Bulked Awakening

*This refers to the process of **Bulked Awakening,*** *not to be confused with the perfected version of this process, **Attuned Awakening**, the fully primal version, **Awakening**, or the act of **Ascending***

***Bulked Awakening*** is a ***Transmutation*** type spell that is only activated after being taught a solely Strength Based form, similar to ***Attuned Awakening***. It can only be learned by ***the Nine Wizards*** of ***Occultica***,

## ***Spell Stats***

**Level:** Cantrip/Trait

**Casting Time:** 1 Action

**Range/Area:** Self

**Components:** V, S

**Duration: *Concentration*** *(1 round, bonus action is transforming if successful)*

***School of Magic:*** Transmutation

***Attack/Save:*** n/a

***Damage/Effect:*** Buff

### ***Description***

After dealing with the powers of fury, and rage, and blindly Awakening, you finally mastered it. After using that form, you decide to advance your form, solely in Strength.

When you are Awakening, you must concentrate on your anger, or channel it. You must roll a d20 5 times, either for Channeling (Constitution Save), or Concentration (Intelligence Save), depending upon your choice. You must succeed in 3 or more to Awaken your Soul. Below is the chart to do so;

* Roll 1 must be over 3
* Roll 2 must be over 6
* Roll 3 must be over 9
* Roll 4 must be over 12
* Roll 5 must be over 15

If you successfully roll a natural 20 for 1 of the three required rolls, you will have achieved ***Bulked Awakening***, instantly. If you fail, you will fall down, and will be able to try a second time in the same turn. If you fail again, you must wait another turn. You can reattempt it 4 times only.

#### ***Benefits***

***Bulked Awakening*** is ***Attuned Awakening's*** power increased, solely put into Strength, causing some Primal behavior. Because of this, every time you Bulked Awaken, you get the following benefits;

* ***Bulked Radiant Aura:*** After ***Awakening***, you shatter the ground beneath you (15ft crater), you are surrounded by a green aura, and medium lightning pulsing around you. Your skin will gain a small greenish hue, when undimmed. If you have any hair, it will stand up, become spiky, and turn bright green. Due to Bulking your ***Attuned Awakening***, your green hair will be even longer, and taller, and lengthier. Due to your bulked green aura, you produce a dim green light that extends 15ft. A bonus action can be used to dim this light, and you will lose the green hue, but your hair will remain the same, just now whitish-green.
* ***Enraged Response:*** If you are hit with a melee attack that does not reduce you to 0 hit points, you can retaliate with a weakened unarmed strike (6.5-8x normal unarmed strike damage).
* ***Flight of the Warrior:*** If you are unable to fly/hover, you gain the ability to in this form. Your flight speed is 75% of your normal moving speed.
* ***Born for This:*** Monks gain extra bonuses in every benefit whilst in this form.
* ***Pure Power:*** You cannot be charmed, or frightened, as your power prevents it. You instead Intimidate some, and can cause them to be frightened.
* ***Bulked Warfare:*** If you roll a natural 20 on a to-hit roll, you not only deal critical damage, but you also do three unarmed strikes.
* ***Bulky Furious Fists:*** After ***Bulked Awakening***, you must roll a 1d4. This determines whether your unarmed strikes do at minimum 13 times the normal damage, to at maximum, 16 times. The number rolled stays as your damage multiplier until you revert to your base form, or are forced out of your form.
* ***Bulked Warrior's Save:*** You gain a bonus to Strength, and Constitution saving throws. This bonus is equal to your spellcasting modifier, or your Strength, or Constitution modifier, whichever is higher.
* ***Bulked Warrior's Increases:*** You gain a bonus to Strength, Dexterity, and Constitution rolls, +7 bonus to Strength, -1 to Dexterity, and +3 to Constitution. When in a ***Primal State***, Strength is increased to +8 bonus, -3 to Dexterity, and +1 to Constitution.

#### ***Detriments***

***Bulked Awakening*** is ***Attuned Awakening's*** power increased, solely put into Strength, causing some Primal behavior. Because of this, every time you Bulk Awaken, you get the following detriments;

* ***Speedless:*** Your normal speed decreases by 5 feet.
* ***Fighter of the Hands:*** Because of the boost in unarmed strike damage, there is a decrease in weaponry damage. All melee weapons do 75% less damage in this form, and all ranged weapons do no damage.
* ***Advance Chosen Eruptions:*** This form can only be activated three times a day. If these three activations have been used, two more ***Attuned Awakening*** ones remain for that day.
* ***Primal State:*** Because of the increase in Strength in this form, you are partially unable to control yourself. The player has to roll a Concentration (Intelligence Save Throw) roll, to keep in touch with reality, every two turns. They have to succeed a DC of 13 to stay Controlled. When in your Primal State, the player has a 90 second time limit to make decisions, or a decision will be made for them, whether a good, or bad one.
* ***Fluctuating Concentration:*** Because of the duality of the mastery, and primal part of this form, you are able to concentrate, barely. Every 2 turns after your ***Bulked Awakening***, you have to uphold your form by rolling for Concentration (Intelligence Save Throw), the DC getting increased by 3 every 2 turns, until your limit of 10 turns being Awakened. After this limit, or if you fail the Save Throw, you lose the form, and revert back to your base form, resetting every stat.
* ***Re-Awakening:*** If you lost the roll to keep your form Concentrated, you have the ability to "Re-Awaken" it. In order to do, you must re-roll the same DC of Concentration that you failed, and if successful, will reset your form back to 0 turns used in it.
* ***Final Limit Breaker:*** If you lost the form by pushing it to it's limit, you can attempt to succeed a "Final Limit Breaker." With your normal stats, you have to roll above a successful Channeling (Constitution Save Throw) roll over a DC of 16. If you succeed, then your turn continues as you "Re-Awaken." All of your benefits are quadrupled, including damage, bonuses to save throws, bonuses to stats, speed, flight, and responses. You choose your final move for that turn. After the turn is completed, the form's power is too much to handle, and you collapse on the floor. You revert to your base form, your hit points become 0, you become unconscious, and your exhaustion level goes to 5.