Attuned Awakening

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

***Attuned Awakening*** is a ***Transmutation*** type spell that is only activated after perfecting the form of ***Awakening*** into something usable.

## ***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 master this power. Although the rage granted you slightly more bonuses, you have more control with this form of ***Awakening***.

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 ***Attuned 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***

Attuned Awakening is primal rage calmed, and mastered. Because of this, every time you ***Attuned Awaken***, you get the following benefits;

* ***Attuned Radiant Aura:*** After ***Awakening***, you shatter the ground beneath you (10ft crater), you are surrounded by a golden aura, and small lightning pulsing around you. Your skin will gain a small golden hue, when undimmed. If you have any hair, it will stand up, become spiky, and turn bright yellow. Due to ***Attuning your Awakening***, your golden hair will be longer, and taller. Due to your attuned golden aura, you produce a dim golden light that extends 15ft. A bonus action can be used to dim this light, and you will lose the golden hue, but your hair will remain the same, just now whitish-yellow.
* ***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 (3.5-5x 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.
* ***Awakened Speed:*** Your speed increases by 30 feet.
* ***Flight of the Warrior:*** If you are unable to fly/hover, you gain the ability to in this form. Your flight speed is the same as your normal moving speed.
* ***Born for This:*** Monks gain extra bonuses in every benefit whilst in this form.
* ***Attuned Warfare:*** If you roll a natural 20 on a to-hit roll, you not only deal critical damage, but you also do two unarmed strikes.
* ***Furious Fists:*** After ***Attuned Awakening***, you must roll a 1d4. This determines whether your unarmed strikes do at minimum 9 times the normal damage, to at maximum, 12 times. The number rolled stays as your damage multiplier until you revert to your base form, or are forced out of your form.
* ***Attuned Warrior's Save:*** You gain a bonus to Strength, Dexterity, and Constitution saving throws. This bonus is equal to your spellcasting modifier, or your Strength, Dexterity, or Constitution modifier, whichever is higher.
* ***Attuned Warrior's Increases:*** You gain a bonus to Strength, Dexterity, and Constitution rolls, +5 to the three for the duration of your ***Awakening***, due to being calm. When enraged, and taking this form, these turn to +7 bonuses.

#### ***Detriments***

***Attuned Awakening*** is primal rage calmed, and mastered. Because of this, every time you Attuned Awaken, you get the following detriments;

* ***Unblinded:*** Unlike ***Awakened***, you can be charmed. You still cannot be frightened.
* ***Fighter of the Hands:*** Because of the boost in unarmed strike damage, there is a decrease in weaponry damage. All melee weapons do 50% less damage in this form, and all ranged weapons do 75% less.
* ***Chosen Eruptions:*** This form can only be activated five times a day.
* ***Controlled Concentration:*** Because of the mastery of this form, you are able to concentrate. Every 3 turns after your ***Attuned 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 tripled, 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 5, you become unconscious for a turn, and your exhaustion level goes to 3.
* ***Exhaustion Recovery:*** Due to exerting your form to it's limit, you spend a turn unconscious, but alive, with an exhaustion level of 3. After 5 turns in battle, it will go down to exhaustion level 2, temporarily. After 5 more turns, it'll return to exhaustion level 1, temporarily. After the battle ends, if you survive, the exhaustion replenishes itself back to level 3, and you must take a long rest for you to be non-exhausted.