Accelerate Self (5e Spell)

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Accelerate Self
6th-level Transmutation
Casting time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Uttering the Astral words for time and accelerate, you feel yourself speed up, to you the world seems to be moving at a snail's pace.

When this spell is cast, you gain the following effects which, unless otherwise stated, last until the spell ends.

  • Time travels half as slow (1 second in the real world is 2 seconds for you, 1 round (6 seconds) in the real world is 2 rounds (12 seconds) for you).
  • Your movement speed is doubled.
  • You have two actions on each of your turns (including an extra action on the turn you cast this spell).
  • Attack rolls have disadvantage against you.
  • You have advantage on attack rolls and ability checks.

When the spell ends, time compresses on you. You fall prone, are stunned, and you must make a DC 20 Constitution saving throw. On a failure, you take 3d8 force damage and gain a level of exhaustion.

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