Wizard
Base Class: Wizard

Fusillade Wizards devote themselves to perfecting the iconic Magic Missile spell, studying the ancient runes and geometric force-patterns that empower it. Through obsessive refinement, they learn to conjure missiles that are far superior than normal. To these specialists, Magic Missile is not a simple spell—it is a complete discipline of precision force magic.

Level 3: Missile Comprehension

You gain proficiency in Arcana. If you already have proficiency, you gain expertise instead.

You also know the magic missile spell. It is always prepared and does not count against your spells known. In addition, in instances where damage from magic missile would be negated, you can treat immunity as resistance.

Level 3: Missile Cantrip

You gain the ability to cast magic missile as a cantrip. The cantrip version of this spell only fires 1 missile. It also gains the benefit of all other class features earned from this subclass. This cantrip gains an additional dart at 5th, 11th, and 17th level.

Level 6: Persistent Missile

When you cast the Magic Missile spell or cantrip, you may maintain the missiles created as long as you maintain concentration and for a maximum duration of 1 minute. On subsequent turns, you may utilize the missiles maintained from the spell as a bonus action.

Level 10: Missile Ferocity

Your magic missile damage can no longer be negated or reduced except for the Wall of Force, Antimagic Field, or Prismatic Wall spells.

Level 14: Arcane Fusillade

You may concentrate on an additional spell while also maintaining concentration on your Magic Missile spell. You must make a concentration check on both spells if you are subject to a check on either. The additional spell may be another casting of Magic Missile. On subsequent turns, you may only utilize your bonus action for one of these castings; however, you may use your action to utilize the other.

Comments

Posts Quoted:
Reply
Clear All Quotes