Arcane Tradition: Missile Mage

somethingdnd:

noblecrumpet-dorkvision:

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Originally posted by cyberbeastswordwolfe

Gather all the d4s you can because this Wizard subclass is the master of the Magic Missile spell. Their unique version fires more missiles and each one can push enemies away. Their missiles can also take on various energy types so they never need to cast any other damaging spell again, not when they have their best friend Magic Missile at their fingertips.


Wizard Subclass: The Missile Mage

Magic Missile Master: At 2nd level, you take quickly to your spell of choice. Add the spell Magic Missile to your spellbook if you don’t already know it. You do not require somatic components to cast Magic Missile.

Scatter Missiles: Also at 2nd level, whenever you cast Magic Missile (regardless of the spell slot used to cast it) you fire an additional missile. At 10th level, you fire two additional missiles instead.

Overwhelming Missiles: Starting at 6th level, your missiles travel quickly and with great force. Each creature damaged by your Magic Missile spell must attempt a STR saving throw against your spell save DC. On a failed save, the creature is pushed 5 ft. away from you and is knocked prone. A creature hit by three or more missiles in this way has disadvantage on this save and is pushed an additional 10 ft.

Energy Missiles: Beginning at 10th level, you can change the damage type of your missiles. When you cast Magic Missile, you may choose to change the damage type of all the missiles to either acid, cold, fire, or lightning damage.

Missile Massacre: Starting at 14th level, you can unleash a maelstrom of missiles. You can cause one of your Magic Missile spells to fire five additional missiles. Once you use this ability, you must finish a long rest before you can do so again.

Ah yes, now this is a tradition for me

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(via jinglejangleurshitupbro)