Sorcerer
Base Class: Sorcerer

Magic Missile is a favored staple of many arcane spell casters and an example of raw magical force. Thus, it is no wonder that a cabal of arcane spell casters focuses their studies on this spell, determined to perfect its casting technique above all others. As these spell casters obsessively explore Magic Missile’s secrets and press its boundaries, every rune and magical symbol of the spell becomes inexorably etched upon their minds.

The outcome of such focused study results in the ability to warp the magical energies involved in casting Magic Missile, which leads to the creation of new abilities that augment the spell's effects. Eventually the most devoted researchers come to a new understanding of how magic works, revealing unplumbed depths of power out of the reach of ordinary spell casters. These inspired spell casters are known as force missile mages.

School of Force Missile

You learn the spell magic missile, if you do not know it already.  Additionally, you can cast magic missile a number of times equal to your Charisma modifier.

Bonus Missile

When you cast the magic missile spell, you fire 1 additional missile, as if the spell was cast using a higher level spell slot.  The additional number of missiles increases by 1 at 6th level (2 additional missiles), 10th level (3 additional missiles), and 14th level (4 additional missiles).  All other rules apply when expending a spell slot higher than 1st level.

(Level 1 equals 4 missiles, level 6 equals 5 missiles, level 10 equals 6 missiles, and level 14 equals 7 missiles )

Example casting Magic Missile at level 3 using a level 2 spell slot is a total of 5 missiles (level 1 magic missile +3 missiles, Bonus Missile +1 Missile, level 2 spell slot +1 missile)

Magic Missile Mage

You can cast magic missile a number of times equal to your Charisma modifier without using a spell slot.

You regain all expended uses when you complete a long rest.

Shield of Missiles

For 1 minute, your armor class equals 10 + the number of missiles orbiting you, which begins as the number of missiles fired, to a maximum of 8.

Whenever an enemy ends its turn within 5 feet of you, a single missile strikes it, dealing damage as normal and decreasing the number of missiles orbiting you, and also decreasing your bonus to armor class.

After using this ability, you may not use it again until you complete a short rest.

Energy Missile

During casting, you may change the damage dealt by your magic missile to acid, cold, fire, or lightning.

Overpowering Missile

Your magic missile ignores resistance. If a creature is immune to your magic missile, or is under the effect of the shield spell, it is treated as only having resistance against it.

Additionally, your Magic Missile spell can deal maximum damage. After doing this, you cannot do so again until completing a Long Rest.

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