February 17, 2017

Muscle Wizard

Primal Path
Comments from the Finger: This one's been on the table for a long while, and I'm glad it's finally out there. Go punch some magic into people!

Path of the Muscle Wizard

You're a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you're a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything!
     You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn't be questioned. You're a good wizard, the best one, even! And only a fool would say otherwise.

Unarguable Wizardry
Starting at 3rd level, your unquestionable legitimacy (and immense pectoral muscles) gives you advantage of Charisma (Intimidation) checks made to convince others that you are, in fact, a wizard.
     Additionally, if someone questions your legitimate magical prowess, you can instantly fly into a rage for 1 round. This rage can't be extended and does not count against your total number of Rages following a long rest.

“Cantrips”
At 3rd level, you can call upon your "magic" to cast "cantrips" in combat. You can use the following "cantrips" a number of times equal to your Strength modifier. You regain all expended uses when you take a short or long rest. While you are raging, you can cast your "cantrips" at will; using them does not count against your total number of uses.
     Mage Hand. As a bonus action when you take the Attack action on your turn, you can use your hand (and you are a mage, after all) to attempt to shove the target over. On a hit, the target must make an opposed Strength check against you. If your Strength check is higher, the target is knocked prone.
     Shocking Grasp. As a bonus action when you take the Attack action on your turn, you can hit your target even harder than usual, a fact which they will find quite shocking. On a hit, the target can't take a reaction until the beginning of your next turn.
     True Strike. As a bonus action when you take the Attack action on your turn, you can really, truly strike your target. On a hit, you deal an additional 1d8 damage.

“Spells”
By 6th level, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs.) However, you only prepared the following "spells" today.
     You can cast each of these "spells" once and recover all expended uses when you finish a long rest.
     Burning Hands. Your backhand slap is legendary. As an action on your turn, you can make an unarmed attack roll against each creature within your reach. On a hit, this strike deals 1d8 + your Strength modifier bludgeoning damage.
     Magic Missile. When you take the Attack action on your turn, you can use your bonus action to make a ranged weapon attack using a ranged weapon you are holding. Because magic missile never misses, you have advantage on this attack roll.
     Shield. As a reaction when you're targeted by an attack, you can quickly produce a shield to defend yourself. You gain the shield's bonus to AC against this attack, even if you weren't holding it before. If you are hit, you can reduce the amount of damage taken by 1d12 + your Constitution modifier.

Magic Resistance
By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.

I Cast Fist
Starting at 14th level, you can crush your enemies with your ultimate "spell", Fist. While you're raging, you can use your action and bonus action to punch your foe really, really hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 8d8 + your Strength modifier.
     Once you use this ability, you can't use it again until you finish your rage.



Changelog: 2/17/17: I Cast Fist: Damage increased to 8d8

30 comments:

  1. Finally, a perfect representation of Orc Wizard!

    https://bognard.com/comic/orc-wizard/

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  2. Bahamut's Breath this is fantastic.

    No comments, no complaints. Complete perfection.

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  3. Hilarious. Definitely one of the best silly classes you've ever made. I'm sooooooooo gonna make an NPC with this class.

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  4. Team this up with a Cluckromancer for good times

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  5. Burning Hands seems off.

    At sixth level (after extra Attack is gained), once per Long Rest you can use an Action to make one attack with a 1d8 weapon?

    Flavor wise, it's hilarious. Mechanics wise, it's trash.

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    1. It's one attack against each creature in your reach. Five creatures in your reach? Five hits.

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    2. Also, "Fist" at 4d8+Str does less than Extra Attack with a reach weapon like a Glaive, even less with a Greatsword. Remember you add your Strength mod and Rage damage to every hit with Extra Attack, so you're already shaving off 8 points right off the bat, the equivalent of 2d8. That's assuming no Magical weapons to further incentivize multiple hits with more damage.

      A Muscle wizard can level a mountain by casting Fist. Make this live up to that.

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    3. @The Finger Ah, good catch, my mistake. In that case, Burning Hands works just fine as is.

      I think my critique of Fist stands.

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  6. Overall it's awesome, but Fist is incredibly underwhelming. You use up both your action and bonus action to do less damage than you would by full attacking. Sure, you have advantage on the attack, but it's still a terrible choice in almost every situation.

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    1. I /did/ forget to account for rage damage in the math. Two easy fixes: I bump the number of dice to be about equal in damage, or I let this take the place of a normal attack when you take the Attack action. Thoughts?

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    3. Neither.

      I'd say make it a once per Long Rest ability, not once per Rage.

      And then make it as much damage as a single target spell a level 14 caster (7th level) can do.

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    4. I don't know. A once per race ability feels more accessible, which I think will make the class more fun to play at the table.

      Flat double to 8d8?

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    5. the "while raging" uses of abilities is pretty cool. It's very unique

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  7. So can you use each "cantrip" a number of times equal to your Strength modifier or is that your total number of "cantrips"??

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    1. I would guess str mod uses for them all combined. This shouldn't be a huge hindrance when you get all uses back on short rest and you don't expend any uses while raging.

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  8. So, Rune Soldier Louie? Awesome!

    https://youtu.be/WBALI9lKtQs

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  9. I just realized that I cast Fist makes you the One Punch Man.

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    1. Consecutive normal punches... serious punch.

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    2. Saitama probably would name an attack just 'Fist'. God, I love that show

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  10. LMAO YES. My current character (a monk who was a failed wizard) "casts" Fist as an attack and when I was asked I stated Sir Thadeous the Fist Wizard taught him and this is exactly what I imagined.

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  11. I would reconsider lvl 10 perk because it's not a social ability, for every PhB or SCA path, the level 10 is a social or out of combat ability.

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  12. Should've had "sleep" as a spell. You punch so hard they get knocked out.

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  13. At 14th level, if I make a party member question my magical prowess once every round, I can cast Fist every single round because I'm constantly entering and exiting rage, and Fist recharges at the end of my rage. I never need to use my Attack action again as long as I've got an ally who can speak.

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    1. Yeah, but if someone questions your magical prowess, you need to pummel them into submission, ally or not. Roleplay trumps powergaming in this situation; you're a super legitimate wizard, and you can't stand for anyone saying otherwise!

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  14. Hi, love this subclass but I was hoping for some clarification on how the "cantrips" work.

    Each one says "As a bonus action when you take the attack action on your turn, you can *whatever the effect is*. On a hit, *effect resolves*. Do the effects trigger on the attacks you make with the Attack action, or do you make a bonus action attack with the cantrip as a rider effect? If the former, do you declare the cantrip before or after you roll to hit?

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    1. These effects trigger on the attacks your make with the Attack action, and you declare them before you make the attack.

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