Wizard
Base Class: Wizard

No matter the skill of the wizard, the steps required to cast a spell provide the targets with some idea of urgency and readiness. Sometimes, 6 seconds is all it takes for that roguish fellow to avoid your fireball completely, or allow the zealous druid a moment to calm his mind to resist your spells. All of magic is uncertain, but at some point, a wizard discovered a spell that never misses. 

Magic Missile is a wizard staple, and it's for those moments when you simply can't risk the final blows in a fight. Magic Missile can be made to be flexible, dangerous, and reliable. While any wizard worth their salt keeps their spellbook diverse, and skills fluid, the smart wizard devouts themself to a plan that rarely fails; Magic Missile.

Magic Missile Savant

At 2nd level, you add the Magic Missile spell to your spellbook, if it is not there already.

Additionally, whenever you deal damage with Magic Missile, or use your Missile Infusion spell, you can choose to deal Fire or Cold damage instead of Force.

Missile Infusion

At 2nd level, when you cast an Evocation spell, you may cast a single dart of Magic Missile as a bonus action. This dart follows the normal rules of magic missile, and does not consume a spellslot to use. You cannot use this feature unless you have Magic Missile as a prepared spell. This effect cannot be used if the Evocation spell cast was Magic Missile. 

This feature allows you to shoot an additional dart at levels 6, 12, and 18.

Flurry of Darts

Starting at 6th level, when you cast Magic Missile with a 3rd Level Spellslot or higher, you may hit every hostile creature within 120ft once, instead of it's normal effect.

Additionally, if an effect would deflect or negate Magic Missile (such as the spell Shield or Brooch of Shielding), your magic missiles instead deal half damage, rounded down. This effect does not negate Counterspell however.

Magic Missile Mastery

Starting at 10th level, Magic Missile is now a Cantrip that fires 2 Darts, following all other rules. You may gain the benefits of Missile onslaught when casting this as a Cantrip.

Missile Onslaught

Starting at 10th level, Whenever you cast Magic Missile, you cast it as though you spent a spellslot higher, up to a max of 12 darts fired.

For example, if you cast Magic Missile using a 1st Level Spellslot, instead of the Normal 3 Darts, you would fire 4. At a 4th Level Spellslot, instead of 6 Darts, you would shoot 7 Darts, etc.

Crippling Force

Starting at 14th level, when you cast Magic Missile and deal at least 15 damage choose 1 additional effect from the list below;

  • Each target hit with a Magic Missile this turn takes an additional 2D6 damage, it can be any damage type you can normally do with Magic Missile.
  • Any targets that took 5 damage from a dart must make a Constitution Saving throw against your spell DC, on a fail, they have their movement halved until the start of your next turn.
  • Any targets that took 5 damage from a dart must make a Dexterity Saving throw against your Spell DC, on a fail, they are knocked prone.

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