Wizard
Base Class: Wizard

Wizards of the School of the Missileer believe that the most efficient way to solve any problem is through a barrage of unerring force. You forgo the crude, messy explosions of fireballs for the mathematical elegance of the magic dart.

Level 3: Arcane Precision & Missileer Savant

Your study of Evocation is focused entirely on the physics of force and positioning.
Always Prepared. You always have the Magic Missile spell prepared. It doesn't count against the number of spells you can prepare.
Force Dart. You learn the [Tooltip Not Found] cantrip (see Spells).
Missile Volley. Your efficiency allows you to manifest more power with less effort. Whenever you cast Magic Missile using a spell slot of 1st level or higher, you create one additional dart. At 10th level, this increases to two additional darts.
Tactical Savant. You forgo messy explosions for tactical utility. When you gain a "Savant" spell (at level 3 and every time you gain a new level of spell slots), you must choose an Abjuration, Divination, or Conjuration (Teleportation) spell.

Tactical Payloads

You have learned to mathematically adjust the kinetic energy of your missiles to suit the battlefield. When you cast Magic Missile or [Tooltip Not Found], you can apply one of the following modifications to that casting:
Focused Impact: Merge all darts into a single instance of damage to bypass [feat]Heavy Armor Master[/feat] or Damage Thresholds.
Concussive Blast: If you hit a creature with 2 or more darts, force a Strength save or they are pushed 10ft and knocked Prone.
Disrupting Static: If you hit a creature with at least 1 dart, they have disadvantage on their next attack roll until the end of their next turn.

Shield Breaker

Your missiles are tuned to find targets even when they are hidden or magically immune.
Blindfire. You no longer need to see a target to hit it with Magic Missile or [Tooltip Not Found], provided you know the target is within range, and there is an unblocked path for the missiles to travel (such as through an open door or around a corner).
Counter-Shield. If a target uses the Shield spell to negate your missiles, you can immediately use your reaction to make an Intelligence (Arcana) check against the target's spell save DC. On a success, your missiles bypass the Shield entirely, and the target's Shield spell immediately ends.
Force Piercer. Your Magic Missile and [Tooltip Not Found] ignore resistance to force damage. Additionally, if a creature is immune to force damage, your missiles still deal half damage to it.

Massacre Barrage

You can unleash a devastating flurry of arcane energy. As an action, you can expend a spell slot to fire a massive barrage. You create a number of Magic Missile darts equal to five times the level of the spell slot expended.


- Concentrated Fire. If you direct at least 10 darts at a single target, that target must make a Constitution saving throw against your spell save DC. On a failure, it is Stunned until the end of your next turn.


- Once per Long Rest. Once you use this feature, you cannot do so again until you finish a long rest.

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