Magic Missile Mage
Subclass features
Magic Missile Mage
Level 3Cast Magic Missile Better Than Anyone
Magic Missile is a staple wizard spell, beloved for its versatility and unerring accuracy. As a Missile Mage, however, your fondness for the spell borders on obsession. Your studies focus entirely on this spell, exploring every aspect of its casting, resulting in new augmentations and greater power.
Magic Missile Savant
Add the Magic Missile spell to your spellbook for free. Your expertise in this spell grants you the following benefits.
Extra Darts
When you cast Magic Missile, you create an extra dart of magical force. You create two extra darts at Wizard level 6, three extra darts at Wizard level 10, and four extra darts at Wizard level 14.
Free Casting
You can cast Magic Missile without a spell slot. You can do so a number of times equal to your Intelligence modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Penetrating Darts
Your Magic Missile darts bypass any effect, such as the Shield spell, that specifically blocks the Magic Missile spell.
Versatile Missiles
Level 6You can accurately guide your Magic Missile darts to strike a target wherever you choose. When you cast Magic Missile, you can add one of the following Versatile Missile effects to a target struck by the darts. Each effect has a cost, which is the number of darts you must forgo to add the effect to the target. You can add different effects to different targets, paying the cost for each effect separately.
Trip Missile (Cost: 1 Dart)
The target must succeed on Strength saving throw against your spell save DC or have the Prone condition.
Blinding Missile (Cost: 3 Darts)
The target must succeed on Constitution saving throw against your spell save DC or have the Blinded condition until the start of your next turn.
Stunning Missile (Cost: 5 Darts)
The target must succeed on a Constitution saving throw against your spell save DC or have the Stunned condition until the start of your next turn.
Shield of Missiles
Level 10When you cast Magic Missile, you can direct the darts in a tight orbit around yourself, creating a protective 10-foot Emanation originating from you, which lasts for up to 1 minute.
You gain a bonus to your Armor Class equal to the number of darts orbiting you (maximum bonus of +5). Whenever a creature within 120 feet misses you with an attack roll, one dart strikes the attacker, dealing damage as normal and decreasing the number of darts orbiting you by one.
Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can strike the target with any number of darts orbiting you, dealing damage as normal and decreasing the number of darts orbiting you. You can damage a creature with the Emanation only once per turn.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
Giga-Missile
Level 14When you cast Magic Missile, you can enhance the damage of the spell. You deal extra Force damage with each dart equal to your Intelligence modifier (minimum of 1).
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 6+ spell slot (no action required).
Raw data
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"When you cast {@spell Magic Missile|XPHB}, you can direct the darts in a tight orbit around yourself, creating a protective 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you, which lasts for up to 1 minute.",
"You gain a bonus to your {@variantrule Armor Class|XPHB} equal to the number of darts orbiting you (maximum bonus of +5). Whenever a creature within 120 feet misses you with an attack roll, one dart strikes the attacker, dealing damage as normal and decreasing the number of darts orbiting you by one.",
"Whenever the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} enters the space of a creature you can see and whenever a creature you can see enters the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} or ends its turn there, you can strike the target with any number of darts orbiting you, dealing damage as normal and decreasing the number of darts orbiting you. You can damage a creature with the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} only once per turn.",
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