5e SRD >Class Options >

Muscle Sorcerer

Spells books? Unearthly pacts? Divine intervention? These things are for those who don’t understand the arcane understanding comes from an understanding of your well-toned body, understanding that true power comes from understanding muscles, that mighty magic comes from a mighty core. Magic is not a thing to be learned or begged for, magic is something you bully out of the universe, no matter how the universe feels about it. As a muscle sorcerer, you have unlocked the secret to bending nature to your whim from the proper flex of your immaculate, rippling form.

Siphon Spell

Metamagic

When you cast a spell that deals damage, and any of the damage dice are equal to your hit dice, you can use 1 sorcery point to regain hit points equal to the lowest number rolled. You can regain hit points from multiple dice by using a number of sorcery points equal to the number of dice you want to regain hit points from, starting with the lowest number rolled and moving upwards.

Smashing Spell

When you cast a spell, you can use 1 sorcery point per level of the spell used to change some or all of the damage dice to bludgeoning, piercing, or slashing damage. This damage is still considered magical for the purposes of overcoming resistances.

Delayed Spell

When a creature is impacted by a spell, you can spend 2 sorcery points per creature of your choice to delay the effects of the spell for up to one minute. The effect travels with them and cannot be broken. Anytime during that minute, you can use a reaction to release the effect of the spell on any number of affected creatures. Not every creature has to be affected by the initial casting and not every delay must be released at the same time. Alternatively, you can use this ability to set a creature or object as the point of origin of a spell, releasing the spell anytime within the duration. After one minute, any delayed effects are released. If this ability is used in tandem with Subtle Spell, a creature must succeed on a Wisdom saving throw against your spell save DC or be unaware that they are loaded with the spell energy.

Blasted Spell

If you cast a spell that only targets one creature and doesn’t have a range of self, you can use a number of sorcery points equal to the level the spell was cast at to broaden the spell into a small burst of magic. The spell now requires a saving throw, affecting any creature within a sphere with a 10-foot diameter. Creatures within the area take half damage on a failed save and no damage on a successful one, as the spell’s increased area weakens its power. If the spell requires a saving throw to resist an effect or condition, that saving throw is made with advantage. Healing spells can also be affected by this spell, healing half hit points to all affected creatures.

Strange Flex

Unlike other sorcerers, your magic comes from physically forcing the magical ether to bend before your might. You use your Strength, instead of Charisma, whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a sorcerer 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

Additionally, whenever a Metamagic option or spell requires you to use your Charisma, you can instead use your Strength. Your saving throw proficiencies are now Strength and Constitution.

Spellcasting Focus

Your fists or feet can serve as an arcane focus, depending on which one you primarily strike with.

Cast Fist

When you choose this sorcerous origin, you learn the Mage Hand cantrip, if you do not already have it. When you use this spell, you can strike with the hand as if it were your own hand, as part of the spell action. If the hand makes contact with an enemy in this way, it disappears, and the spell ends after dealing damage. Though the spell is designed for a hand, any extremity you may make an unarmed strike with can be projected, though they can only be used to attack if summoned in this way.

Power Strike

The massive energy you command causes your unarmed strikes to deal 1d4+ your Strength modifier bludgeoning damage. This increases to 1d6 at 6th level, 1d8 at 14th level, and 1d10 at 18th level. You can spend 1 sorcery point to make the unarmed strike considered magical for the purpose of overcoming resistances. Additionally, you can spend a total of 2 sorcery points to add a dice equal to your unarmed strike from the following damage types: acid, cold, fire, lightning, force, or thunder.

Mighty Magic

At 6th level you can weave spell magic into your attacks, focusing their origin on the point of impact. Spells with a casting time of 1 action or bonus action, and with a range of touch or which require you to make a spell attack roll, can be used in tandem with an unarmed strike. In this case, make an unarmed strike against the target. On a hit, the target takes the damage from the unarmed strike and is affected by the spell and the spell deals 1 additional damage dice to the primary target (if applicable). This increases to 2 additional damage dice at 14th level and to 3 additional damage dice at 18th level. At 14th level, you can use spells that require a saving throw in this way as well. On a hit, the primary target makes the saving throw with disadvantage and is subjected to the extra damage. A missed attack will still release the spell but with no additional effects. If a spell you cast would require you to make a Dexterity saving throw due to its area of effect, you make the saving throw with disadvantage. At 18th level you no longer roll against spells you cast in this way with disadvantage and take only half damage from a failed save or no damage on a successful one.

Muscle Boost

At 14th level, you have gained the ability to weave the magic of the universe into your muscles, further boosting your abilities. At the start of your turn, you can increase your Strength score by 1 (to a maximum of 30) for each sorcery point you use for this ability. The augmented Strength score remains until the end of your next turn. Changes to your Strength score are also reflected in your spell save DC and spell attack modifier. You can use a number of sorcery points equal to half your level (rounded down) with this feature before finishing a short or long rest.

Additionally, if you use at least 4 sorcery points, you can attack twice with an unarmed strike instead of once for the duration of this effect.

Strength Recycle

At 18th level you strike so hard, you can punch the magic energy out of your foes and steal it. Each time you land a successful unarmed strike, including with the Cast Fist feature, you regain 1 sorcery point. Critical hits regain 1d4+1 sorcery points, reflecting the somewhat unstable nature of your power.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021