Base Class: Wizard
Some wizards spend lifetimes studying the myriad intricacies of the Weave. Some travel the world hunting forgotten spells. Some have a magical solution to any problem. And SOME just want to blast things.
Why memorize dozens of spells when you already know the best one? Arcane Torrents have turned Magic Missiles into an all-purpose tool for demolishing their enemies.
If it Ain't Broke
After constant use, casting the Magic Missile spell has become second nature to you. You may cast Magic Missile as a 1st level spell a number of times equal to your proficiency bonus without expending a spell slot. You regain all uses of this feature after completing a long rest.
Transmute Missiles
When you cast the Magic Missile spell, you may change its damage to be one of the following types: acid, cold, fire, lightning, necrotic, poison, radiant or thunder.
Chromatic Enhancement
When you cast the Magic Missile spell, you may choose to have the spell create 1 fewer missiles than it normally would. If you do, the remaining missiles gain an additional effect based on the spell's damage type:
Force - any creature struck by one of these missiles must succeed on a STR saving throw or be pushed 5ft in a direction of your choosing.
Acid - any creature struck by one of these missiles becomes coated in acid. At the end of their next turn, they take 1d4 acid damage (per missile they were hit by). The target or another creature can use an action on their turn to remove the acid and prevent the damage.
Cold - any creature struck by one of these missiles must succeed on a CON saving throw or have their movement speed halved until the beginning of your next turn.
Fire - any creature struck by one of these missiles takes an additional 1 fire damage (per missile) at the beginning of their next turn.
Lightning - any creature struck by one of these missiles must succeed on a CON saving throw or be unable to take reactions until the beginning of your next turn.
Necrotic - any creature struck by one of these missiles is unable to gain hitpoints until the beginning of your next turn.
Poison - any creature struck by one of these missiles must succeed on a CON saving throw or be poisoned until the beginning of your next turn.
Radiant - any creature struck by at least 3 of these missiles must succeed on a CON saving throw or be blinded until the beginning of your next turn.
Thunder - any creature struck by at least 3 of these missiles must succeed on a CON saving throw or be stunned until the beginning of your next turn.
Improved Missiles
When you cast the Magic Missile spell, each missile now does 1d4+2 damage. In addition, the Shield spell no longer makes targets immune to your Magic Missiles.
Empowered Missiles
When you cast the Magic Missile spell, it counts as being cast with a spell slot 1 level higher than the spell slot expended (i.e. casting the spell with a level 1 spell slot grants you 4 missiles as if you had cast the spell using a 2nd level spell slot instead). This also applies to spells cast with the If it Ain't Broke feature.







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