The Muscle Wizard DCCified

I have to give major props to Ian Johnson for his awesome and fun creation, the Muscle Wizard class.  I really dig it.

I restumbled on it the other day and thought it would be fun to DCCify this bitch, so I contacted Ian and got his blessing.

I’ve had to change things here and there (as well as add my own stuff- sorry Ian) to keep it in line with DCC.  So my writing is intermingled with Ian’s (scope the link posted above to see what is Ian’s VS mine if that’s important).

The Muscle Wizard

Puny person!!  I squish!!
Puny person!! I squish!!

You are a goliath of a human being.  You’re aware that most people think of your embarrassing puny, nerd peers when they think of wizard.  However you know better.  You’ve trained hard, forgoing sleep, entertainment, and study to show the world that wizard’s can be as physically fit and impressive as the mightiest warrior.

Your girth makes it difficult for you to get through a door properly, and you’re so muscular you can no longer wrap your arms around yourself, but you don’t care; self hugs are for insecure sissies.  Your ham-sized fists of fury allow you to get your point across.

With dumb-bells in your backpack and energy bar rations, you’re ready to fight whatever comes across your field of vision, and woe-betide those who get in front of your mirror!

Hit Points: A muscle wizard gains 1d6 hit points at each level.

 

Weapon Training: A muscle wizard is trained in the use of use of the dagger, longbow, longsword, shortbow, short sword, and staff.  However they prefer to settle things with their fist.  A muscle wizard will not use armor unless they have to. They become self conscious that they are not showing off their muscles and suffer -5 to their casting rolls (plus any additional modifiers associated with wearing armor).

 

Alignment: Muscle wizards tend to be crazy, self-absorbed, and extremely gung-ho!  They tend to gravitate towards the chaotic alignment.

Languages: Muscle Wizards are able to communicate with other of their ilk in a secret language of grunts, yells, and roars.  Scholars have yet to gain an understanding of this bizarre language.  A muscle wizard also begins play speaking common.

 

Spells: A muscle wizard uses the same spell list as their wimpy and more nerdy kin, the wizard.  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 descriptions as a wizard, 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.

Luck: A muscle wizard gets to add his luck modifier to corruption and mercurial magic.

Fists: A muscle wizard’s fists are dangerous and deadly weapons, doing 1d6 points of damage.

Arcane Might: Muscle Wizards gain additional hit points based on the highest level of spell they are able to cast, multiplied by 2 (IE- a muscle wizard able to cast second level spells would receive +4 HP.  When they gain the ability to cast third level spells that bonus would increase to +6).

Swole-o-Mancy: Muscle Wizards fighting with their fists are treated as if they have a 16 Agility to determine attack rolls for two-weapon (or two-fisted fighting in this case) they also gain a bonus on to-hit and damage rolls equal to the level of the highest level spell they are currently able to cast. They also gain this bonus on any roll related to strength or movement, such as kicking in doors, leaping across pits, wrestling, and climbing.  This bonus will change as muscle wizards lose the ability to cast spells due to a spell roll failure.

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.

Muscle Flexation: Once a day a muscle wizard can spend 10 minutes flexing his mighty muscles, either staring at himself in the mirror or in a very public place.  He regains 1d4 physical attribute points that have been previously expended for spellburn.  These points do not allow a muscle wizrard to go above his natural attribute number.

Muscle Wizard

Level

Attack

Crit Die/Table

Action Dice

Known Spells

Max Spell Level

Ref

Fort

Will

1 +0 1d8/I 1d20 2 1 +1 +1 +0
2 +1 1d8/II 1d20 3 1 +1 +1 +0
3 +1 1d10/II 1d20 4 2 +2 +1 +1
4 +2 1d10/II 1d20 5 2 +2 +2 +1
5 +2 1d12/II 1d20+1d14 6 3 +3 +2 +1
6 +3 1d12/III 1d20+1d16 7 3 +3 +3 +2
7 +3 1d14/III 1d20+1d16 8 4 +4 +3 +2
8 +4 1d14/III 1d20+1d20 9 4 +4 +4 +2
9 +4 1d16/III 1d20+1d20 10 5 +5 +4 +3
10 +5 1d16/III 1d20+1d20+1d14 12 5 +4 +6 +3

Muscle Wizard Titles

Level
1 Physical Trainer
2 Meat Head
3 Beef Cake
4 Muscle-bound Grotesque
5 God Among Men

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

Leave a comment