Base Class: Monk
While some master magic through years of study or pacts with powerful beings, there is a small group of monks who have managed to gain the power of arcane spell casting through a different method... intense physical training. Monks that follow the Way of the Muscle Wizard have trained their body to the point where they’ve forcibly unlocked their hidden spellcasting potential and skillfully blend it in with their skills in the martial arts. They’re buff dudes that punch people with magic is what I’m getting at.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Way of the Muscle Wizard Spellcasting table (NOTE: Just use the Eldritch Knight table in the PHB) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot.
Spells Known of 1st-LeveI and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Way of the Muscle Wizard Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Strength is your spellcasting ability for your wizard spells, since you learn your spells through physical training. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC: 8 + your proficiency bonus + your Strength modifier
Spell attack modifier = your proficiency bonus + your Strength modifier
Physical Casting
At 3rd level, you learn to effortlessly weave your spellcasting and martial arts into one. Once per turn, whenever you cast a spell that requires you to make a Ranged Spell Attack, you can make a Melee Spell Attack instead. If you do, the range of the spell you are casting becomes “Touch”. Additionally, casting a spell that requires you to make a Melee Spell Attack, even ones that only do so because of this trait, count as performing the attack action for the sake of the Monk’s Martial Arts and Extra Attack traits.
Arcane Brawling
At 6th level, you learn to extend your magic to not just your fists, but also what you are holding. You are considered to be proficient with improvised weapons. Additionally, all improvised weapons are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Magical Physique
At 11th level, your prowess with the arcane arts has enhanced your natural endurance. You have advantage on saving throws made to prevent exhaustion due to harsh conditions, such as extreme heat or cold. Additionally, you take no negative effects from having only one level of exhaustion.
I Cast Fist!
At 17th level, you gain the ability to unleash a wave of raw magical power from your hands. As an action, you expend a spell slot of at least 1st level to cause an explosion of magical energy. All creatures within 30ft must make a Dexterity saving throw (against your spell save DC). A target takes 10d10 Force damage on a failed save, or half has much on a successful one. You cannot cast any spells on your following turn and you cannot use this feature again until you finish a short or long rest.







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