Base Class: Sorcerer
For some sorcerers, magic is a whisper in the blood or a clever manipulation of cosmic strings. For you, magic is a screaming engine of pure, unadulterated physical might. Sorcerers of the Primal Fury origin do not command the weave with a silver tongue or an imposing presence; they bend it to their will through sheer muscle, adrenaline, and violent instinct.
You are the ultimate "Muscle Mage"—a front-line terror who condenses volatile arcane anomalies into your very fists, unleashing catastrophic magical payloads at point-blank range.
"Most mages spend their lives hiding behind a wall of fighters, terrified of a chipped fingernail. I prefer to look my spell targets in the eye right before I introduce their jaw to a fireball."
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips that has a casting time of an action in place of one of those attacks.
Level 6: Explosive Attack
When you take the Attack action on your turn, you can replace one of your physical attacks with a sorcerer spell that has a casting time of 1 action.
Additionally, you may spend 2 Sorcery Points when you hit with a Melee Weapon Attack to cast a sorcerer spell that has a casting time of 1 action or 1 bonus action as part of the Attack. This feature may only be used once per round.
Level 14: Critical Fury
Once per turn when you score a critical hit, you may regain 2 Sorcery Points.
Level 18: Imbued Weapon
Once per day, you may expend 4 Sorcery Points and 2 Spell Slots to imbue your weapon with a spell. Upon hitting an enemy with that weapon, you may cast the imbued spell as a bonus action without expending a spell slot. You may only imbue a spell for which you can expend 2 Spell Slots of that level to cast it. You retain any bonuses from casting the spell as a higher level if you expend higher level spell slots. This feature lasts until the next dawn.
Unstoppable Magic
Your magic is fueled by your physical conditioning rather than your force of personality.
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Muscular Focus: You use your Strength modifier instead of Charisma when determining your Sorcerer Spell Save DC, Spell Attack Modifier, and any subclass features that rely on a spellcasting ability.
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Primal Weaponry: Your body is your arcane focus. You do not need to hold a wand or staff to cast your sorcerer spells, provided your hands are free or you are wielding a melee weapon.
Violent Delivery
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The Touch Restriction: The range of every sorcerer spell you cast becomes Touch. If a spell normally affects an area (such as a cone, line, or radius) or has a longer range, it is centered on yourself or originates from yourself.
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Furious Shield: You automatically succeed on all saving throws against spells that you cast.
Muscle Magic
Your hit point maximum increased by your strength modifier starting at 3rd level and on every subsequent class level up.
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