Momentum Awakening

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

***Momentum Awakening*** is a ***Transmutation*** type spell that is only activated after being taught a solely Dexterity 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 ***Momentum 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***

***Momentum Awakening*** is ***Attuned Awakening's*** power increased, solely put into Dexterity. Because of this, every time you Momentum Awaken, you get the following benefits;

* ***Momentum Radiant Aura:*** After Awakening, you shatter the ground beneath you (7ft crater), you are surrounded by a blue aura, and medium lightning pulsing around you. Your skin will gain a small blueish hue, when undimmed. If you have any hair, it will stand up, become spiky, and turn bright blue. Your hair will look the same as ***Awakening's***, just Blue. Due to your speedy blue aura, you produce a dim blue light that extends 10ft. A bonus action can be used to dim this light, and you will lose the blue hue, but your hair will remain the same, just now whitish-blue.
* ***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 (1.5-4x normal unarmed strike damage).
* ***Calm, and Collected:*** Because of the mastery in this form, unlike traditional Awakening, you are able to control yourself. The player does not have a time limit to make decisions.
* ***Speed of Sound:*** Your normal speed increases by 40 feet.
* ***Flight of the Warrior:*** If you are unable to fly/hover, you gain the ability to in this form. Your flight speed is +25% of your normal moving speed.
* ***Born for This:*** Monks gain extra bonuses in every benefit whilst in this form.
* ***Momentum Warfare:*** If you roll a natural 20 on a to-hit roll, you not only deal critical damage, but you also gain a bonus action that isn't another strike.
* ***Momentum Furious Fists:*** After ***Momentum Awakening***, you must roll a 1d4. This determines whether your unarmed strikes do at minimum 5 times the normal damage, to at maximum, 8 times. The number rolled stays as your damage multiplier until you revert to your base form, or are forced out of your form.
* ***Momentum Warrior's Save:*** You gain a bonus to Dexterity, and Constitution saving throws. This bonus is equal to your spellcasting modifier, or your Dexterity, or Constitution modifier, whichever is higher.
* ***Momentum Warrior's Increases:*** You gain a bonus to Strength, Dexterity, and Constitution rolls, +3 bonus to Strength, +7 to Dexterity, and -1 to Constitution. When in a Cockiness state, Strength is increased to +1 bonus, +8 to Dexterity, and -3 to Constitution.

#### ***Detriments***

***Momentum Awakening*** is ***Attuned Awakening's*** power increased, solely put into Dexterity. Because of this, every time you Momentum Awaken, you get the following detriments;

* ***Not Fast Enough:*** Unlike Awakened, you can be charmed, and frightened.
* ***Fighter of the Hands:*** Because of the boost in unarmed strike damage, there is a decrease in weaponry damage. All melee weapons do 25% less damage in this form, and all ranged weapons do 50% less.
* ***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.
* ***Cockiness:*** Because of the increase in Dexterity in this form, regardless of your personality, you believe that you are faster than everyone. The player has to roll a Concentration (Intelligence Save Throw) roll, to stay focused, every two turns. They have to succeed a DC of 13 to stay Focused. When being Cocky, all the player will do is taunt the opponent, and will deal no damage.
* ***Controlled Concentration:*** Because of the mastery of this form, you are able to concentrate. Every 3 turns after your Momentum Awakening, you have to uphold your form by rolling for Concentration (Intelligence Save Throw), the DC getting increased by 3 every 3 turns, until your limit of 12 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 doubled, 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.