School of Applied Magics: The Accelerator (Part 1) A 5E Wizard Subclass that Wields a Unique Arcane Force Blade

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.

School of Applied Magics: The Accelerator Part 2

School of Applied Magics: The Accelerator Part 3

Updated 5/30/23: Added choice of proficiency in one skill from acrobatics, sleight of hand, or stealth.

Updated 5/31/23: Changed from having to use an attack action with your blade caster to make a force collider attack with a bonus action, you can just take the attack action, then use a bonus action to make a force collider attack.

Updated 6/3/23: Removed storing a spell in your force collider and then being able to cast it as a bonus action.

Changed requirement to make a spell attack with your force collider as a bonus action to when you attack or cast a spell as an action on your turn instead of just an attack action.

Updated 6/18/23: Spending a spell slot to activate your force collider’s beam of force requires an Action.

As part of the same action to activate your force collider’s beam of force, you can make a spell attack with it.

Immediately after taking the Attack action, you can make a spell attack with your force collider as a bonus action.

Updated 8/2/23:

  • Clarified the language used on how to make spell attacks with a force collider.
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