The Spell Collider: A 5E Wizard Subclass That Wields A Force Blade

Spell Collider


*This is a rework of the School of Applied Magics: The Accelerator wizard subclass, but both can be considered different subclasses.

You are a member of the School of Applied Magic and specialize in the fabrication discipline of magic. You concentrate all of your magical research on creating a weapon that can protect a wizard when their spellcasting fails them.

The weapon resembles a hilt without a blade, but in reality, it is a tool meant to tap into the magic energy of its owner, channel it, and then forge it into a lethal blade of force. This weapon is called a spell collider.

The hilt is of your own design, and the appearance of the blade of force is determined by your own magic energy.

Training To Wield A Blade

2nd-level Spell Collider Feature

Cantrip. 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, requires no verbal component, and is cast as a bonus action.

Tools. You gain proficiency in woodcarver’s tools, thieves’ tools, or tinker’s tools (your choice).

Skills. You gain proficiency in one skill from acrobatics, sleight of hand, or stealth if you aren’t proficient already (your choice).

Armor Class. While not wearing armor or wielding a shield, you add your Dexterity and Intelligence modifier to your armor class.

Bonus Action. As a bonus action, take the dash, disengage, or dodge action.

Spell Collider v1.0

2nd-level Spell Collider Feature

Your magic research has culminated in the creation of your spell collider, a sidearm meant to protect a wizard when casting spells isn’t enough.

Special. Your spell collider can materialize in your free hand or within 5 ft of you and can be recalled at will, even when more than 5 ft away. It is a magic weapon in terms of resistances and immunities, and only you can wield it. It can be used in melee or at range, where it emits a cutting wave of force. While wielding it, you cannot wear armor or use a shield. It can also be used as a spellcasting focus.

If the spell collider is lost, spend one hour with your artisan’s tools to magically create a replacement. This can be done during a short or long rest.

Action. As an action, make one melee or ranged spell attack with your spell collider against one target within 30 ft, using your spellcasting ability modifier. On a hit, the target takes 2d8 force damage.

At higher levels, the damage increases: 6th-level (4d8), 10th-level (6d8), 14th-level (8d8).

Function: Splitter

6th-level Spell Collider feature

You have added a splitter function to your spell collider. You send an extra charge of your magic energy into it, then split it into multiple directions, sending waves of cutting force in multiple directions. However, it is limited to your own magic source.

On Hit. Once per turn, when you hit a target with your spell collider, spend one 1st-level spell slot or higher to force the target and all targets within a 15 ft radius sphere centered on it to make a successful Constitution saving throw using your spell save DC or take 1d8 force damage. On a success, targets take half damage.

If you use a 1st-level spell slot, the damage is 1d8. For each spell slot level higher than 1st, the damage increases by 1d8, up to a maximum of 9d8.

Spell Collider v2.0

10th-level Spell Collider feature

You have fine-tuned your spell collider’s ability to more effectively utilize your magical energy, allowing better control in wielding it and giving it a stronger force blade that lets it strike twice with one attack.

Action. As an action, make two melee or ranged spell attacks with the spell collider as part of the same action.

Reaction. As a reaction, when an attack hits or misses you, make two attacks with your spell collider against the attacker.

Function: Impactor

14th-level Spell Collider feature

Development of your spell collider now is complete with the addition of the impactor function, which draws out extra magical energy from you to overload its force blade, expanding it up to 30 ft long and increasing its damage output to the point of overwhelming anything caught in its slashing arc.

1/Day. 1/Day, as an action, activate your spell collider’s impactor function. Targets within a 30 ft cone originating from you must succeed on a Constitution saving throw or take 5d10 + 40 force damage and be stunned until the start of your next turn. On a success, targets take half damage and are not stunned.

Large or small non-magical objects, or anything made of force, are instantly cut through when the impactor function is activated.

You regain use of this feature after finishing a long rest or spending a 5th-level spell slot or higher to use this feature again.

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