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DND/Players/AXIOM-07/Upgrades/Mantras.md
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### 1-Star Mantras
Available from **Level 1**
### 2-Star Mantras
Begin appearing at **Level 5**
### 3-Star Mantras
Begin appearing at **Level 9**
---
# 1-STAR MANTRAS
---
## Dash
**Type:** Mobility
**Cost:** 1 Momentum + 2 Ether
**Action**: Bonus Action
**Cooldown:** 2 rounds
Propel yourself up to **6 meters** in a straight line.
- Does not provoke opportunity attacks.
- Can pass through enemy spaces (cannot end inside them).
## Slide
**Type:** Mobility
**Cost:** 1 Momentum + 1 Ether
**Action:** Bonus Action
**Cooldown:** 1 round
Lower profile and slide **4.5 meters**.
- Counts as half-cover.
- Can pass under obstacles or through narrow spaces.
- If you pass through an enemy’s threatened space, they have disadvantage on opportunity attacks.
## Wall Jump
**Type:** Mobility
**Cost:** 1 Momentum + 1 Ether
**Action:** Bonus Action (when adjacent to vertical surface)
**Cooldown:** 1 round
Kick off a wall and move up to **6 meters** in any direction.
- Does not provoke opportunity attacks.
- Resets fall distance if used mid-fall.
## Ground Slam
**Type:** Combat
**Cost:** 2 Momentum + 2 Ether
**Activation:** Action (must be airborne)
**Cooldown:** 2 rounds
Descend rapidly to a point within 6 meters below you.
On impact:
- 1d8 Blunt damage in 3m radius
- 2 Posture damage to all hit
- You take no fall damage
## Vector Step
**Type:** Mobility
**Cost:** 1 Momentum + 1 Ether
**Action:** Reaction (when targeted by melee)
**Cooldown:** 3 rounds
Shift 4.5 meters sideways before the attack resolves.
- Gain +2 to Dodge for that attack.
---
# 2-STAR MANTRAS
---
## Overrun
**Type:** Combat
**Cost:** 3 Momentum + 2 Ether
**Action:** Action
Charge 6 meters in a straight line.
- First target hit takes **2d8 Blunt**
- Takes 4 Posture damage
- You continue moving past them.
Cannot be used if you have less than 5 momentum.
## Airstep
**Type:** Support
**Cost:** 2 Momentum + 2 Ether
**Action:** Bonus Action
Create a brief mid-air platform.
- Move 3 meters in any direction while airborne.
- Dash and Wall Jump Cooldowns are reset.
## Lift Vector
**Type:** Mobility
**Cost:** 3 Momentum + 2 Ether
**Action:** Bonus Action
**Cooldown:** 4 rounds
Launch upward up to 9 meters vertically.
- Does not provoke opportunity attacks.
## Flow Reset
**Type:** Support
**Cost:** All Momentum
**Action:** Bonus Action
**Cooldown:** 5 rounds
Stabilize your kinetic systems.
- Immediately lose all Momentum
- Regain 1 posture + 2 ether for every momentum spent
## Kinetic Redirect
**Type:** Combat
**Cost:** 2 Momentum + 2 Ether
**Action:** Bonus Action
**Cooldown:** 2 rounds
After hitting with a melee attack:
- Roll a strength throw against the target. If successful, push the target **3 meters** in a direction of your choice.
- Deals +3 Posture damage.
- This Posture damage is doubled if the target hits an obstacle.
---
# 3-Star Mantras
---
## Rebound Strike
**Type:** Combat
**Cost:** 5 Momentum + 3 Ether
**Action:** Action
**Cooldown:** 5 rounds
Strike and ricochet off your target.
- Deal 2d8 Blunt + 4 Posture.
- Immediately move 6m in any direction.
- If you collide with a surface, you may Wall Jump without spending Momentum.
## Spinal Breaker
**Type:** Combat
**Cost:** 4 Momentum + 3 Ether
**Action:** Action
**Cooldown:** 4 rounds
Launch forward in a corkscrew line 6 meters long.
- Each creature in the line takes 2d8 Slash.
- Each takes 2 Posture damage.
- You end at the farthest valid space.
- If you hit at least 2 enemies, gain +2 Momentum.
## Terminal Flow
**Type:** Support
**Cost:** 6 Momentum + 4 Ether
**Action:** Bonus Action
**Cooldown:** 6 rounds
For 3 rounds:
- The first Momentum mantra each round costs 1 less (minimum 1).
- First time you gain Momentum each round, gain +1.
When this ends:
- Lose 3 Momentum.
## Wallrun Protocol
**Type:** Mobility
**Cost:** 4 Momentum + 3 Ether
**Action:** Bonus Action (must be adjacent to vertical surface)
**Cooldown:** 4 rounds
Engage traction spikes and run along a vertical surface for up to **9 meters**.
- You may move horizontally along the wall.
- You may ascend or descend up to 4.5 meters during the run.
- You do not provoke opportunity attacks during this movement.
- You must end on a valid surface (wall, floor, or ledge).
If you attack during the wallrun:
- Gain +1 Momentum.
- Your attack gains +2 Posture damage.
## Related notes
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]