Base Class: Sorcerer
Your particular specialty in magic is very unique. You are connected to the weave by only a single thread. You may tug, pull, and manipulate that thread in any number of ways, however, any action you use on this thread always results in you casting Magic Missile. While many would be discourage by this apparent limitation, you have taken it as a challenge, seeking total mastery of a single technique.
A Single Thread
Your spell list contains only Magic Missile. You gain the ability to cast Magic Missile as a cantrip, firing a single dart instead of three.
Additional Metamagic
At 1st level, your total control of your single thread in the weave gives you additional metamagic options. You may select two of following metamagic options that augment your Magic Missile. You gain another one from this list at 10th and 17th level.
Divine Shot
When you cast Magic Missile, you can spend a number of sorcery points equal to the spell’s level (1 sorcery point if the spell is a cantrip) to change its damage type to radiant and any choose any number of fired missiles to grant temporary hit points instead of deal damage. At 10th level, this changes to healing if the hit creature is missing any hit points.
Elemental Shot
When you cast Magic Missile, you can spend 1 sorcery point to change its damage type to one of the listed types: acid, cold, fire, lightning, thunder. At 10th level, this list increases to include: poison, necrotic, psychic.
Penetrating Shot
When you cast Magic Missile, you can spend 3 sorcery points to have the missiles penetrate up to 15 feet of non-magical non-living, solid objects. In addition, the damage type of the missiles change to piercing. At 10th level, the non-living restriction may be ignored.
Repeating Shot
When you cast a Magic Missile that targets only one creature, you can spend a number of sorcery points equal to the spell’s level to target a second single creature in range with the same spell (1 sorcery point if the spell is a cantrip). At 10th level, the number of sorcery points needed decreases by one.
Meta Missile
Your understanding of the nature of your thread expands further. You can pull at just the right point to converge different wavelengths of magic. At the 6th level, you gain the ability to add an additional metamagic effect when casting Magic Missile.
Improved Cantrip
Your experience lets you cast magic missile as if it were as simple as walking. At 6th level, when you cast Magic Missile as a cantrip it fires two darts instead of one.
Meta Master
You use your thread like a bard would use their instrument. You understand the fundamentals that make up its connection to the weave. At 14th level, you gain the ability to another additonal metamagic effect when casting Magic Missile.
Missile Matrix
At 18th level, you can replicate a part of your thread, looping it back into itself. Whenever you cast Magic Missile, you create one more dart.
Meta Monarch
At 18th level, you can momentarily become one with the thread, fully understanding every butterfly effect of each pull on the rest of the world. When you cast Magic Missile as a 9th level spell, you can add any number of metamagics to it without using sorcery points, even ones you haven't learned. If multiple effects would change its damage type, you choose which type. You can use this feature once per long rest.
Previous Versions
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Posted Oct 22, 2022But... Why?