Muscle Wizards are a Magic-User sub-class. They use all of the standard rules for Magic-Users, except as noted here. For convenience, many of the Magic-User rules have been repeated here.
HD: d4
To-Hit: As Magic-User
Saves: As Magic-User
Armor: Muscle Wizards do not wear armor or use shields. In fact, most prefer to go bare chested.
Weapons: Muscle Wizards may use the same weapons as a Magic-User: Dagger, Dart, Knife, Sling, Quarterstaff. In addition, they may treat unarmed attacks as a weapon that deals 2-5 damage.
XP: As Paladin
A Muscle Wizards max spell level, chance to learn, etc, is based on the higher of either Intelligence or Constitution. A Muscle Wizard with a Strength of 16 or higher gains a 10% bonus to XP.
Muscle Wizards must maintain spell books, but it's unsure why because Muscle Wizards never bother to read their spell books, and instead regain spells by pumping weights and doing calisthenics. They do this instead of sleeping, which, while it does not have any mechanical effect, means that most Muscle Wizards are unpredictable and weird.
Muscle Wizards use the same spell progression chart as a Magic-User, but the maximum range for any spell is 10 feet. This does not reduce the scope of the effect, simply the proximity required to cast.
Muscle Wizards use the same spell progression chart as a Magic-User, but the maximum range for any spell is 10 feet. This does not reduce the scope of the effect, simply the proximity required to cast.
SWOLE-O-MANCY: Muscle Wizards fighting with their fists gain a bonus on to-hit and damage rolls equal to the level of the highest level spell they currently have memorized. They also gain this bonus on any roll related to strength or movement, such as kicking in doors, leaping across pits, wrestling, and climbing. They also gain the ability to reduce or avoid fall damage as a Monk of the same level.
CQC SPECIALIST: Muscle Wizards can cast offensive spells in close quarters by channeling its effect through their fists. If a Muscle Wizard successfully strikes an enemy with an unarmed attack, they can immediately cast one of their spells on that target, without requiring material components, chanting or wiggling of fingers, provoking a saving throw if necessary. If the spell is an area of effect spell such as fireball, the focal point of the spell is the target of the punch, and while the effects may wash over the Muscle Wizard, he may be comically covered in soot but is otherwise immune to his own spells.

Loving your work. I might have included a stronger Save progression (not quite a Fighter, though), but otherwise I will be trialling this one soon!
ReplyDeleteI PUNCH DESTINY
ReplyDeleteOnce again, brilliant.
ReplyDeleteAwe-some.
ReplyDeleteShit. I've always wanted to play Flex Mentallo. Good stuff.
ReplyDeleteFantastic class :)
ReplyDelete