Content of the article: "Wizard of fist"
Wizard School of fisting
EXPERT FISTER At 2nd level Any spell that deals bludgeoning damage takes the form of spectral fists and have a +1 to damage and attack rolls, this increases to a +2 at 11 level. Your ac is increased by your intelligence modifier
FIRST FIST You learn the mage hand cantrip if you don't already know it and it's gains the following buffs;
It may move up to 60 feat away from you,
You may have two active at the same time,
You surround your fist with a mage hand, you may make a make an unarmed strike against a creature within range dealing 1d10 bludgeoning damage, you may also launch 60 feat it out dealing 1d8 bludgeoning, at level 6 you have one on each hand so you may attack twice, and at level 17 they do 2d10 bludgeoning and 2d8 bludgeoning.
You may carry upto 100 pounds,
ELEMENTAL FISTING At 6th level You take a spell that does bludgeoning damage and you may cause it to deal fire, cold, acid, lighting or thunder damage.
POWER FIST At 10th level You may once per day deal an extra 4d10 force damage when you cast a touch spell
FINAL FISTING At 14 level Your fists has become a force to be reckoned with and you require no more than 1 blow to kill an enemy, you may take a spell that does bludgeoning damage and cause it to crit, any creature hit with less than 50 hp is killed as of it were effected by power word kill
STYLING It is recommended that you make all your spells to look like hands, shield maybe an open palm, meteor swarm may look like a barrage of ginormous fists raining from the sky and when you use time stop shout za warudo!!!
Flex 1st level You flex your gloriously terrifying real or magical muscles, target one creature within 30 feat and they must make a charisma saving throw or be charged or frightened by you until the beginning of your next round, if the target takes any damage the Carl ends. The spell lasts one extra round for every spell slot above first you use.
Slap 2nd level Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Air fist 2nd level You punch the air causing A line of strong wind 60 feet long and 10 feet wide to blasts from your fist in a direction you choose. Each creature that starts its turn in the line must make a strength check against your spell save DC or be pushed to the end of the line and that distance again, if it succeededsv then it is pushed halve as much. Of the creature his a wall it deals 1d4 damage per 10 feat moved.
Fist 3rd level You make an unarmed strike against somebody within range dealing 8d6 bludgeoning damage. The spell deals am additional 1d6 damage for every level above 3rd.
Consecutive blows 4th level You set out a barrage of powerful punches in a 15 foot cone dealing 7d6 bludgeoning damage. The spell deals an additional 1d6 of damage.
Soul punch 5th level You turn your first ethereal and strike a creatures very soul, You make an unarmed struck against somebody within range dealing 4d10 necrotic damage, you heal for halve as much damage as you dealt, this dosen't work on undead or constructs. This deals an additional 1d10 necrotic damage for every level above 5th
Greater fist 6th level You make an unarmed strike against somebody within range dealing 10d6 bludgeoning damage, a creature hit must make a streanth saving throw morning against your spell save DC or be knocked 50ft back, if the creature hits a wall to is dealt an additional 1d6 bludgeoning damage for every 10 feat it is knocked back. The spell deals and additional 1d10 bludgeoning damage for every level above 6.
Air bullet punch 7th level You punch the air with incredible force breaking the sound barrier, you targeted creature within eyesight and force it to make a dexterity saving throw or take 10d8 thunder damage and be stuned for 1 round, on a success it takes halve damage and is not stuned. if the target is unaware of you it automatically fails the saving throw. This creates a sound wave that is audible for up to 300 ft
Fist of Pulling 8th level As a bonus action You target a creature within 80 feat of you and force them to make a dexterity saving throw or be pulled within 5 feat of you.
Eeath punch 8th level You wined up a brutal punch and release brutal power, you cause a tremor into the ground in a 140 foot radius, each creature on the ground in the area must make a Dexterity saving throw. On a failed save the creature is knocked prone and takes 6d10 blugoning damage, all objects take 12d10 thunder damage.
Fisting flurry 9th level As a full action, in a 40 foot cone each creature takes 5d10 bludgeoning damage as you blits through them, you end up at the end the cone.
One punch 9th level You make an unarmed strike against somebody within range dealing 15d10+120 bludgeoning damage, a creature hit is knocked 800ft back, if the creature hits a wall to is dealt an additional 1d10 bludgeoning damage for every 10 feat it is knocked back. If the wall is thinner than 20 feat it is destroyed, if a target is killed by the spell it is destroyed completely as if targeted by a disintegrate spell. If this is used on an object it instantly deals 800 bludgeoning damage, this cannot be reduced in any way. You also send a powerful shock in a 800 feat come dealing 7d12+40 thunder damage.
Commoner stat block
Spell casting At will: one punch
Immunity. He is immune to all damage.
- I’ve refined my homebrew conjuration spell, what do you think? Any feedback is welcome!
- What’s your thought on this homebrew conjuration spell? (I need help balancing it, your comments are greatly appreciated!)
- Idea for an upcoming unarmed mod
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