Base Class: Wizard
Wizards of the School of Magic Missiles obsessively refine the classic spell until it becomes an extension of their will. Through relentless practice they turn a simple force dart into a versatile tool of offense, defense, and battlefield control.
Magic Missile Mastery
2nd-level School of Magic Missiles feature
You always have the magic missile spell prepared. It doesn’t count against the number of wizard spells you can prepare.
You gain the following benefits with magic missile and any similar spell you have prepared (such as Jim’s magic missile):
- You can cast the spell at will without expending a spell slot and without material components. You can also cast it as a bonus action.
- The spell always succeeds in being cast. Even counterspell cannot prevent it from being cast.
- The spell’s range increases by 180 feet.
- You can target objects with the spell.
- The first time a dart hits a creature or object during the casting, you can push that target 10 feet in any direction.
- The spell bypasses resistance and immunity to force damage and to the spell itself. It also ignores any effect (such as the shield spell) that would prevent the darts from hitting their targets.
- If a creature would regain hit points as a result of being damaged by the spell, you can choose for it not to regain those hit points.
- Add your Intelligence modifier to the damage of each dart.
Dual Barrage
6th-level School of Magic Missiles feature
You can cast magic missile (or a similar spell) twice on each of your turns.
In addition, you become immune to force damage from spells and other magical effects. Whenever you would take force damage from a spell or magical effect, you instead regain hit points equal to the damage you would have taken. This benefit cannot be bypassed.
When you cast the spell, you can now push a creature or object a second time with one of the darts. You can also choose for any number of the darts not to hit; each dart you forgo this way forms a barrier of force around you, increasing your AC by 1 for each dart until the end of your next turn.
Triple Barrage
10th-level School of Magic Missiles feature
When you cast the magic missile spell (or a similar spell), you can now push a creature or object a third time with one of the darts.
While you have a barrier created by at least three darts, attack rolls against you have disadvantage, you have resistance to damage from spells and magical effects, and you have advantage on saving throws against spells and magical effects. These benefits cannot be bypassed.
Ultimate Barrage
14th-level School of Magic Missiles feature
When you cast the magic missile spell (or a similar spell) you can now push a creature or object a fourth time with one of the darts. Each dart always deals its maximum damage.
If you have a barrier of darts created by the spell, you can use your reaction to expend the entire barrier. When you do so, you completely avoid one attack against you or automatically succeed on one saving throw.
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