Oramac
2021-08-26, 04:02 AM
I'll admit, this is just something I wrote for fun. Still, it seemed right to share it and get feedback.
I present the School of the Fist (with a new spell as well!)
https://www.gmbinder.com/share/-LopXZSGbRMFSTJdHsrJ
## School of the Fist
You focus your study of magic on those rare areas that fuse physical might with magical prowess. These rare wizards focus on spells that damage their enemies at close range, and are often found in the thick of battle with armies, working as bouncers or enforcers, and even making their way in the world as adventurers.
### Close Quarters Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with a range of 5 feet, self, or touch into your spellbook is halved.
### Strength of Mind
When you take this school at 2nd level, you may choose to use strength as your spellcasting ability instead of intelligence.
While not wearing armor or using a shield you may add your strength modifier to your armor class. and and each time you gain a level in this class, you gain 1 additional hit point.
Additionally, you are proficient with unarmed attacks, and your damage die for unarmed attacks is a d6.
### Fist of Fury
Beginning at 6th level, your expertise with unarmed strikes increases. When you use your action to cast *fist*, you may make an unarmed strike against the same target as a bonus action.
### Furious Casting
At 10th level, your ability to weave your spells close to your opponents peaks. You no longer suffer disadvantage on attack rolls while within 5 feet of an enemy creature, and when you cast a spell of 1st level or higher while within 5 feet of an enemy creature, you gain temporary hit points equal to twice the level of the spell cast.
Additionally, after casting the spell, you do not trigger opportunity attacks for the rest of your turn.
### Strengthened Spells
At 14th level, your damaging spells carry your own strength with them. When you deal damage with any spell, you may add your strength modifier to the damage dealt.
### New Spell
#### Fist
*Evocation Cantrip*
Casting Time: 1 Action
Range: 5 feet
Components: V, S
Duration: Instantaneous
You briefly wrap your fists in powerful magic. As part of the action used to cast this spell, you must make an unarmed melee attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers 1d8 bludgeoning damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
I present the School of the Fist (with a new spell as well!)
https://www.gmbinder.com/share/-LopXZSGbRMFSTJdHsrJ
## School of the Fist
You focus your study of magic on those rare areas that fuse physical might with magical prowess. These rare wizards focus on spells that damage their enemies at close range, and are often found in the thick of battle with armies, working as bouncers or enforcers, and even making their way in the world as adventurers.
### Close Quarters Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with a range of 5 feet, self, or touch into your spellbook is halved.
### Strength of Mind
When you take this school at 2nd level, you may choose to use strength as your spellcasting ability instead of intelligence.
While not wearing armor or using a shield you may add your strength modifier to your armor class. and and each time you gain a level in this class, you gain 1 additional hit point.
Additionally, you are proficient with unarmed attacks, and your damage die for unarmed attacks is a d6.
### Fist of Fury
Beginning at 6th level, your expertise with unarmed strikes increases. When you use your action to cast *fist*, you may make an unarmed strike against the same target as a bonus action.
### Furious Casting
At 10th level, your ability to weave your spells close to your opponents peaks. You no longer suffer disadvantage on attack rolls while within 5 feet of an enemy creature, and when you cast a spell of 1st level or higher while within 5 feet of an enemy creature, you gain temporary hit points equal to twice the level of the spell cast.
Additionally, after casting the spell, you do not trigger opportunity attacks for the rest of your turn.
### Strengthened Spells
At 14th level, your damaging spells carry your own strength with them. When you deal damage with any spell, you may add your strength modifier to the damage dealt.
### New Spell
#### Fist
*Evocation Cantrip*
Casting Time: 1 Action
Range: 5 feet
Components: V, S
Duration: Instantaneous
You briefly wrap your fists in powerful magic. As part of the action used to cast this spell, you must make an unarmed melee attack against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers 1d8 bludgeoning damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).