a melee spell attack against a creature within 5 feet of it as a bonus action. On a hit, the target takes force damage equal to 1d4 + your spellcasting ability modifier. This damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.

“I Didn’t Hear No Bell!”

Beginning at 6th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and cast Vicious Mockery as a reaction, using your spellcasting ability modifier. You must finish a long rest before using this feature again.

Bigger-by’s Hand

At 10th level, you add the Bigby’s Hand spell to your spellbook if it is not there already. The hand has hit points equal to your hit point maximum + your Wizard level.

Shadow Boxer

At 10th level, your boxing prowess has earned the attention of an otherworldly coach. You add the Find Familiar spell to your spellbook if it is not there already. When you cast the spell, you can choose one of the normal forms for your familiar, or a Queensberry Lich. If you choose a Queensberry Lich, your familiar can Help you as a bonus action, giving you advantage on your next ability check or attack using Mage Hand or Bigby’s Hand.

No Thoughts, Head Empty

At 14th level, your ability to further your arcane knowledge has plateaued. You are unable to use 8th and 9th-level spell slots, unless they are used to cast Bigby’s Hand.

“I Cast FISTS.”

Beginning at 14th level, when you cast Bigby’s Hand, you can create two hands instead of one. You can command each hand separately, giving orders to one as an action and to the other as a bonus action. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the necrotic damage per Spell Level increases by 1d12. This damage ignores Resistance and immunity

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