Base Class: Wizard
Missile Mages are rare, indeed. Wizards who choose this path revel in the ability to utilize magical force as a tool against the enemies of their lands, and most achieve a pinnacle mastery of a simple spell: Magic Missile. Often empowering force spells they cast and learning new and powerful methods for employing these force spells, the Missile Mage is trained for warfare, and they diligently learn battle spells and drill with the tactical application of their spells as often as they can. This enables them to perform feats the like of which other spellcasters simply cannot, such as conjuring a mobile Arcane Hand of force which can, itself cast Magic Missile. When empowered to their fullest, they assume control of battlefields more easily than many warmages, utilizing Forcecages, Walls of Force, and damaging force attack spells and magical missile barrages to completely dominate a warzone.
Force Funneling
2nd-level Missile Mage feature
At 2nd level, when you choose this arcane tradition, You become trained in the fundamental techniques to channel magical force damage to a greater effect for a time, funneling extra energy into the fabric of your force spells at the detriment of other energy types you might attempt to control. As a bonus action, you draw a glowing sigil into the air in front of you, which glows with bright light for 10 feet and dim light for 10 feet beyond that. This sigil is an apparition, occupies no space, and is treated as a tiny magical object with 1 hit point. The sigil may remain stationary, hovering in place, or you may choose to have it move with you in your space, floating in front of you. If you are further than 5 feet from the sigil, you may cause it to teleport to your space using a bonus action. While you are within 5 feet of this sigil, spells and cantrips you cast that deal force damage deal damage equal to your Intelligence modifier to each target of that spell once on each of your turns. Also while you are within 5 feet of this sigil, spells you cast that deal damage of any other type deal 1d4 less damage to each target of that spell. If the sigil is successfully attacked and dealt any damage, it vanishes, ending these effects. You may use this feature a number of times equal to your Proficiency Bonus before you must finish a long rest to use it again.
Additionally, you add the Magic Missile spell and the Eldritch Blast cantrip to your spellbook, you always have Magic Missile prepared, and it does not count against the number of spells you prepare each day.
Forceful Skill
6th-level Missile Mage feature
At 6th level, you gain a penultimate ability to command force-energy spells. You learn and truly memorize the minutia of Force Talent Spells. You add to your spell book the Pulse Wave spell, and it is now a Force Talent Spell. You treat any Force Talent Spell as if you always have it prepared, and it does not count against the number of spells you prepare each day. Each time you gain a level in this class, choose one of the following spells if you have wizard spell levels to cast it:
Floating Disk, Magnify Gravity, Cloud of Daggers, Gravity Sinkhole, Tiny Hut, Resilient Sphere, Arcane Hand, Steel Wind Strike, Wall of Force, Blade Barrier, Globe of Invulnerability, Forcecage, Gravity Fissure, Mordenkainen's Sword, Dark Star, Blade of Disaster, Ravenous Void
Once chosen this way, these spells are added to your Force Talent Spells, and when you gain a level, you can choose to replace one Force Talent Spell you know from this list with another spell you have spell slots to cast for your Wizard level.
Additionally, at 6th level, whenever you cast a Force Talent Spell, you may choose a creature you can see within 30 feet of you and that creature gains a Force Buffer as part of that action. Creatures with a Force Buffer are treated as if their Armor Class is at least 16. Whenever a creature protected by a Force Buffer takes damage, the Force Buffer reduces that damage by 1 point and then vanishes, ending these effects.
Excessive Force
10th-level Missile Mage feature
At 10th level in this class, you are illuminated to the secrets of empowering some force projections with extra powers, and you can unleash force spells of heightened power upon your foes. When you cast the Arcane Hand spell, you have a new option for the effects of the hand, the Casting Hand. When you cast the Arcane Hand spell and as a bonus action on your subsequent turns, you may choose to have the Hand become the Casting Hand. If you do while you concentrate on this spell, you can cast the Magic Missile spell using a 5th-level or higher spell slot, and when you do so, the Arcane Hand casts a copy of that spell as part of that same action without expending a spell slot. Furthermore, whenever you cast the Magic Missile spell, the force projectiles can exit the barrier created by the Resilient Sphere spell as if it did not exist.
Additionally, whenever you cast a Force Talent Spell of up to 8th spell level within 5 feet of the sigil created by your Force Funneling feature, you can cast that spell as if the spell level was 1 level higher without expending a higher level spell slot.
Missile Expertise
14th-level Missile Mage feature
At 14th level, your level of your mastery of force capability achieves a potent new pinnacle of power, and you're able to conjure powerful volleys of force shots. Whenever you cast the Magic Missile spell at a higher level spell slot, you add one additional dart for each slot level above 1st. These extra darts cannot be copied with other versions of this spell, such as that cast by your Arcane Hand's Casting Hand option.
Lastly, you can conjure a barrage of force projectiles which wreak havoc in a zone in front of you. As an action, choose a line 5 feet wide and up to 40 feet long originating from you. For 5 feet on every side of this line (except your space) and within it, creatures must make a Dexterity saving throw at your spell save DC or suffer 8d8 + your Intelligence modifier force damage and be pushed 10 feet away from you, or half as much damage and they are not pushed on a successful save. Objects not being worn or carried in this area also suffer this damage, and if they are reduced to 0 hit points this way, they are disintegrated. You can use this feature twice before you must finish a long rest to use it again.
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