School of Applied Magics: The Accelerator
You are a trailblazer at the forefront of the magical frontier. You fearlessly push the boundaries of the arcane, never hesitating to explore new possibilities and expand your knowledge. Instead of being confined to an academic setting, you are out in the field where anything can happen, and the journey is treacherous.
To prepare for this, you are part of the School of Applied Magics, trained as an Accelerator, where spell arts research is treated with the same respect as martial arts training. Developing new spells demands both intellectual acuity and physical agility. These spells become your unique martial arts discipline, and you continually sharpen your skills.
But you have taken it one step further. Through your research, you have developed an arcane implement that complements your spellcasting and becomes an extension of it, allowing you to tackle any dangers and obstacles that come your way. All for the pursuit of greater arcane discovery.
Advanced Training
2nd-level School of Applied Magics: The Accelerator Feature
You learn the Mage Hand cantrip, which does not count against the number of wizard cantrips you know. For you, it can carry up to 20 pounds, does not require a verbal component, and you can cast it as a bonus action.
You gain proficiency in woodcarver’s tools, thieves’ tools, or tinker’s tools (your choice).
You gain proficiency in one skill from acrobatics, sleight of hand, or stealth if you aren’t already (your choice).
While you’re not wearing armor or wielding a shield, you add your Dexterity and Intelligence modifier to your armor class. Also, as a bonus action, you can take the dash, dodge or disengage action.
Force Collider
2nd-level School of Applied Magics: The Accelerator Feature
You’ve learned to create a force collider with your artisan’s tools – a dangerous arcane weapon that produces a beam of force powered by your spells, similar in shape to a blade or a lance. With intense training, you’ve mastered it for both offense, defense, and exploration. Only you can wield it and it can be used as a spellcasting focus.
Sidearm. You can make it appear in your hand or next to you at will, even if it is more than 5 feet away from you. You decide the appearance of your force collider and its beam of force.
Restrictions. While wielding your force collider, you cannot wear armor or use a shield. They inhibit your ability to wield it effectively and act as distractions.
Activation. As an action, you activate your force collider’s beam of force by spending a 1st-level spell slot or higher. Upon activation, your force collider has the following properties:
- The beam of force can be summoned at will until a long rest is taken. To reactivate it, another spell slot must be spent.
- The beam of force deals 2d8 force damage when activated with a 1st-level spell slot. Add an additional 1d8 for each spell slot above 1st level used to activate it, up to 10d8. It also sheds bright light in a 15 ft radius and dim light for another 15 ft.
- The force collider has the Light and Thrown (range 20/60) weapon properties.
- You can make melee or ranged spell attacks with your force collider, adding your proficiency bonus to any spell attack you make with it. You use your Intelligence modifier for attack and damage rolls.
- As an Action, Bonus Action, or both, you can make one melee or ranged spell attack with your force collider.
Recovery. If you lose your force collider, you can spend one hour with your artisan’s tools to magically create a replacement. This can be done during a short or long rest.
Accelerator Arts
6th-level School of Applied Magics: The Accelerator Feature
You have learned how to draw arcane energy into your body and force collider to perform Accelerator Arts. These are spells you’ve learned while training with your force collider and are added to your known wizard spells.
They follow regular spellcasting rules and count against the number of spells you can prepare per day. You decide the look, feel, smell, and sound of the arcane energy you draw in.
Accelerator Arts: 1st Form
1st-level Abjuration spell
Casting Time: 1 Reaction
Range/Area: 30 ft
Components: S, M (a force collider)
Duration: Instantaneous
Your force collider activates at the spell slot level used to cast this spell, unless it has already been activated with an equal or higher level spell slot.
When you are attacked or forced to make a saving throw by an object or creature within 30 ft, before either take effect, you make a spell attack with your force collider against it.
Accelerator Arts: 2nd Form
2nd-level Transmutation spell
Casting Time: 1 Action
Range/Area: Self
Components: S, M (a force collider)
Duration: Instantaneous
Your force collider activates at the spell slot level used to cast this spell, unless it has already been activated with an equal or higher spell slot.
You don’t provoke attacks of opportunity. You can make three melee spell attacks with your force collider, which can be split between multiple targets or used all at once against one target (your choice) within range.
Accelerator Arts: 3rd Form
3rd-level Evocation spell
Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S, M (a force collider)
Duration: Instantaneous
Your force collider activates at the spell slot level used to cast this spell, unless it has already been activated with an equal or higher spell slot.
You overload your force collider with excess arcane energy, causing it to pulsate and grow up to a 60 ft straight line. You bring it down with a downward slash or a piercing thrust (your choice), forcing everything in its range to make a successful Dexterity saving throw or take 4d8 force damage. On a successful save, a target takes half damage.
At Higher Levels. Add an additional 1d8 for every spell slot above 3rd level to cast this spell.
Force Projector
10th-level School of Applied Magics: The Accelerator Feature
Your force collider can cast Arcane Hand without using a spell slot. It can do this a number of times equal to your proficiency bonus. For you, its material components are replaced by your force collider, it lasts for 10 minutes, and you decide what shape it takes. You regain all uses after taking a long rest.
Advanced Accelerator Form
14th-level School of Applied Magics: The Accelerator feature
As an action, you supercharge your body with magical energy and activate your Advanced Accelerator Form, which gives you and your Force Collider the following benefits for 1 minute:
- Your force collider’s weapon properties are now Light, Thrown (20/60), and Reach, and the damage dice of its beam of force are upgraded to a d10 when activated.
- When you take the Attack action, you can make an additional attack as part of that action.
- Spell attacks with your force collider score a critical hit on a 19 or 20 on a d20.
- You don’t provoke attacks of opportunity.
Once you use this feature, you can’t use it again until you finish a Long Rest, or you spend a 5th-level spell slot or higher to activate it.
Updated 8/2/23:
- Clarified the language used on how to make spell attacks with the force collider.