Acceleration Discipline for Conduit
Vanguards
Conduits who choose the discipline of acceleration believe that the early bird gets the worm. They have learned to use the potential and kinetic energies of themselves and others to ensure that they can get the jump on their opponents. Because the key to victory is getting there first.
Subclass Features
Accelerating Magic
3rd-level Acceleration Discipline feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Accelerating Magic table. These spells count as conduit spells for you, but they don’t count against the number of conduit spells you prepare.
Accelerating Magic
| Conduit Level | Spell |
|---|---|
| 3rd | expeditious retreat |
| 5th | blur |
| 9th | haste |
| 13th | freedom of movement |
| 17th | steel wind strike |
Prepared
3rd-level Acceleration Discipline feature
You are always ready for a challenge. You can add your Constitution modifier to your initiative rolls.
Momentum Shift
3rd-level Acceleration Discipline feature
You are able to steal and redirect the kinetic energy of others. When a creature which you can see uses its movement and ends its turns within 30 feet of you, you can use your reaction and expend 1 use of your convert energy to force it to make a Charisma saving throw. On a failure, it takes 2d6 thunder damage and is moved back to the space it started its turn in.
You can then choose a creature which you can see (including you) to grant additional movement to. The amount of movement is equal to the distance traveled by the creature you stole it from on its turn. The creature who receives the movement bonus must use it before the end of its next turn or it is lost.
The damage taken on a failed save increases by 1d6 at 7th level (3d6), 14th level (4d6), and 18th level (5d6).
Mental Celerity
7th-level Acceleration Discipline feature
Your intellectual capabilities give you an uncanny edge over others. When you make a contested or opposed ability check against another creature, you have advantage on the roll.
Steady Mind
14th-level Acceleration Discipline feature
You have learned to convert your own kinetic energy into an arcane quickness. You can cast any conduit cantrip as a bonus action, provided you move no more than half your speed on the same turn.
Intangible Pace
18th-level Acceleration Discipline feature
You move with such speed and grace that no one can reach you. Your movement no longer provokes opportunity attacks in any circumstance.
Additionally, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
This subclass is meant for use with my homebrewed Conduit class, the document for which can be found here.