Accelerator (5e Spell)
From D&D Wiki
|Casting time:||1 action|
|Duration:||Concentration, up to 1 minute|
Unlike the Haste spell this does not affect your body, but creates a shell of altered time around you making it appear as if you were moving and acting faster than anything else. The shell incorporates your entire body and anything you are holding, save that of another person or creature. Whilst this spell is active you can, on your turn, act as if you were having 2 turns in a row. Your movement is still the same but you can move at that speed twice. The number of actions you have is that of 2 turns worth. There are several effects in place when this spell is active. Everything you do whilst this spell is active affects the rest of the world as if you were accelerated.
- You gain a bonus to your AC equal to your Dex modifier and any creature that makes an opportunity attacks against you gets Disadvantage
- Whenever you make an attack roll you may add your Dex modifier to roll and if the creature is not already engaged in combat with you, you have Advantage
- Weapon Attack damage is increased as if your attack was reinforce with additional Strength and Speed. When determining damage, roll twice the number of damage dice.
- During your turn you can use 2 reactionary abilities or spells and another 2 after your turn (Enemy turn).
- You can cast any number of spells on your turns. (You still require the action to cast them)
- Any Strength or Dexterity check you would make adds the ability modifier of the other and has advantage.
When the spell ends there is no lingering effect on you body. The shell simple dissolves and you are returned to normal time.