Sorcerer
Base Class: Sorcerer

Missile Sorcery focuses on the Magic Missile spell. Though focusing on only one spell has a cost, the benefits you can reap from focusing on one thing will outweigh the cons.

Missiles for All

At the 1st level, you learn the Magic Missile spell if you did not know it.

You learn the Mini Missile cantrip.

  • You create one glowing dart of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels. You can shoot an additional dart at the 5th level, three darts at the 11th level, and four darts at the 17th level.

Missile Savant

Starting at 1st level; when you cast the Mini Missile cantrip, you shoot an extra dart.

You can use a bonus action on your turn to cast the Mini Missile cantrip immediately before or after you cast a Magic Missile spell of 1st level or higher. You can only use this bonus action when targeting one creature.

When you cast a spell that requires you to use a spell attack that is not Magic Missile, reduce the roll by 6. When casting a spell that requires a DC that is not Magic Missile, reduce the roll required to succeed by 4. For example; if a spell requires a DC10 or fail, it becomes a DC6 or fail.

Arcane Deflection

At 6th level, you gain resistance to Force damage.

You learn the Shield spell if you did not know it. You can cast the Shield spell once a day without consuming a spell slot. You cannot use this ability again until you complete a long rest.

When you are about to take bludgeoning damage, make the attacker roll a DC12 STR check. If the attacker fails their save, the damage is reduced by half.

Arcane Mind

At 6th level, you gain the ability to morph the Magic Missile spell to your will.

When casting the Magic Missile spell at the 1st level or higher, you can use one sorcery point to change the damage type from Force to Fire, Cold, Lightning, or Acid type. When doing this, all the darts must be the same damage type. 

At certain levels, you become more adept and shaping and combining your missiles into more powerful spells. You can only use one "Form" at a time.

You gain the ability: Magic Missile, Rotation Form. You use your mind to rotate the missiles, causing more damage per missile.

  • When casting Magic Missile at the 1st level or higher, you can use one sorcery point to increase the damage of all the missiles by 1. 

At 9th level, you gain the ability: Magic Missile, Buckshot Form. You form the missiles into the shape of pellets.

  • When casting Magic Missile at the 3rd level or higher at melee range and only targeting one creature; using both your main and bonus action, you can use two sorcery points to have all darts roll for d6's instead of d4's of Force Damage instead.
    • When targeting a Small or Medium creature with this ability, they are pushed back 15ft and are stunned for one round.
    • When targeting a Large creature with this ability, they are pushed back 15ft and must roll a DC8+[Proficiency bonus]+[Charisma bonus] CON save. On a failed save, the creature is stunned for one round.
    • When targeting a Gargantuan creature with this ability, you and the creature rolls a CON saving throw contest. Whoever fails the save is pushed back 15ft. 
    • Whichever creature is pushed does not provoke an attack of opportunity.

At 12th level, you gain the ability: Magic Missile, Dagger Form. You form the missiles into the shape of daggers.

  • When casting Magic Missile at the 1st level or higher, you can use three sorcery points to concentrate and make floating daggers that swirl around you equal to the amount of darts created. 
    • The daggers deal 1d4+1 force damage each and are considered magical.
      • When using this ability, the daggers swirling around you attacks any enemy creature that gets too close. When an enemy creature gets within 5ft of you, you can use your reaction to make the creature roll a DC8+[Proficiency bonus]+[Charisma bonus] DEX save.
        • On a failed save, they take the damage of all daggers created by the spell. On a successful save, they take half damage.
    • If an enemy creature provokes an attack of opportunity from you, you can use your reaction to attack them using this ability.
      • If an enemy creature provokes an attack of opportunity from a friendly creature within 20ft of you, you can use your reaction to expend and throw a dagger at them. The dagger disappears after the damage is taken. 

At 15th level, you gain the ability: Magic Missile, Spear Form. You form the missiles into the shape of spears.

  • When casting the Mini Missile cantrip, you add your Charisma modifier to the first missile fired. 
  • When casting the Magic Missile spell using this ability, you deal maximum damage.
  • When casting the Magic Missile spell using this ability, you can spend the appropriate sorcery points to cast:
    • 1st to 3rd:
      • Two sorcery points
    • 4th to 6th:
      • Four sorcery points
    • 7th-9th:
      • Six sorcery points
  • When casting the Magic Missile spell using this ability, you can penetrate the Shield spell.

Missile Salvo

At the14th level, you gain the ability: Missile Salvo, Overload.

  • As a free action, you can enter a state of overload, causing you to temporarily gain tremendous power at a cost. You must have not used any actions before becoming overloaded.
    • When casting Magic Missile at any level as a main action, you can mirror cast the same level of Magic Missile without consuming a spell slot as a bonus action.
      • If you casted Magic Missile at the 1st to 3rd level, until the end of your next turn:
        • You have disadvantage on all saving throws.
        • All attacks have advantage against you.
        • You can only move 15ft. 
        • You can only cast cantrips.
        • You can only use either a Main action or a bonus action.
        • You cannot use any reactions.
      • If you casted Magic Missile at the 4th to 6th level, until the end of your next turn:
        • You have disadvantage on all saving throws. 
        • All attacks have advantage against you.
        • You cannot move.
        • You cannot cast spells.
        • You can only use either a Main action or a bonus action.
        • You cannot use any reactions.
      • If you casted Magic Missile at the 7th or higher level, you become stunned until the end of your next turn.

You cannot re-enter a state of overload until you complete a long rest.

Angel of Death

At 18th level, you gain the ability: Our Missiles will Block Out the Sun.

When entering the Overload state, you can also use your reaction to again cast the Magic Missile spell without using a spell slot.

You cannot use this ability again until completing a long rest.

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