Path of the Muscle Wizard

Subclass of: Barbarian

The Muscle Wizard Barbarian subclass merges brawn with arcane knowledge, using Strength as their spellcasting modifier and acquiring spells through thematic bundles. This unique subclass features Frenzied Incantations, which creates an illusory aura and enhances physical abilities, adding to the mystique of their magical combat. From Level 3, they get the "Muscle Magic" feature that allows them to cast spells and, as they level up, they choose spell bundles like Buff/Debuff, Defense, Offense, Social, and Utility to tailor their magical repertoire. Other standout abilities include "Magical Insite" for evading spells, "Rage Mage" to combine cantrips with melee attacks, "Magic Disruption" to nullify enemy magic, "Rage Caster" to maintain concentration while raging, "Enhanced Physicality" to add Strength to spell damage, and "Spell-deflecting Rage" for magical defenses. This subclass offers a rich blend of magical utility and physical power, all the while maintaining the Barbarian's raw energy.

As a person of "high intellect", you have learned focus your rage into "magical abilities" which no one else can master like yourself.

As a muscle barbarian, you are granted abilities that seemingly mirror real spells and magic as well as a small set of true magic spells. 

Muscle barbarians use sheer brute strength to manipulate the weave into using magic. Strength is your spell casting modifier.

Roleplay recommendations:

Frenzied Incantations

Frenzied Incantations represents your ability to perform intricate, exaggerated gestures and vocalizations that mimic spellcasting. By doing so, you create an aura of illusion that convinces others (and even yourself) that you are indeed casting spells. This class feature provides you with the following benefits:

"Magical Prowess"

Muscle Magic: Starting at 3rd level, you can use your Strength modifier for spellcasting. You use Strength whenever a spell refers to your spellcasting ability. 

This table denotes your spell table. As a muscle wizard, spells are delivered through bundles, and you may have access to spell levels early, but you cannot cast them until you reach the appropriate level to unlock that spell slot. As a muscle wizard, you do not have unlimited access to cantrips, please be advised of your limit for cantrips in a day.

Level 3
Cantrips Known: 2
1st Level Spells: 3

Level 6
Cantrips Known: 2
1st Level Spells: 4
2nd Level Spells: 2

Level 9
Cantrips Known: 3
1st Level Spells: 4
2nd Level Spells: 3

Level 12
Cantrips Known: 3
1st Level Spells: 4
2nd Level Spells: 3
3rd Level Spells: 2

Level 15
Cantrips Known: 4
1st Level Spells: 4
2nd Level Spells: 3
3rd Level Spells: 3

Level 18
Cantrips Known: 4
1st Level Spells: 4
2nd Level Spells: 3
3rd Level Spells: 3
4th Level Spells: 1


Enhance allies' abilities or cripple your enemies. This bundle focuses on improving performance or hindering opponents.


Fortify yourself and allies with spells that offer protection and survivability. This bundle enhances defenses and interrupts enemy actions.


Unleash devastating magical attacks to dominate the battlefield. This bundle focuses on direct damage and area-of-effect spells.


Manipulate social situations to your advantage. This bundle helps you with communication, persuasion, and deception.


Master the arcane arts to navigate the world more easily. This bundle assists with common tasks, problem-solving, and exploration.

"Magical Insite"

You become such a powerful mage, that you have learned when other (less powerful, obviously) magic user is about to cast a spell. If a creature casts a spell with an area of effect with visual components, and you can see that creature, you can use your reaction to move up to your movement speed out of the radius of the spell, assuming you have not yet exhausted your movement from your last turn.

Rage Mage

Starting at 5th level, you, being such a powerful mage, can mix your already impressive "magic" in with huge displays of power. Whenever you use a "cantrip" on your turn, you can make a melee weapon attack as part of the cantrip.

Magic Disruption

Starting at 7th level, your keen "mage" abilities allow you to stop the force of magic itself. Whenever a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against the caster. If you hit with the attack, the spell is waisted. Once you use this feature, you can't use it again until you finish a long rest.

Rage Caster

At 10th level, you can cast and concentrate on spells even while raging but you have disadvantage on maintaining concentration.

Enhanced Physicality

At 14th level, spells you cast that deal damage can also add your Strength modifier to the damage.

Spell-deflecting Rage

Starting at 17th level, while raging, your fervent belief in your magical abilities allows you to briefly tap into a mystical defense mechanism. Once during your rage, when you are targeted by a spell or magical effect that requires you to make a saving throw, you can use your reaction to attempt to deflect the spell. Roll a d20 and add your Constitution modifier. If the total is equal to or higher than the spellcaster's spell save DC, you successfully deflect the spell, causing it to have no effect on you. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.