Wizard
Base Class: Wizard
The arcane school of Muscle Weaving was born out of desperation during a seemingly unending wartime. As the battles raged and claimed the lives of the most powerful wizards, a need to supplement the strength of these new, less powerful wizards became obvious. Through many failed experiments, a new school of thought arose: Since the brain is a muscle that dictates the strength of one’s arcane capabilities, it should be possible to supplement the strength of that muscle with the rest of the muscles in the body. 
Through tireless experimentation – and a bit of brute force – it was discovered that armor and weaponry could be transmuted into arcane foci that can manipulate the weave using raw muscular strength, as well as mental strength. Furthermore, while these foci are empowered, the user can tap into their strength to enhance their bodies in many ways.
 
Many muscle weavers look to balance the strength of their minds and bodies, while others seek to only focus on strengthening their bodies to strengthen their magic. Despite these differences, all Muscle Weavers seek to encourage and aid their fellow MyoMancers in their studies.
 

The Art of Empowered Lifting

3rd-level feature

 

When you take this subclass, you learn the transmutation magic necessary to create the muscle-linking foci used in Muscle Weaving.

You also gain proficiency with the Athletics skill.


Transmute Weapon

When you finish a long rest, you can touch a one-handed melee weapon and transmute it into a spiked gauntlet.  This gauntlet retains all properties and weapon mastery from before the transmutation, except the thrown property, which is lost while the weapon is transmuted. You can have 2 weapons with the light property transmuted at one time, otherwise you can only have 1 weapon transmuted at a time. If you later gain a feat or class feature that allows you to make an additional attack as a bonus action with any weapon lacking the two-handed property, then you can have 2 weapons transmuted at a time, as long as one of them has the light property. STR can be used as your spell casting ability when the Spiked Gauntlet is equipped. While the weapon is transmuted in this way, you are proficient with the Spiked Gauntlet(s) and can use the Mastery Property of the transmuted weapon.
The shape of the spikes reflect the damage type of the Spiked Gauntlets: rounded, flatter spikes for bludgeoning damage, thinner, sharp spikes for piercing damage, and longer, blade-like spikes for slashing damage.
If you attempt to transmute more weapons than you meet the requirements for, the oldest transmuted weapon returns to its original form. The transmutation can also be undone as an action, or ends early if you die.

Transmute Heavy Armor

When you finish a long rest, you can touch a piece of heavy armor and transmute it into a Lifting Belt. The Lifting Belt retains all previous properties of the armor when transmuted. You are proficient with the Lifting Belt.
The transmutation can be ended as an action, or ends early if you transmute another suit of heavy armor or die.

 

Empowered Might and Magic

3rd-level Muscle Weaver feature

 

You can empower you Spiked Gauntlet(s) and Lifting Belt to enhance your Muscle Weaving prowess, provided that you aren’t wielding any weapons other than the Spiked Gauntlet(s), wearing any armor other than the Lifting Belt, and are not using a shield.

 

You can use a bonus action to empower your Spiked Gauntlet(s) and Lifting Belt with magic for 1 minute. This empowered state ends early if you are incapacitated, if you don any armor other than the Lifting Belt, if you equip any weapon other than a Spiked Gauntlet, or don a shield. You can end the empowered state at anytime (no action required).

 

You gain the following benefits while empowered.

  • Flex: You can add your STR modifier to your Armor Class (minimum of +1).
  • Pumping Iron: You can add your Strength modifier to the damage of cantrips that require an attack roll. The range of the spell is changed to touch, the Spiked Gauntlet is used to make the attack, and any spell cast using this benefit is considered to have a Material and Somatic component. The Empowered Spiked Gauntlet used to make the attack, and the attack with the Spiked Gauntlet, satisfy these components.
  • Muscle Through It: You can add your STR modifier to any CON Saving Throw made to maintain concentration on a spell (minimum of +1). Your current and maximum HP increase by an amount equal to 2x your wizard level. When the Empowered state ends, any Hit Points over your maximum are lost.

 

You can use this feature twice per day, with this number increasing as you gain more power as a Muscle Weaver. You regain all uses of this feature when you finish a Long Rest.

When no more uses remain, you can use Hit Dice to reactivate the Empowered state. This represents the physical strain required to maintain the muscle-linking connection. The number of rounds that this empowered state can be maintained is determined by a roll of the Hit Dice, divided by 2 (rounded down).

You can only expend one Hit Dice for this feature at a time.

 

Extra Attack

6th-Level Muscle Weaver Feature

You can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips with a casting time of 1 action in place of one of those attacks.

Arcane Superset

6th-level Muscle Weaver feature

Through continued training, you start to understand more of the intricacies of enhancing your magic using the strength of all of your muscles. Learning new training techniques allows you to empower your Arcane Foci more frequently. You now have 3 uses of Empowered Might and Magic per long rest.

You also learn ways to use Empowered Might and Magic outside of battle. While your Spiked Gauntlet(s) and Lifting Belt are empowered, you can use your brawn as well as your brain. You can add you Strength modifier to any Intelligence-based skill checks while your Spiked Gauntlet(s) and Lifting Belt are empowered.

 

Never Skip Leg-Day

10th-level Muscle Weaver feature
 
You NEVER skip leg-day.
Combining your studies of the arcane with endurance, core, and lower-body strength-training techniques, you are able to master more advanced Muscle Weaving techniques.
 
You can now empower your Spiked Gauntlet(s) and Lifting Belt 4 times per long rest. Also, at the end of a long rest you recover all of your expended Hit Dice, instead of half.
 

Evasion

10th-level Muscle Weaver feature
 
Since you NEVER skip leg-day, you can nimbly dodge out of the way of certain dangers. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
 

Peak Physique

14th-level Muscle Weaver feature
 
Through tireless training and conditioning, you have unlocked the full potential of your Muscle Weaving techniques. You can now empower your Spiked Gauntlet(s) and lifting belt 5 times per long rest.
 
Also, while your Spiked Gauntlet(s) and Lifting Belt are empowered you also gain the following benefits:
⁃After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.
⁃Your attack rolls with the Spiked Gauntlet(s) can score a Critical Hit on a roll of 19 or 20 on the d20.
⁃You gain a bonus to any Intelligence, Wisdom, or Charisma saving throw. The bonus equals your Strength modifier (minimum of +1).
⁃You can add your Strength modifier to the damage of your offensive spells in certain circumstances. To benefit from this, the spell must have a casting time of 1 action and cause a damage roll. When the spell is cast in this way, the range of the initial attack becomes Touch, and you make an attack using your Spiked Gauntlet as part of the spell. If this attack is successful, roll damage from the Spiked Gauntlet attack, as well as all of the spell's normal effects. If the spell targets more than 1 target, the range of the spell applies as normal to all other targets. If the spell has an Area of Effect, that area originates from the initial target of the spell and expands away from the caster as the magic expels from your Spiked Gauntlet, placing the initial target on the edge of Sphere or Cube areas of effect, or as the starting square for Cone and Line areas of effect. All targets still make saving throws as normal. Only the initial target of spells using this benefit takes the added damage from the Spiked Gauntlet attack, whereas all targets of the spell take extra damage equal to your Strength modifier. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls of spells cast using this benefit.
 

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