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
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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 on 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 doesn’t count against your total number
of Rages following a long rest. While in this rage, you can only
attack the creature that provoked your ire and the creature’s
allies.
“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 doesn’t count against your number of uses per long
rest.
Mage Hand. As a bonus action when you hit a creature with
a melee weapon attack on your turn, you can use your hand
(and you are a mage, after all) to attempt to shove the target
over. The target must make an opposed Strength check How much magic do you benc
h, bro?
against you. If your Strength check is higher, the target is
knocked prone.
Shocking Grasp. As a bonus action when you make an
attack 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 start of your next turn.
True Strike. As a bonus action when you make an attack on
your turn, you can really, truly strike your target. On a hit,
you deal an extra 1d8 damage to the target.
“SPELLS"
By 6th level, your “magic” is powerful enough to cast every “spell” that exists (and no one can or will prove
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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
strike against each creature within your reach. On a hit, this attack deals bludgeoning damage equal to 1d8
+ your Strength modifier.
Magic Missile. When you take the Attack action on your turn, you can use your bonus action to make a
ranged attack using a 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 stop raging and begin a new rage.