Why the "Esteem the gift" mascot hoodie is a must-have for every fan

By admin

The Gift Mascot Hoodie is a clothing item that deserves to be esteemed and cherished. It combines the comfort and warmth of a hoodie with the playful and expressive qualities of a mascot. This unique hoodie is designed to bring joy and a sense of playfulness to anyone who wears it. The main idea behind the Gift Mascot Hoodie is to provide a way for people to express their individuality and creativity through fashion. The hoodie is adorned with a large, colorful mascot that represents the spirit of gift-giving and generosity. The character's cheerful face and vibrant colors make it a perfect addition to any wardrobe.


You touch a creature or unsecured object within range and blow it away with kinetic force. Make a melee spell attack against the target. On a hit, it takes 3d6 force damage and is pushed 10 feet away from you in a straight line. Creatures can choose to make a Strength saving throw, and aren't pushed on a success.

For example, if you cast fire bolt as a 6th level character and deliver it through your limb, you make a melee spell attack against a target within reach rather than a ranged spell attack, and you can choose to deal 3d10 fire damage on a hit instead of 2d10. As a Super-Trope to several different tropes about the depiction of strength and intelligence in media, relegate specific examples to their proper subtrope pages whenever possible.

Sorcery and brawn magic and strength

The character's cheerful face and vibrant colors make it a perfect addition to any wardrobe. One of the standout features of the Gift Mascot Hoodie is its high-quality construction. Made from premium materials, this hoodie ensures durability and long-lasting comfort.

Muscle Magic, Variant (5e Subclass)

Instead of coming from your blood, your magic comes from your muscle. You might not even be convinced that what you're doing is magic, as you train your body and improve your muscles to improve your magic.

Musclecasting [ edit ]

At 1st level, your peculiar magic allows you to cast your sorcerer spells using your brawn, instead of your brain. You gain proficiency in Athletics, if you don't already have it, as well as the following metamagic (these cost no sorcery points if the spell is a cantrip):

  • Punching Spell. When you cast a spell that affects other creatures you can spend 1 sorcery point to apply the spell's effect through unarmed strikes instead of the usual method. Each time you would make a spell attack or cause a creature to make a saving throw with the spell (or when casting the spell), replace each with an unarmed strike. If the unarmed strike hits, it inflicts the effects of the spell (as if the creature was hit by the spell attack or failed the saving throw) instead of the usual effects of your unarmed strike, dealing additional damage equal to your Strength modifier if the spell does damage. You can make multiple unarmed strikes when casting the spell this way, up to the number of spell attacks or targets the spell would normally have, but you cannot target a creature multiple times if the spell cannot normally do so. If you would normally need to see a creature to target it with a spell, you do not when casting this way. This metamagic can only be used on spells with a duration longer than instantaneous if that spell affects creatures as soon as its cast (such as mind spike), or if it allows the caster to make inflict the effects multiple times in its duration (such as witch bolt), and any further saving throws required by the spell (such as on subsequent turns to end lingering effects) are done as normal.
  • Grappling Spell. When you cast a spell with a duration longer than instantaneous that would affect other creatures, you can spend 1 sorcery point to apply the effects of the spell through a grapple instead of the usual method. As part of casting the spell, attempt to initiate a grapple with a creature, applying the effects of the spell to the target as if it failed the saving throw (if there is one), with the effects lasting the duration of the grapple (this cannot extend the spell past its usual duration). If the creature could normally make additional saving throws to end the effect on itself, it cannot. If the spell would affect more than one creature, you can attempt to grapple multiple creatures in the same way, but you cannot attempt to grapple more creatures than you have free hands, or more than the spell would normally affect. Spells cast with this metamagic only affect creatures you successfully grapple when casting it.

Muscles of Iron [ edit ]

At 1st level, your muscles are almost supernatural. While you aren't wearing armour, using a shield or wielding a weapon you gain the following benefits:

  • Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit, and you can use your fists in place of any weapon for your sorcerer spells.
  • Your rippling muscles give you additional protection, increasing your AC by your Strength modifier if you have made an unarmed strike, or attempted to grapple or shove a creature, since the start of your last turn.
  • Your physical training improves your resilience, increasing your hit point maximum by 1, and by 1 again whenever you gain a level in this class.
  • Your carrying capacity is doubled and you are treated as if you were 1 size larger for the purpose of grappling or shoving a creature.

Defensive Hold [ edit ]

At 6th level, you learn how to manipulate magic to protect yourself with a creature you're grappling. While you are grappling a creature and would be subjected to an effect that allows you to make a saving throw to take only half damage, you can use your reaction and spend 2 sorcery points to defend yourself with the grappled creature. If you do, the creature takes any damage you would take from that effect on a successful save, and the damage is split between you and the grappled creature if you fail.

Improved Grappling Spell [ edit ]

At 14th level, your ability to combine magic with muscle improves. When you use the Grappling Spell metamagic, you can move while casting the spell in between attempting to grapple targets, allowing you to attempt to grapple more creatures than you have free hands, but still no more than the spell normally targets. You must still have a free hand to grapple the creature when you attempt to grapple it. When grappling a creature this way, you can end the grapple (no action required), and cause the effects of the spell to continue on the creature as if the spell was originally cast normally.

Magic Muscle [ edit ]

At 18th level, you gain the ability to channel your magic into your muscle as an action. When you do, you gain the following benefits for 1 minute:

  • You have resistance to all damage.
  • You can add your Charisma modifier to Strength checks and to attack rolls made with your unarmed strikes.
  • You can use Grappling Spell and Punch Spell without spending sorcery points.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

"The society that separates its scholars from its warriors will have its thinking done by cowards and its fighting by fools."
Esteem the gift mascot hoodie

The hoodie is designed to be both cozy and stylish, making it suitable for everyday wear or special occasions. What truly sets the Gift Mascot Hoodie apart is its ability to bring a smile to people's faces. The playful mascot design is sure to spark conversations and elicit positive reactions wherever you go. Whether you're at a social gathering or simply running errands, this hoodie is bound to turn heads and attract attention. Additionally, the Gift Mascot Hoodie makes for a thoughtful and unique gift. It's perfect for birthdays, holidays, or any occasion when you want to surprise someone with a special present. By gifting this hoodie, you're not only giving a stylish clothing item but also spreading happiness and positivity. In conclusion, the Gift Mascot Hoodie is a remarkable piece of clothing that deserves to be esteemed. Its combination of comfort, quality, and whimsical design makes it a standout item in any wardrobe. Whether you're wearing it yourself or gifting it to someone special, this hoodie is sure to bring joy and brighten the day of anyone who encounters it..

Reviews for "Turn heads with the unique design of the "Esteem the gift" mascot hoodie"

1. Ashley - 2 stars - I recently purchased the "Esteem the gift mascot hoodie" and I have to say, I was not impressed. The material felt cheap and thin, and the size was way off compared to the measurements provided. The design on the front was also poorly printed and started fading after just a few washes. Overall, I was disappointed with the quality of this hoodie and would not recommend it.
2. Michael - 1 star - This hoodie was a complete waste of money. The fit was completely off and the material felt scratchy and uncomfortable. Not to mention, the design on the front looked completely different from what was advertised online. The colors were faded and the print was blurry. It's safe to say that I will not be purchasing anything from this brand again.
3. Emily - 2 stars - I had high hopes for this hoodie, but unfortunately, it fell short. The size I ordered was way too big, even though I followed the provided measurements. The material was also very thin and didn't feel like it would hold up well after a few washes. The design on the front was cute, but the quality of the printing was subpar. Overall, I was disappointed with the product and wouldn't recommend it to others.
4. Daniel - 1 star - The "Esteem the gift mascot hoodie" was a huge disappointment. The material was flimsy and felt like it would tear easily. The size was also way too small, even though I ordered my usual size. On top of that, the design on the front was peeling off after just one wash. I would definitely not recommend this hoodie to anyone looking for a quality product.

The "Esteem the gift" mascot hoodie: the ultimate fan essential

Stay warm and stylish with the