Base Class: Wizard
As an Arbalest, your mastery of the magic missile spell is unparalleled. You have spent countless hours perfecting your aim and manipulating the spell to your advantage, allowing you to take out even the most elusive targets with deadly precision.
In battle, you are a force to be reckoned with, standing at the back of the group and unleashing a barrage of magical energy that can devastate your enemies. You have honed your skills to the point where you can cast multiple missiles at once, controlling their trajectory with pinpoint accuracy to take out key targets and turn the tide of battle in your favor.
While some may scoff at the idea of specializing in a seemingly simple spell like magic missile, you understand the true power and potential of this spell. You know that with the right approach, it can be a deadly weapon that can help you emerge victorious in even the most challenging battles.
Missile Mastery
At 2nd level, you become extremely adept with one of the most common offensive spells for wizards. Add the Magic Missile spell to your spellbook if you don't already know it. This spell is always prepared and doesn't count against your prepared spell limit.
In addition, the Shield spell no longer grants immunity to your Magic Missiles. Instead, the target gains resistance to the damage.
Arcane Volley
Also at 2nd level, whenever you cast Magic Missile (regardless of the spell slot used), you fire an additional missile. For example, casting Magic Missile using a 1st-level spell slot creates four darts, while casting it using a 4th-level spell slot creates seven darts.
Charged Darts
Beginning at 6th level, as a bonus action you can empower the next cast of your Magic Missile this turn. When empowered in this way, you can add your Intelligence modifier (minimum of +1) to the damage of each of your Magic Missile darts. You can use this feature a number of times equal to your proficiency bonus, and you regain the ability to do so after finishing a long rest.
Concussive Missiles
Starting at 10th level, you put more magical energy into your missiles, making them strike with greater force. When a creature is struck with at least two darts from your Magic Missile spell, the creature must attempt a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone. If a creature is struck with all of the missiles from a single casting of your Magic Missile spell, the saving throw is made at disadvantage.
Blot Out the Sun
At 14th level, when you cast magic missile, you may choose to add five darts of magical force. These additional five darts cannot strike the same target more than once. You can use this feature once, and regain the ability to do so after finishing a long rest.







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