Wizard
Base Class: Wizard

The ability to change magic missle

Ill detail it more later. One of my players wanted homebrew of a subclass that uses this. So I took inspiration from a older one I saw on a webpage from 2015. If this is against anything let me know and ill take this down.

Bonus Missile

Beginning when you select this tradition at 2nd level, you learn the spell magic missile, if you do not know it already. Additionally, when you cast this spell, you fire 1 additional dart, as if the spell was cast using a higher-level spell slot. The additional number of missiles increases by 1 at the 6th level (2 additional missiles), 10th level (3 additional missiles), and 14th level (4 additional missiles).

Magic Missile initiate

You begin learning new ways to use magic missile at weaker levels as well as stronger levels. You learn how to fire a single magic missile that deals 1d4+1 damage. This cantrip is affected by the Bonus Missle feature.

Missile Magician

At the 2nd level, you can cast magic missile a number of times equal to your Intelligence modifier, or half your wizard level, whichever is lower, without using a spell slot. You regain all expended uses when you complete a long rest.

If you choose magic missile for the Spell Mastery feature at 18th level, it is cast as if using a higher-level spell slot (5 additional missiles.)

Shield of Missiles

By 6th level, as an action expending one casting of magic missile, you can cast your missiles around you in a tight orbit, providing a deadly aegis from your foes. For 1 minute, your armor class equals your current armor + the number of missiles orbiting you(max 5 AC increase), which begins as the number of missiles fired, to a maximum of 8. Whenever an enemy ends its turn adjacent to you, a single missile strikes it, dealing damage as normal, decreasing the number of missiles orbiting you, and decreasing your bonus to armor class. After using this ability, you may not use it again until you complete a short or long rest.

Forceful Missile

Your Mini Magic Missile and Magic Missile spells can now pierce the shield spell. If all darts from Magic Missile hit the same enemy it is pushed 5' away must make a Strength saving throw vs your spell DC or be knocked prone.

Energy Missile

By 10th level, you have become intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. During casting, you may change the damage dealt by your magic missile to acid, cold, fire, thunder, poison, or lightning.

Overpowered Missile

By 14th level, your missiles become especially potent. Your magic missile ignores resistance. If a creature is immune to your magic missile or is under the effect of the shield spell, it is treated as only having resistance against it.


Additionally, your magic missile spell can deal maximum damage. After doing this, you cannot do so again until completing a long rest.

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