Base Class: Wizard
Muscle Wizard become more tanky, add unarmed damage, add any spell that uses a 'melee spell attack' to your book, and the usual half time and gold
Kinesomancy Initiate
Selecting this Arcane Tradition at 2nd level means that you have been initiated into the ancient secrets of Kinesomancy. This grants you the following benefits:
- When you make a melee spell attack, you add the damage of your unarmed strike to the damage it deals on a hit.
- The gold and time you must spend to copy a spell that allows you to make a melee spell attack into your spellbook is halved.
- You may copy any spell from any class's spell list into your spellbook, so long as that spell allows you to make a melee spell attack. Once in your spellbook, the spell becomes a Wizard spell for you
- Your fists are considered natural melee weapons with a value of 1 sp and the light property. Unarmed strikes made with your fists are melee weapon attacks.
Mystical Fortitude
Starting at 2nd level, as a follower of this Arcane Tradition, you have cultivated a method of enhancing the natural durability of your muscle mass through sheer mental effort. When you aren't wearing armor, your AC equals 13 + your Intelligence modifier.
Additionally, your rigorous diet and exercise regimen confers upon you a boon to your health. Upon choosing this tradition at 2nd level, your hit point maximum increases by 2 and increases again by 1 whenever you gain a level in this class
Kinesomancy Adept
Starting at 6th level, as your understanding of kinesthetic magic expands, so to does your ability to weave spells into your physical attacks. When you cast a spell with an area of effect, you can choose to position the point of origin on a target within range of your unarmed strike. When you do so, the target you choose takes additional damage equal to the damage of your unarmed strike. If an area of effect spell that you cast would cause you to make a saving throw, you instead take no damage if you succeed the save and only half damage if you fail
Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Esoteric Bulwark
Starting at 10th level, your grueling training has yielded wonderous results. Your body has become inured to the pain of magic and you are able to shrug off magical damage via muscles suffused with arcane might. When damage from a magical effect causes you to make a Dexterity saving throw to take only half damage, or make a Constitution saving throw to maintain concentration on a spell, you may choose to replace the roll with a Strength saving throw instead.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion from the strain on your body.
Perfected Synergy
Starting at 14th level, you have achieved the zenith of balance between mind and body and have perfected the art of your Kinesomancy. You are now able to deliver the raw power of even the most devastating magic into superhuman, culminated punches. You add your Intelligence modifier (minimum of +1) to the damage of your unarmed strikes. Your unarmed strikes now deal your choice of bludgeoning or force damage.
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