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DND/Players/AXIOM-07/Upgrades/Mantras.md
T

4.3 KiB
Raw Blame History

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.