TEXT:  
  Primal Path 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal.  
  Path of the Muscle Wizard 
  You're a wizard! Perhaps you went to wizarding school on 
  a football scholarship or just picked up a book at the gym 
  and started reading. No matter how you got here, you're a 
  wizard, one that just coincidentally has massive, rippling 
  muscles. You have the big dumb hat and the book filled 
  with gibberish and everything!  
       You gently remind others, often by beating them to a 
  pulp and cracking their bones, that your magical powers 
  shouldn't be questioned. You're a good wizard, the best 
  one, even! And only a fool would say otherwise. 
  Unarguable Wizardry 
  Starting at 3rd level, your unquestionable legitimacy (and 
  immense pectoral muscles) gives you advantage on 
  Charisma (Intimidation) checks made to convince others 
  that you are, in fact, a wizard.  
       Additionally, if someone questions your legitimate 
  magical prowess, you can instantly fly into a rage for 1 
  round. This rage can't be extended and does not count 
  against your total number of Rages following a long rest. 
  “Cantrips” 
  At 3rd level, you can call upon your "magic" to cast 
  "cantrips" in combat. You can use the following "cantrips" 
  a number of times equal to your Strength modifier. You 
  regain all expended uses when you take a short or long rest. 
  While you are raging, you can cast your "cantrips" at will; 
  using them does not count against your total number of 
  uses.  
       Mage Hand. As a bonus action when you take the attack 
  action on your turn, you can use your hand (and you are a 
  mage, after all) to attempt to shove the target over. On a hit, 
  the target must make an opposed Strength check against 
  you. If your Strength check is higher, the target is knocked 
  prone. 
       Shocking Grasp. As a bonus action when you take the 
  Attack action on your turn, you can hit your target even 
  harder than usual, a fact which they will find quite 
  shocking. On a hit, the target can't take a reaction until the 
  beginning of your next turn. 
   
   
   
   
   
   
   
   
   
       True Strike. As a bonus action when you take the 
  Attack action on your turn, you can really, truly strike your 
  target. On a hit, you deal an additional 1d8 damage. 
  “Spells” 
  By 6th level, your "magic" is powerful enough to cast 
  every "spell" that exists (and no one can or will prove 
  otherwise without broken ribs.) However, you only 
  prepared the following "spells" today. 
       You can cast each of these "spells" once and recover all 
  expended uses when you finish a long rest.  
       Burning Hands. Your backhand slap is legendary. As 
  an action on your turn, you can make an unarmed attack 
  roll against each creature within your reach. On a hit, this 
  strike deals 1d8 + your Strength modifier bludgeoning 
  damage.  
       Magic Missile. When you take the Attack action on 
  your turn, you can use your bonus action to make a ranged 
  weapon attack using a ranged weapon you are holding. 
  Because magic missile never misses, you have advantage 
  on this attack roll.  
       Shield. As a reaction when you're targeted by an attack, 
  you can quickly produce a shield to defend yourself. You 
  gain the shield's bonus to AC against this attack, even if 
  you weren't holding it before. If you are hit, you can reduce 
  the amount of damage taken by 1d12 + your Constitution 
  modifier. 
  Magic Resistance 
  By 10th level, you're such an amazing wizard that other 
  wizards can't even touch you. While you're raging, you 
  have resistance to damage from spells. 
  I Cast Fist 
  Starting at 14th level, you can crush your enemies with 
  your ultimate "spell", Fist. While you're raging, you can use 
  your action and bonus action to punch your foe really, 
  really hard. Make a melee attack roll, with advantage, 
  against one creature within your reach. On a hit, you deal 
  bludgeoning damage equal to 8d8 + your Strength 
  modifier. 
       Once you use this ability, you can't use it again until you 
  finish your rage. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Path of the Muscle Wizard.pdf