```metadata title: The Momentist's Codex description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {{frontCover}} {{logo ![](/assets/naturalCritLogoRed.svg)}} # THE MOMENTIST’S CODEX ## HISTORY, LEGENDS, AND SECRETS ___ {{banner AWESOME HOMEBREW}} {{footnote A Complete Account of the Warriors Who Never Stop Moving. }} ![background image](https://i.pinimg.com/736x/c0/7b/47/c07b47d04422e4f781b6cdcbfab76e5f.jpg){position:absolute,bottom:0,height:100%,width:100%,left:0px} \page {{insideCover}} # THE MOMENTIST’S CODEX ## UnusualDeal ___ {{imageMaskCenter7,--offsetX:0%,--offsetY:0%,--rotation:0 ![background image](https://i.imgur.com/aNffVzo.jpeg){position:absolute,bottom:-200px,left:-800px,height:100%} }} {{logo ![](/assets/naturalCritLogoRed.svg)}} \page {{toc,wide # Contents - ### [{{ THE ORIGINS OF MOTION}}{{ 4}}](#p4) - #### [{{ The Scrolls of Perpetual Step}}{{ 4}}](#p4) - #### [{{ Yselis the Unbound: The First Step Beyond}}{{ 4}}](#p4) - #### [{{ The Eternal Pursuit}}{{ 4}}](#p4) - ### [{{ THE FIRST MOMENTISTS}}{{ 5}}](#p5) - #### [{{ The Windstriders – The Gale Unbound}}{{ 5}}](#p5) - #### [{{ The Thunderbounds – The Tempest’s Wrath}}{{ 5}}](#p5) - #### [{{ The Phantom Runners – Shadows Between Moments}}{{ 5}}](#p5) - #### [{{ The Horizon Walkers – The Road Beyond Reality}}{{ 6}}](#p6) - #### [{{ The Legacy of the First Momentists}}{{ 6}}](#p6) - ### [{{ THE PATH OF THE MOMENTIST}}{{ 7}}](#p7) - #### [{{ Core Tenets of the Momentist}}{{ 7}}](#p7) - [{{ Momentum is Power}}{{ 7}}](#p7) - [{{ To Stop is to Die}}{{ 7}}](#p7) - [{{ The World is a Path}}{{ 7}}](#p7) - [{{ Why Become a Momentist?}}{{ 7}}](#p7) - ### [{{ LEGENDS OF THE MOMENTISTS}}{{ 8}}](#p8) - #### [{{ The Unfinished Race}}{{ 8}}](#p8) - #### [{{ The Rift Runners}}{{ 8}}](#p8) - #### [{{ The Speed War}}{{ 8}}](#p8) - ### [{{ LOST TECHNIQUES & FORBIDDEN SECRETS}}{{ 9}}](#p9) - #### [{{ The Last Step}}{{ 9}}](#p9) - #### [{{ The Zero Strike}}{{ 9}}](#p9) - #### [{{ The Echo Sprint}}{{ 9}}](#p9) - #### [{{ The Rift Breaker}}{{ 9}}](#p9) - ### [{{ MOMENTIST TRAINING METHODS}}{{ 10}}](#p10) - #### [{{ Endurance Trials}}{{ 10}}](#p10) - #### [{{ Reflex Sharpening}}{{ 10}}](#p10) - #### [{{ The Path Forward}}{{ 10}}](#p10) - ### [{{ BECOMING A MOMENTIST}}{{ 11}}](#p11) - #### [{{ The Trials of Initiation}}{{ 11}}](#p11) - #### [{{ The Rite of Motion}}{{ 11}}](#p11) - ### [{{ MOMENTISTS IN THE WORLD TODAY}}{{ 12}}](#p12) - ### [{{ THE HORIZON CALL}}{{ 13}}](#p13) - ### [{{ The Momentist}}{{ 14}}](#p14) - #### [{{ Class Features}}{{ 14}}](#p14) - #### [{{ Quick Build}}{{ 14}}](#p14) - #### [{{ Multiclassing}}{{ 14}}](#p14) - [{{ Momentum}}{{ 14}}](#p14) - [{{ Kinetic Warrior}}{{ 15}}](#p15) - [{{ Flow State}}{{ 15}}](#p15) - [{{ Celerity Style}}{{ 15}}](#p15) - [{{ Ability Score Increase}}{{ 15}}](#p15) - [{{ Perpetual Motion}}{{ 15}}](#p15) - [{{ Evasive Footwork}}{{ 15}}](#p15) - [{{ Unrelenting Stride}}{{ 15}}](#p15) - [{{ Unstoppable Charge}}{{ 15}}](#p15) - [{{ Blurred Speed}}{{ 15}}](#p15) - [{{ Kinetic Mastery}}{{ 15}}](#p15) - [{{ Absolute Velocity}}{{ 15}}](#p15) - [{{ Apex Momentum}}{{ 15}}](#p15) - #### [{{ Celerity Styles}}{{ 16}}](#p16) - [{{ Swift Gale}}{{ 16}}](#p16) - [{{ Rolling Thunder}}{{ 16}}](#p16) - [{{ Phantom Dancer}}{{ 16}}](#p16) - [{{ Cosmic Drifter}}{{ 16}}](#p16) }} \page # THE ORIGINS OF MOTION Before steel clashed and spells were woven, before the rise of kingdoms or the forging of history, there was movement. Not as an afterthought of existence, but as its foundation—the silent force upon which all things were built. From the swirling birth of galaxies to the unseen dance of atoms, motion was the first and truest law, the rhythm to which all of reality was bound. The cosmos itself was shaped by the interplay of speed and force, an unceasing symphony of momentum that set the stage for creation. Gravity, time, inertia—these were not mere concepts, but echoes of a singular truth: to move is to exist. Among the Momentists, there is no question, no debate: motion is not simply a force within the universe. It is the universe. It is the spark that ignited the first breath of existence, the pulse that drives the stars across the heavens. They hold that all power—be it magic, divinity, or even the flow of time—stems from this primal act of momentum, a first, unfaltering step that sent all things into motion. And if motion is the source of all things, then to master it is to rise above the constraints of lesser forces. ### The Scrolls of Perpetual Step Among the oldest and most sacred texts of the Momentists are the Scrolls of Perpetual Step, an anthology of teachings, philosophies, and half-remembered myths chronicling the nature of movement. Scattered across the ages, hidden in the margins of history, these scrolls contain fragments of an ancient doctrine—one that speaks of the ultimate truth of motion and those who have come closest to understanding it. At the heart of these texts lies the legend of Yselis the Unbound, the first to walk the path beyond mortal limits. ### Yselis the Unbound: The First Step Beyond In the oldest stories, Yselis is depicted not as a warrior nor a scholar, but as a traveler. Her origins are uncertain—some claim she was born from the wind itself, others that she was once an ordinary woman who simply refused to stop moving. What is known is that her speed defied all reason, her steps untouched by time or distance. It was said that no prison could hold her, no horizon could mark her end. According to the Scrolls, Yselis ran faster than fate itself, moving with such relentless purpose that she outran her own mortality. Where others were bound by age, injury, and the slow decay of time, she remained untouched, untouched because she never allowed stillness to take hold. Some claim she left behind no body, no tomb—only footprints burned into the fabric of reality itself, fading ever forward toward some unseen destination. Others believe that she still runs, hidden from the eyes of those too slow to follow, glimpsed only in the distant mirages of deserts and the spectral blurs at the edges of storms. Her journey did not end with death, but with transcendence. She became more than a traveler—she became a path, a philosophy, a whisper carried on the wind. And from those who sought to follow her fleeting trail, the first Momentists were born. ### The Eternal Pursuit From Yselis’ legend, the doctrine of the Momentists took shape—not as a religion, but as a truth they could feel in every heartbeat, in every breath drawn between steps. To move is to live. To stop is to fade. They believe that somewhere, beyond the edges of understanding, there exists a final horizon, a place where motion itself can be grasped in its purest form. And though no one knows what lies beyond, the only way to reach it is to keep running. Thus, the Momentists continue their ceaseless pursuit, chasing the echoes of the First Step, listening for the whispers of Yselis the Unbound. Because if she is still running, then so too must they. \page # THE FIRST MOMENTISTS Before the world knew the name Momentist, before the concept of motion as a sacred discipline had been etched into history, there were only wanderers. Some were exiles, cast from their homelands with nowhere to rest. Others were couriers, bound by duty to deliver messages across treacherous terrain. Pilgrims, mercenaries, and fugitives alike—all driven forward by necessity, all refusing to be caught by the past. What set them apart was not just their speed but their rejection of stillness itself. They did not settle. They did not yield. They did not stop. At first, they were scattered individuals, united only by their shared instinct to move. But as their paths crossed and their numbers grew, they began to recognize a deeper truth—that motion was more than mere survival. It was strength. It was freedom. It was a force unto itself. From this revelation, the First Four Schools of Motion were born—four distinct philosophies that shaped the foundation of modern Celerity Styles. Each one embodied a unique understanding of movement, refined and passed down through generations of those who sought to master the art of speed. ### The Windstriders – The Gale Unbound **“Speed is the only shield we need.”** Among the first to formalize their art, the Windstriders believed in speed as both an absolute defense and an unstoppable offense. To them, the world was a vast expanse of open paths, and the fastest feet would always prevail. Their founder, the legendary Azure Gale, is said to have once outrun the setting sun itself, his silhouette flickering against the horizon as he vanished beyond mortal sight. Some claim he could cross entire continents in a single day, leaving behind nothing but a whispering breeze in his wake. Under his guidance, the Windstriders honed their techniques into the discipline of Swift Gale, a style that emphasized breathtaking acceleration, fluid grace, and strikes so fast they seemed to land before the motion could be seen. Their warriors became untouchable specters on the battlefield, dancing through enemy ranks before vanishing like wind through the trees. Even now, those who listen closely to the howling gusts of a storm claim to hear the echoes of Azure Gale’s footsteps, forever racing against the wind. \column ### The Thunderbounds – The Tempest’s Wrath **“Momentum is destruction.”** Where the Windstriders sought to evade, the Thunderbounds sought to crash through. Led by Hrolmir the Rolling Storm, these warriors saw movement not as a means of escape, but as a force of devastation. Their philosophy was simple: the faster you go, the harder you hit. Hrolmir himself was a towering force of nature, a man said to generate such speed that the earth trembled beneath his feet. Legends tell of his final battle against an entire legion of foes, where he charged through them like a living avalanche, leaving nothing but shattered earth and thunderclaps in his wake. His teachings evolved into the style known as Rolling Thunder, a discipline that focused on building unstoppable momentum with every step. Practitioners could turn their own bodies into weapons, converting speed into raw impact, crashing through walls, armor, and even magic itself with the sheer force of their velocity. To the Thunderbounds, the only way forward was to break through everything in their path. ### The Phantom Runners – Shadows Between Moments **“If you cannot be touched, you cannot be stopped.”** Not all who sought speed wished to be seen. Nullis the Echo, an enigma whose very existence remains debated, founded the Phantom Runners upon the principle that true mastery of motion meant transcending the limitations of the body itself. Unlike the other schools, the Phantom Runners did not concern themselves with overwhelming force or sheer acceleration. Instead, they perfected the art of moving without being noticed, developing techniques so advanced that they seemed to vanish mid-step. Witnesses described them as ghosts—shapes that flickered out of sight just before impact, evading blows as if slipping between seconds. Their ultimate discipline, Phantom Dancer, allowed its practitioners to phase through danger as if reality itself had lost its hold on them. Some claimed the most skilled among them could flicker in and out of existence at will, stepping into the unseen spaces between moments and reappearing wherever they wished. Whether Nullis the Echo was a single individual or a myth crafted by the school itself remains unknown, but one thing is certain—no one has ever caught a Phantom Runner who did not wish to be found. \page ### The Horizon Walkers – The Road Beyond Reality **“Speed is the key to the unseen paths.”** Unlike the other founders, Kaelis Runeblade was not content with the limits of mortal motion. To him, running was not just a way to move through the world—it was a means to transcend it entirely. Kaelis and his disciples studied the nature of speed with an almost religious fervor, believing that by pushing their limits far enough, they could escape the very boundaries of existence. They spoke of hidden roads woven through reality itself, paths that only those who moved fast enough could perceive. Their ultimate technique, Cosmic Drifter, was said to allow a runner to manipulate the very fabric of existence, stepping between dimensions as easily as another might cross a stream. Those who mastered it became something more than human—travelers who defied the constraints of space and time, forever sprinting toward the next great horizon. Yet the Horizon Walkers were different from the other schools in one crucial way: they did not leave behind masters. Those who truly unlocked the secrets of their path never returned to teach their knowledge, disappearing beyond mortal understanding. Some say they are still out there, running across the unseen threads of existence, chasing something the rest of the world will never comprehend. ## The Legacy of the First Momentists The teachings of these four ancient schools formed the foundation upon which all future Momentists built their craft. Though the disciplines have evolved, fractured, and given birth to countless variations, the essence of the First Four remains at the heart of all who pursue the path of motion. They were the first to glimpse the truth—that movement is more than just speed. It is a force that bends reality, a path to something greater, something unreachable by those who remain still. And though the world has changed, one thing remains certain. Somewhere, out there, a runner still chases the horizon. {{imageMaskEdge5,--offset:0%,--rotation:270 ![](https://i.pinimg.com/236x/76/a4/25/76a425559d184c35be53e0669b845a29.jpg){height:100%,left:300px} }} \page # THE PATH OF THE MOMENTIST To become a Momentist is not merely to run—it is to surrender to motion itself. It is a discipline, a philosophy, and, to some, a sacred calling. A true Momentist does not simply seek speed; they seek transcendence through movement, understanding that velocity is more than just a measure of distance covered in time. It is force, willpower, and existence itself woven into a singular, undeniable truth: To move is to be alive. This path is not for the weak of heart. The trials are grueling, the demands relentless. Many who step upon this road falter, their spirits broken beneath the crushing weight of its expectations. But those who endure emerge as something greater—beings for whom stagnation is death, for whom the world itself bends to the sheer force of their momentum. ## Core Tenets of the Momentist To follow the way of the Momentist is to live by its tenets—unshakable truths that define not only their movement but their very existence. ### **Momentum is Power** Every step a Momentist takes builds upon the last. Motion is not simply about speed—it is about force, intent, and mastery of one's own momentum. A single, well-placed strike delivered at full sprint carries the weight of a thunderclap. A fighter who never slows, never falters, can become an unstoppable force. The greatest masters can take a mere flicker of motion and build it into a tempest, wielding speed itself as a weapon. It is said that the first Momentists did not fight with blades, nor did they need to. Their strikes moved faster than steel ever could, their bodies became weapons honed by velocity alone. To a master of momentum, a sprinting step can level mountains, and a single leap can carry them across the heavens. ### **To Stop is to Die** Stillness is the enemy of all who walk this path. A Momentist must remain in motion—not just physically, but in all aspects of their being. The mind must be sharp, constantly adapting, never lingering too long in one thought or decision. The spirit must surge forward, ever-seeking, never allowing itself to stagnate in regret or hesitation. Those who come to a halt—who hesitate, who grow complacent—find themselves left behind. Some Momentists claim that those who stop moving for too long simply fade from existence, forgotten by the world as if they were never there at all. Others whisper of The Still Ones, failed Momentists trapped in endless inertia, unable to move forward, caught forever in the space between moments. To move is to live. To stop is to die. ### **The World is a Path** Walls, mountains, rivers, storms—what others see as barriers, a Momentist sees as paths waiting to be discovered. There is always a way forward, even if it is unseen. The greatest Momentists do not follow roads; they carve their own. Some say that the greatest of them can run upon the impossible, dashing across the surface of the sea, sprinting through the air itself as though the sky were solid beneath their feet. There are stories of Momentists who have escaped prisons by simply running through their walls, as if the laws of matter could not contain them. Whether these are legends or truths, none can say—but none would dare bet against a Momentist who has set their sights on a destination. ### Why Become a Momentist? Not all who take this path do so for the same reasons. Some seek only the rush of movement, the unshackled thrill of sprinting faster than the eye can follow. Others see motion as the ultimate martial discipline, honing their bodies into weapons that can strike and vanish before an enemy even realizes they are there. But there are those whose ambitions stretch even further. Some Momentists whisper of the pursuit of eternity—a belief that, if one runs fast enough, if one never ceases their motion, they may outrun even time itself. It is said that the greatest among them do not age, that so long as they continue moving, they exist beyond the grasp of fate. These are the ones who seek the path beyond existence, chasing the unseen roads that weave through the fabric of reality itself. Regardless of their origins, all Momentists share one fundamental truth: : **No matter the cost, they must keep moving.** : For beyond the last step, beyond the final stretch of road, lies something greater—a force unknown, a speed yet to be reached, a destination unseen. And for a true Momentist, the journey never ends. \page # LEGENDS OF THE MOMENTISTS The Momentists, figures wreathed in myth and mystery, exist at the very fringes of belief. To some, they are divine messengers, harbingers of swiftness itself, spirits of the wind given form. To others, they are mortals who have simply learned the true nature of motion, bending speed and time to their will. Whatever the truth may be, their legacy is undeniable—woven through history in whispers, etched into the fabric of forgotten stories. Across cultures and ages, the legends of the Momentists remain—each tale a testament to their impossible feats, each story a step closer to unraveling the truth of those who have mastered the art of motion. ## The Unfinished Race Among the oldest legends is the tale of the Unfinished Race, a competition unlike any other. It was said to have taken place in an era before records, a contest not for wealth or renown, but for the purest pursuit of speed itself. The competitors were many, but one among them stood apart—a racer whose very steps defied time, whose motion seemed to exist beyond the grasp of reality. Yet, the race was never completed. The unnamed runner, despite surpassing all others, never reached the finish line. Some say they simply disappeared, vanishing into the horizon as if swallowed by speed itself. Others whisper that the runner was never meant to stop, that they still race across hidden roads, traversing landscapes forgotten by time, forever in pursuit of motion’s truest form. Wanderers who pass through silent valleys have reported strange occurrences—phantom footsteps echoing behind them, though no one follows. Some claim to have seen a flicker on the horizon, a figure moving too fast to be real. Those who chase after it never find anything but empty roads and endless wind. ## The Rift Runners Few names are spoken with more reverence—and more fear—than the Rift Runners. Their existence is debated, dismissed as myth by scholars who fear what they cannot prove. But those who have encountered their signs know otherwise. These figures, it is said, move between realities, slipping through unseen cracks in existence itself. Some call them messengers of the divine, carrying secrets across celestial realms at a speed beyond comprehension. Others believe they serve a darker purpose—guiding the souls of the dead to their final destinations, unseen couriers of fate. The most unsettling legends claim they are neither messengers nor reapers, but something else entirely: wanderers lost between dimensions, forever running, never able to stop. No mortal has ever witnessed the arrival of a Rift Runner. Their presence is known only by what they leave behind: cryptic missives etched into the very air, strange symbols that flicker before vanishing like mist in the wind. Some who have tried to read these messages claim to have felt something inexplicable—a rush of motion, the sensation of moving at impossible speeds while standing still. Others simply disappear, never to be seen again. ## The Speed War There was a time when speed itself became a battlefield. The Speed War is not written in history, for history cannot contain it. It was a battle fought beyond the grasp of time, where two legendary Momentists clashed—not with swords or sorcery, but with motion itself. Their duel raged for seven days and seven nights, their forms blurring into streaks of light, their strikes faster than thought. They battled across the heavens, sprinting on the currents of storms, shattering the air with each collision. No observer could track them, for to watch them was to risk blindness, to stand near was to be torn apart by the sheer force of their passage. On the final day, they did not fall. They did not yield. Instead, they simply vanished—dissolving into speed itself, leaving nothing behind but the roaring wind. Some say the battle never ended, that they still fight, locked in an eternal struggle, too fast for the world to perceive. It is said that during great tempests, when the wind howls and the sky splits open with light, one can hear the echoes of their battle still raging, just beyond the reach of reality. \page # LOST TECHNIQUES & FORBIDDEN SECRETS The study of motion is an endless pursuit, a path that stretches beyond the limits of understanding. For most Momentists, mastery is a journey of refinement—a search for perfect speed, for flawless movement. But there are those who reach beyond, who seek what was never meant to be grasped. Some techniques are known only in legend, whispered among those who dare to challenge the boundaries of reality. Others are locked away, buried in forbidden texts, erased from history by those who deemed them too dangerous to exist. The rare few who uncover these secrets find themselves at a crossroads: wield power beyond comprehension or risk vanishing into the unknown. For the greatest of Momentists, speed is more than movement—it is an unraveling of the universe itself. ## The Last Step The most feared and enigmatic of all forbidden techniques, The Last Step is a maneuver that allows a Momentist to step beyond existence itself. Those who master it can vanish from reality in an instant, slipping between moments, moving like a whisper through time. But it is not merely teleportation, nor simple speed—it is something far more perilous. To take the Last Step is to abandon the known world, if only for a fraction of a breath. Many who attempt it never return, their final stride leaving no trace behind. Some scholars theorize that those who vanish are not lost, but trapped—forever sprinting in the void between moments, caught in an endless step with no destination. It is said that in the dead of night, when the world is silent and unmoving, one can hear them. A faint rhythm, lighter than the wind, footsteps that belong to no one. The echoes of lost travelers, forever running between worlds. ## The Zero Strike A strike so fast, so absolute, that its effect is realized only after it has already happened. The Zero Strike does not belong to the realm of normal combat—it exists outside the limits of perception itself. When executed, there is no visible motion, no sign of impact. An opponent stands unharmed for a fraction of a second—until, without warning, their body collapses, wounds appearing as if reality had simply forgotten to register them on time. Some claim the Zero Strike is not merely speed, but something far more unnatural: the manipulation of cause and effect. The attack is not delivered in the present—it is placed into the past, written into the timeline before the Momentist ever moves. Those who witness it feel an eerie delay, a gap between reality and realization, as if time itself is struggling to keep up. Only a handful have ever wielded this technique. Fewer still have survived witnessing it. ## The Echo Sprint A technique that leaves behind afterimages so real they continue to fight even after the Momentist has moved on. Unlike simple illusions or tricks of the eye, these echoes do not fade—they react, they strike, they carry on the battle in the runner’s absence. Most Momentists can create brief afterimages, lingering shadows that dissipate in seconds. But true masters of the Echo Sprint leave behind something more. Some believe that, at the highest level, an Echo is not just an imprint of movement—it is a fragment of the Momentist themselves, a piece of their existence splintered into time. Rumors speak of an ancient runner whose echoes never faded. Even long after their death, their images still haunt the roads they once traveled—phantoms of speed, forever sprinting through the world. It is said that those who step too close to these lingering specters may feel something impossible: a rush of wind, the sensation of movement, as if they have glimpsed a runner who is no longer there. ## The Rift Breaker To push beyond speed, to surpass even the limits of the material world—this is the essence of The Rift Breaker. This technique does not simply defy physics; it tears through it. A Momentist who reaches a velocity beyond what reality can contain will find that the world itself begins to fail. At such speeds, barriers between realms weaken. With the right maneuver, a runner can force themselves through the fabric of existence, creating a tear—a rift that leads somewhere else. But where these rifts lead is another matter entirely. Some claim they open doorways to other dimensions, to forgotten corners of the multiverse. Others insist they lead to nowhere, to empty voids where even time has lost its way. What is known, however, is that few return. There are places in the world where the air hums with strange vibrations, where the ground bears scorched trails that begin and end in nothingness. These are the marks of Rift Breakers who never found their way home. Some believe that if one listens carefully at the edges of these rifts, they can hear something faint—the sound of footsteps, still running, forever lost. \page # MOMENTIST TRAINING METHODS To master motion is to defy the very nature of existence. It is to reject the weight of hesitation, to push beyond the limits of flesh, and to embrace speed as both a weapon and a way of life. The path of a Momentist is not paved with comfort, nor is it meant for those who falter. Training is relentless, designed not merely to test endurance, but to strip away weakness and hesitation until only pure motion remains. Momentist training methods are brutal, forged from the traditions of countless schools, masters, and forgotten lineages. Every drill is a lesson in survival. Every trial is a battle against the world itself. Those who fail are left behind. Those who endure become legends. ## Endurance Trials Endurance is the foundation of all Momentist training. Speed alone is meaningless if it cannot be sustained, and so the first great lesson is one of relentless persistence—of running until the body and mind break, and then pushing beyond. Initiates are sent across impossible landscapes, where the very world conspires against them. Deserts where the sands shift with every step, swallowing the unprepared and forcing runners to adapt to an ever-changing terrain. Those who hesitate sink. Those who falter are lost beneath the dunes. Only those who learn to read the rhythm of the earth can glide across the shifting wasteland without pause. Mountains that crumble beneath the weight of a runner’s momentum, where paths collapse in an instant and the only way forward is to move faster than the falling stone. Here, initiates must learn not just to run, but to predict the collapse of reality beneath them, stepping on surfaces that exist only for the briefest of moments before they vanish into the abyss. Oceans where only the fleet-footed can skim across the waves. To cross these waters, a Momentist must find the razor-thin threshold between sinking and soaring, moving with such speed and precision that the ocean itself refuses to claim them. The unworthy are swallowed by the depths, while the masters leave no trace upon the surface. These trials teach more than endurance. They teach adaptation. A Momentist must not only move fast but think fast, adjusting their stride to whatever obstacle dares to stand in their way. ## Reflex Sharpening A Momentist moves faster than thought, faster than instinct. They must, for the world will never wait for hesitation. Reflex training is as much about survival as it is about mastery. The most brutal of these trials place initiates in arenas of pure chaos, where they must react to death itself in the space between heartbeats. Falling boulders crash from above, leaving no time for thought—only movement. Hesitation is death. A true Momentist does not merely dodge; they sense the fall before it begins, moving before the danger ever manifests. Lightning strikes without warning, targeting those too slow to shift their path. Momentists learn not only to evade, but to feel the pulse of the storm, attuning themselves to the rhythm of reality itself. Enemy blades flash toward them in unpredictable arcs, forcing them to read attacks before they are even launched. A Momentist must never block, never parry—only move, always one step beyond their opponent’s reach. Some masters take this training even further, using blindfolds to rob initiates of their sight, training them to react not to what they see, but to what they feel—the air shifting, the ground trembling, the world itself whispering danger before it strikes. The greatest of Momentists reach a state where they are untouchable, moving not through thought, not through instinct, but through something deeper—a connection to motion itself, an existence so attuned to speed that even the universe cannot keep pace with them. ## The Path Forward These are only the beginning. To master motion is to walk a road without end, one where every step forward must be faster than the last. Some do not survive. Some are lost to the endless chase. But those who endure? They do not run with the world. They run ahead of it. \page # BECOMING A MOMENTIST The path of a Momentist is not chosen lightly. It is not a calling that can be answered on a whim, nor a discipline that can be studied in comfort. To walk the path is to embrace motion in its purest form—to surrender to speed, to let go of everything that would bind one to stillness, to accept that hesitation is the first step toward failure. It is said that a true Momentist does not merely run—they become motion itself. But before one can reach such a state, they must first survive the crucible. ## The Trials of Initiation Every school, every master, every forgotten order that still follows the way of the Momentists demands proof of commitment before an aspirant can take even a single step upon the path. These trials vary from place to place, but all share one common truth—there is no guarantee of survival. Some initiates are tasked with racing across an entire continent, their journey measured not in days or weeks but in heartbeats. They must move without rest, without aid, through blistering heat, freezing storms, and treacherous landscapes where even the air conspires to slow them. Those who fall behind are abandoned. Those who stop are forgotten. Only those who endure reach the other side, their names spoken with reverence by those who watch from the shadows. Others must outrun death itself. In some orders, a relentless hunter is chosen—sometimes a master, sometimes a construct of pure speed, and sometimes something far worse. The initiate is given a head start, a fleeting moment of mercy before the chase begins. The hunter does not tire. It does not falter. It does not stop. If the initiate cannot evade their pursuer, they will not survive. And if they do? They will have taken their first step toward mastery, their very breath now intertwined with the rhythm of motion. Among the oldest and most feared orders, there is another trial, spoken of only in whispers: The Shadow Sprint. Those who undertake it are blindfolded and set loose in a labyrinth that exists between realities, a maze of collapsing pathways and shifting doorways where time itself bends unpredictably. Their task is simple—find the exit before the walls close forever. No one speaks of what happens to those who fail. ## The Rite of Motion To pass the trials is not to become a Momentist, but merely to be worthy of the Rite of Motion—the sacred ritual through which an initiate sheds their final ties to the static world. It begins at the moment between night and day, when the sky is neither dark nor light, when time itself seems caught in transition. The aspirant is given no supplies, no direction, only the command to run. For days, they must move without stopping, their body and soul pushed beyond the limits of flesh and thought. Hunger becomes meaningless. Pain becomes distant. The world around them fades until there is only the rhythm of their breath, the pounding of their footsteps, the rush of the wind as it carves their form into the currents of existence. At some point, known only to those who have endured, something shifts. The initiate no longer feels their own weight. The horizon bends in ways it never did before. The ground beneath their feet no longer holds them—it merely follows. This is the moment of attunement, when the unseen forces that guide true Momentists finally take notice. Few make it this far. Even fewer understand what they have become. For those who complete the Rite of Motion are no longer mere runners, nor simply students of speed. They are something else entirely—figures who move through the world as whispers of wind, who exist in the space between moments, who see the world not as fixed points but as a never-ending current of potential. To become a Momentist is to abandon hesitation, to release all fear of what lies ahead, to accept that stillness is death. And once the Rite is complete, just know you will never stop running. {{imageMaskCorner23,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://i.pinimg.com/736x/61/0d/98/610d98d8def726843f76ee7fb48a94cc.jpg){height:100%,left:270px,top:500px} }} \page # MOMENTISTS IN THE WORLD TODAY They are wanderers, mercenaries, and spectral legends. They are myths given form, figures whispered about in hushed tones, their presence more like a fleeting gust of wind than a tangible force. To see one is rare—to recognize one before they are gone is nearly impossible. Momentists exist where the world is in flux, where motion reigns supreme and stagnation is anathema. They are the unseen hand that delivers, disrupts, and defies. Some have bound themselves to the shifting tides of commerce and conflict, their talents for speed becoming tools of trade and war. These Drifters-for-Hire sell their swiftness to the highest bidder, running messages across battlefields before the first arrow falls, smuggling contraband between worlds without ever setting foot on a single one. Some act as assassins, their contracts whispered in the undercurrents of society—killers who move faster than sight, striking with such suddenness that their victims often do not realize they have died until they are already falling. Others, however, walk a path more aligned with the traditions of old. The Wayfarers believe in speed not as a weapon or a commodity, but as a sacred practice, a philosophy that must be maintained lest the world itself fall out of rhythm. These keepers of motion do not interfere in the affairs of mortals lightly, but when the balance is threatened—when stagnation creeps in, when stillness becomes an affliction rather than a choice—they appear. They do not announce themselves. They do not linger. They arrive, they act, and they are gone. Legends tell of the Unseen Stride, an order of Momentists so attuned to movement that they leave behind no trace of their passing. They say these figures do not run, but rather exist in a perpetual state of acceleration, their bodies dissolving into the flow of momentum itself. Whether they are myth or reality is uncertain, but every now and then, a story surfaces—of an entire caravan transported across a continent in a single breath, or of an army losing its greatest general in the time it takes for a candle’s flame to flicker. Then there are those who abandon all paths, becoming something other. The Eclipsed are those who have vanished from recorded existence, Momentists who have gone so deep into their art that they no longer adhere to the rules of the world. Some say they are lost to the void, trapped in a ceaseless sprint between dimensions. Others claim they have become watchers, unseen and untouchable, guiding those who walk the path of speed. Whatever the truth, the Eclipsed are feared even among their own kind—because to become one is to leave behind all certainty, all identity, all permanence. No two Momentists are alike. Some wear their gifts like a mantle, embracing notoriety and carving their names into history with each impossible feat. Others move in silence, their existence known only through rumor, their presence marked only by the things they leave undone—the duel that never happened, the message delivered before it was ever written, the war that ended before it began. To those who know of them, they are both a warning and a promise. To stand against them is folly. To seek them is an exercise in futility. For wherever there is movement, wherever there is change, there will always be Momentists. And by the time you realize they were there, they will already be gone. {{imageMaskCorner23,--offsetX:50%,--offsetY:-30%,--rotation:0 ![](https://wallpapercat.com/w/full/c/0/2/1285984-1536x2048-phone-hd-total-war-warhammer-iii-wallpaper-image.jpg){height:100%,left:65px,bottom:-170px} }} \page # THE HORIZON CALL Across the infinite layers of existence, where time and space weave together in chaotic harmony, a singular sound echoes—ethereal, distant, yet undeniable. It is the Horizon Call, an enigmatic summons that only a rare few ever perceive. Scholars and wanderers debate its origin, yet those who have heard it know one absolute truth: once the Call is heard, it cannot be ignored. The ones most attuned to this phenomenon are the Rift Runners, a legendary cadre of travelers who drift between the folds of the multiverse, seeking knowledge, power, and the limits of possibility. To them, the Horizon Call is both a beckoning and a warning, a signal that something lies ahead—something vast, untamed, and beyond the comprehension of the uninitiated. Yet even among the Rift Runners, only the most attuned truly grasp the weight of its meaning. Then there are the Horizon Walkers, a sect founded by the enigmatic Kaelis Runeblade, a figure shrouded in both reverence and mystery. Unlike the Rift Runners, who traverse existence in search of answers, the Horizon Walkers believe that speed itself is the key to unraveling reality. To them, the act of running is not mere movement—it is an art, a science, and a sacred rite. Kaelis and his disciples sought not just to traverse the multiverse, but to transcend it, piercing the barriers of existence with nothing but sheer, unrelenting momentum. Their obsession culminated in the creation of Cosmic Drifter, an advanced discipline that defies all logic, enabling its practitioners to manipulate the very fabric of existence through sheer velocity. Time bends. Gravity shatters. Dimensions collapse and realign with every step. Those who master the Cosmic Drifter technique can phase through realities, outrun paradoxes, and even move in ways that challenge causality itself. But mastery is not enough—only those who hear the Horizon Call may ascend to its true potential. Yet the Call does not discriminate. It is heard not just by Rift Runners and Horizon Walkers, but by any Cosmic Drifter, anyone who dares to push the limits of reality through speed. Some who hear it claim it is a song, others a whisper, and still others a distant roar like a storm racing toward them from beyond the stars. What lies at the end of that sound remains unknown, but those who heed it vanish from known existence, leaving only speculation in their wake. Some believe that the Horizon Call is a threshold, marking the point where one sheds all physical constraints and becomes a being of pure motion, a force eternally coursing through the veins of the cosmos. Others insist it is a test, the final trial for those who dare challenge the nature of reality, a gauntlet that only the fastest can survive. And then there are the darkest theories—whispers of an ancient hunt, of an entity or force that stalks those who push too far, drawing them into a race they can never escape. Whatever the truth, one thing is certain: : **When the Horizon Call sounds, there is no turning back.** {{imageMaskCorner23,--offsetX:50%,--offsetY:-20%,--rotation:0 ![](https://d.newsweek.com/en/full/1587681/black-hole.jpg?w=1600&h=1600&q=88&f=db7dca927a34cf6c865a8d20879ec069){height:100%,right:-300px,bottom:-140px} }} \page ## The Momentist {{quote "To stop is to fall. To fall is to fail. Keep moving." —Kaelis Runeblade }} The Momentist is a martial combatant who turns motion itself into a weapon. By remaining in constant movement, they generate Momentum, a resource that enhances their attacks, defenses, and mobility. Whether dashing through the battlefield in a blur of speed, slamming into foes with the force of a rolling storm, or weaving between enemies like a phantom, a Momentist thrives in perpetual motion. ___ ## Class Features As a Momentist, you gain the following class features #### Hit Points **Hit Dice:** :: 1d8 per Momentist level **Hit Points at 1st Level:** :: 8 + your Constitution modifier **Hit Points at Higher Levels:** :: 1d8 (or 5) + your Constitution modifier per Momentist level after 1st #### Proficiencies **Armor:** :: Light armor, medium armor **Weapons:** :: Simple weapons, martial weapons **Tools:** :: None **Saving Throws:** :: Dexterity, Wisdom **Skills:** :: Choose three from Acrobatics, Athletics, Perception, Stealth, Insight, and Survival ## Quick Build You can make a Momentist quickly by following these suggestions: Your highest ability score should be Dexterity to focus on speed and evasiveness. Your second highest ability score should be Wisdom to highlight your knowledge in Momentism. Choose the Outlander or Urchin background to reflect your constant movement and self-sufficient lifestyle. Select the rapier and shortsword. Take the Acrobatics, Athletics, and Perception skills to enhance your mobility and awareness. ## Multiclassing To multiclass into or out of Momentist, you must have a Dexterity of 13. When you multiclass into Momentist from another class, you gain proficiency in: light armor, one skill from the Momentist skill list, and one martial weapon of your choice {{classTable,frame,decoration,wide ##### The Momentist | Level | Proficiency | Features |Max Momentum| Cantrips |Spells| --- Spell Slots Per Spell Level ---|||||||||Speed Bonus| | ^| Bonus ^| ^| ^| Known ^| Known ^|1st |2nd |3rd |4th |5th |6th |7th |8th |9th| ^| |:-----:|:-----------:|:-------------|:-:|:--------:|:-:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:--:|:-:| | 1st | +2 | Kinetic Warrior, Momentum, Spellcasting | 10 | 2 |2| 2 | — | — | — | — | — | — | — | — |+10 ft| | 2nd | +2 | Flow State | 10 | 2 |2| 3 | — | — | — | — | — | — | — | — |+10 ft| | 3rd | +2 | Celerity Style | 10 | 2 |3| 4 | 2 | — | — | — | — | — | — | — |+10 ft| | 4th | +2 | Ability Score Increase | 10 | 3 |3| 4 | 3 | — | — | — | — | — | — | — |+10 ft| | 5th | +3 | Perpetual Motion, Extra Attack | 10 | 3 |4| 4 | 3 | 2 | — | — | — | — | — | — | +15 ft | | 6th | +3 | Celerity Style Feature | 10 | 3 |4| 4 | 3 | 3 | — | — | — | — | — | — | +15 ft | | 7th | +3 | Evasive Footwork | 10 | 3 |5| 4 | 3 | 3 | 1 | — | — | — | — | — | +15 ft | | 8th | +3 | Ability Score Increase | 10 | 3 |6| 4 | 3 | 3 | 2 | — | — | — | — | — | +15 ft | | 9th | +4 | Unrelenting Stride | 15 | 3 |6| 4 | 3 | 3 | 2 | 1 | — | — | — | — | +20 ft | | 10th | +4 | Unstoppable Charge | 15 | 3 |7| 4 | 3 | 3 | 2 | 1 | — | — | — | — | +20 ft | | 11th | +4 | Celerity Style Feature | 15 | 4 |7| 4 | 3 | 3 | 2 | 1 | 1 | — | — | — | +20 ft | | 12th | +4 | Ability Score Increase | 15 | 4 |8| 4 | 3 | 3 | 2 | 1 | 1 | — | — | — | +20 ft | | 13th | +5 | Blurred Speed | 15 | 4 |8| 4 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | +25 ft | | 14th | +5 | Celerity Style Feature | 15 | 4 |9| 4 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | +25 ft | | 15th | +5 | Kinetic Mastery | 15 | 4 |9|4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — | +25 ft | | 16th | +5 | Ability Score Increase | 15 | 4 |10| 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — | +25 ft | | 17th | +6 | Absolute Velocity, Celerity Style Feature | 20 | 4 |10| 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 1 | +30 ft | | 18th | +6 | --- | 20 | 4 |11| 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 1 | +30 ft | | 19th | +6 | Ability Score Increase | 20 | 4 |11| 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | +30 ft | | 20th | +6 | Apex Momentum | 20 | 4 |12| 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | +30 ft | }} ___ \page ### Momentum Your fighting style revolves around Momentum, a resource generated by movement. #### Generating Momentum - You gain 1 point of Momentum per 5 feet moved on your turn, up to a maximum based on your level. - Momentum resets to 0 at the start of your turn. - You do not gain Momentum if you are restrained, grappled, or incapacitated. #### Using Momentum Momentum can be spent in the following ways: - **Bonus Damage:** Your first melee attack each turn deals extra damage equal to your current Momentum. - **Extra Attack:** At 5th level, you can spend 5 Momentum to make one additional attack (once per turn). - **Defensive Mobility:** You can spend 5 Momentum to impose disadvantage on an opportunity attack against you. ### Spellcasting A Momentist does not cast spells in the traditional sense—they move so fast that reality struggles to keep up. Their speed bends space, distorts time, and allows them to slip between dimensions, creating effects that others might mistake for magic. To a Momentist, spellcasting is not learned or gifted—it is simply the consequence of moving beyond the limits of the world itself. #### Cantrips At first level, you know 2 cantrips of your choice from the Momentist spell list. You learn additional Momentist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Momentist table. #### Spell Slots The Momentist table shows how many spell slots you have to cast your Momentist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. #### Spells Known of 1st Level and Higher At 1st level, you know 2 1st-level spells of your choice from the Momentist spell list. The Spells Known column of the Momentist table shows when you learn more Momentist spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the Momentist spells you know and replace it with another spell from the Momentist spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Dexterity is your spellcasting ability for your Momentist spells. The power of your spells comes from your sheer velocity, moving so fast that you tear through the boundaries of reality. You use your Dexterity whenever a Momentist spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a Momentist spell you cast and when making an attack roll with one. {{descriptive,text-align:center,font-size:100%,padding-left:27px,padding-right:27px **Spell save DC** = 8 + your proficiency bonus + your Dexterity modifier : **Spell Attack Modifier** = your proficiency bonus + your Dexterity modifier }} ### Kinetic Warrior Starting at 1st level, your body is a weapon of speed and motion. You gain the following benefits: - Your base movement speed increases by 10 feet. This bonus increases as you level up (see class table). - If you move at least 15 feet before making a melee attack, you have advantage on the attack roll. ### Flow State Starting at 2nd level, you can enter a heightened state of motion for 1 minute. As a bonus action, you activate Flow State, which grants the following benefits: - You generate 2 Momentum per 5 feet moved instead of 1. - You ignore difficult terrain. - You may take the Dash action as a bonus action. - Once you use this feature, you must finish a short or long rest before using it again. ### Celerity Style Starting at 3rd level, you adopt a unique combat style that defines how you harness your speed. Choose **Swift Gale, Rolling Thunder, Phantom Dancer, or Cosmic Drifter**. Your choice grants additional features at 6th, 11th, and 17th level. ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. \page : Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Perpetual Motion Starting at 5th level, your combat flow never ceases. You gain the following benefits: - When you hit an enemy with a melee attack, you can move without provoking opportunity attacks until the end of your turn. - Twice per long rest, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Evasive Footwork Starting at 7th level, your constant movement makes you hard to pin down. When a creature misses you with a melee attack, you can immediately move 5 feet without provoking opportunity attacks. ### Unrelenting Stride Starting at 9th level, your speed can no longer be magically reduced, and you ignore non-magical difficult terrain. ### Unstoppable Charge Starting at 10th level, when you move at least 20 feet before attacking, you can double your Momentum bonus damage for that attack. ### Blurred Speed Starting at 13th level, when you move at least 10 feet, ranged attacks against you suffer disadvantage until the start of your next turn. ### Kinetic Mastery Starting at 15th level, your speed fuels your durability. You gain the following benefits: - Your maximum Momentum per turn increases to 15. - If you currently have 10 or more Momentum, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your turn. ### Absolute Velocity Starting at 17th level, you move through the battlefield like a blur. You gain the following benefits: - You may spend Momentum to move on your turn, up to 10 feet per Momentum spent. - If you reach 15 Momentum in a turn, your next melee attack is a critical hit. \column ### Apex Momentum Starting at 20th level, you become the embodiment of speed and motion. You gain the following benefits: - You no longer suffer exhaustion from forced marches. - If you have with 15 or more Momentum, you regain 10 hit points. ![](https://www.pngkey.com/png/full/679-6796578_dynasty-warriors-png-background-image.png) {width:325px,mix-blend-mode:multiply} \page ## Celerity Styles ### Swift Gale You embody the wind, your strikes and movements flowing together like a storm in motion. Your rapid footwork allows you to overwhelm foes with a flurry of attacks. #### **Wind Step** Starting at 3rd level, your base movement speed increases by 15 feet. Additionally, if you move at least 30 feet on your turn, you can make a melee weapon attack as a bonus action. #### **Gale Strikes** Starting at 6th level, when you spend Momentum to make an additional attack, you can attack again twice instead of once for half the Momentum cost. #### **Storm Dancer** Starting at 11th level, your movement becomes an extension of your offense. When you move through an enemy’s space, they take damage equal to your Momentum bonus damage as if you had struck them. A creature can take this damage only once per turn. #### **Rushing Tempest** Starting at 17th level, when you move at least 30 feet before taking the Attack action, you can make one additional attack as part of that action. --- ### Rolling Thunder You move like an unstoppable force, using the weight of your momentum to send enemies reeling with devastating impact. #### **Momentum Slam** Starting at 3rd level, if you move at least 10 feet before making a melee attack, you can force the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target is pushed 10 feet away from you. #### **Shockwave** Starting at 6th level, when you move 20 feet or more before hitting a creature with a melee weapon attack, all creatures of your choice within 5 feet of the target take damage equal to half the damage dealt. #### **Relentless Force** Starting at 11th level, your attacks strike with such overwhelming force that they ignore resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. #### **Crashing Impact** Starting at 17th level, if you move at least 30 feet before hitting a creature with a melee weapon attack, the target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target is stunned until the end of your next turn. --- ### Phantom Dancer You become a ghost on the battlefield, slipping through enemy ranks unseen and striking from unexpected angles. #### **Ghost Step** Starting at 3rd level, if you move at least 15 feet on your turn, you gain the effects of the Disengage action until the end of your turn. #### **Blurred Form** Starting at 6th level, you can move through creatures' spaces without provoking opportunity attacks. If you end your turn inside a creature's space, you are pushed to the nearest unoccupied space. #### **Afterimage Strike** Starting at 11th level, if you move 30 feet or more before making an attack, you can make the attack as if you were invisible, giving you advantage on the attack roll. #### **Phantom Step** Starting at 17th level, if you move at least 20 feet on your turn, you can cast *Misty Step* without expending a spell slot. You can use this feature a number of times equal to your Dexterity or Wisdom modifier (minimum of 1) and regain all expended uses when you finish a long rest. --- ### Cosmic Drifter Your very essence slips between the seams of reality, stepping through unseen dimensions as if the universe itself yields to your will. Shadows of your passage linger, echoes of your existence stretching across time and space. You have heard **The Horizon Call**—and it will not be ignored. #### **Echo of Motion** Starting at 3rd level, each time you move 10 feet, you leave behind a shimmering afterimage. As a reaction, when you are targeted by an attack, you can swap places with one of your afterimages within 30 feet, potentially causing the attack to miss. You can use this reaction a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. #### **Between Spaces** Starting at 6th level, you can spend 10 Momentum to become incorporeal until the start of your next turn. While incorporeal, you can move through creatures and solid objects as if they were difficult terrain. If you end \page your turn inside a solid object, you are shunted to the nearest unoccupied space and take 1d10 force damage per 5 feet moved. #### **Step Through the Veil** Starting at 11th level, when you move at least 20 feet, you can teleport up to half the distance moved to an unoccupied space you can see an amount of times equal to your Momentist level. You do not gain momentum from this teleport. #### **Unchained Traveler** Starting at 17th level, your movement is no longer bound by normal physics. When you roll initiative, you can immediately teleport up to your movement speed before combat begins. Additionally, you can use *Step Through the Veil* an unlimited number of times per turn. {{imageMaskCorner23,--offsetX:50%,--offsetY:10%,--rotation:0 ![](https://images.theconversation.com/files/622686/original/file-20241001-18-7mf853.jpg?ixlib=rb-4.1.0&rect=46%2C342%2C5200%2C2600&q=45&auto=format&w=1356&h=668&fit=crop){height:100%,left:-600px} }} {{imageMaskCorner19,--offsetX:-10%,--offsetY:-30%,--rotation:0 ![](https://images.theconversation.com/files/622686/original/file-20241001-18-7mf853.jpg?ixlib=rb-4.1.0&rect=46%2C342%2C5200%2C2600&q=45&auto=format&w=1356&h=668&fit=crop){height:100%,left:-600px} }} {{imageMaskCorner23,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://images.theconversation.com/files/622686/original/file-20241001-18-7mf853.jpg?ixlib=rb-4.1.0&rect=46%2C342%2C5200%2C2600&q=45&auto=format&w=1356&h=668&fit=crop){height:100%,left:-600px} }} \page {{spellList,wide ##### Cantrips (0 Level) - Booming Blade - Green-Flame Blade - Lightning Lure - Mage Hand - Message - Minor Illusion - Prestidigitation - Shocking Grasp - Thunderclap ##### 1st Level - Absorb Elements - Expeditious Retreat - Feather Fall - Jump - Longstrider - Shield - Zephyr Strike ##### 2nd Level - Blur - Enhance Ability - Hold Person - Mirror Image - Misty Step - Silence - Vortex Warp ##### 3rd Level - Counterspell - Erupting Earth - Fly - Haste - Intellect Fortress - Lightning Bolt - Slow - Thunder Step ##### 4th Level - Dimension Door - Freedom of Movement - Greater Invisibility - Otiluke’s Resilient Sphere - Phantasmal Killer - Staggering Smite ##### 5th Level - Cloudkill - Far Step - Steel Wind Strike - Synaptic Static - Wall of Force ##### 6th Level - Chain Lightning - Contingency - Disintegrate - Investiture of Wind - Tenser’s Transformation ##### 7th Level - Etherealness - Reverse Gravity - Teleport ##### 8th Level - Time Stop - Maddening Darkness - The Last Step - The Echo Sprint ##### 9th Level - Foresight - Imprisonment - The Zero Strike - Meteor Swarm - Wish - The Rift Breaker }} #### The Last Step *8th-level transmutation* **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V **Duration:** :: Concentration, up to 1 minute You take a single step and vanish from existence, slipping beyond the bounds of time and space. Until the spell ends, you exist outside reality, imperceptible to all senses, divination magic, and even deities. You **cannot be targeted, interacted with, or affected in any way**, as if you had never existed. At the start of each of your turns, you may choose one of the following effects: - **Return to Reality.** You reappear in any unoccupied space within **1 mile** of your original location, as if no time had passed. You cannot be affected by opportunity attacks when you return. - **Step Beyond.** You extend your exile another round, remaining untouchable, but you must succeed on a **DC 18 Charisma saving throw** at the start of your next turn or become **lost between moments** (see below). If the spell ends while you are still beyond existence, you must make a **DC 22 Charisma saving throw**. On a failure, you **do not return**. Instead, you are trapped outside of time, existing in a void between moments. You cannot be contacted, resurrected, or retrieved by any means short of a **Wish spell** or divine intervention. It is said that in places of absolute silence, the echoes of those who have taken the Last Step but never returned can still be heard—**footsteps that belong to no one**. --- \column #### The Zero Strike *9th-level transmutation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S **Duration:** :: Instantaneous You strike so fast that cause and effect **invert**, dealing damage before the attack is even perceived. Choose one creature within range. The target must make a **Constitution saving throw**. - On a **failure**, the target takes **12d10 force damage** and immediately drops to **0 hit points** if reduced below half their maximum HP. They experience no sensation of pain or injury until the moment they collapse. - On a **success**, they take **half damage**, and reality warps around them, causing them to **lose their next action** as time struggles to catch up. This attack cannot be countered, dodged, or foreseen by **any means**, including spells like *Foresight* or *Time Stop*. Even creatures with **legendary resistances** cannot automatically succeed this saving throw—**only a natural success can prevent the strike from rewriting reality**. Only a handful of warriors have ever survived witnessing the Zero Strike. Fewer still have executed it. --- #### The Echo Sprint *8th-level illusion* **Casting Time:** :: 1 bonus action **Range:** :: Self (30-foot radius) **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute \page You move so fast that **echoes of yourself remain**, continuing to fight as if you had never left. When you cast this spell, **four identical afterimages** of yourself appear in unoccupied spaces within **30 feet**. These echoes act independently on your initiative, using your **exact statistics** except they have **half your current HP** and can only make one attack per turn. Each echo lasts until **it is destroyed, the spell ends, or you choose to absorb it**. As a bonus action, you may absorb any number of your echoes, regaining **10 hit points per echo absorbed**. If all four echoes are active when the spell ends, they do not fade. Instead, at the DM’s discretion, one may **persist indefinitely**, becoming a permanent remnant of your speed—**a phantom forever running, a shadow of you in motion**. It is said that ancient roads bear the spirits of long-dead runners, echoes that never disappeared. And sometimes, if one listens closely at night, they may still hear them. --- #### The Rift Breaker *9th-level conjuration* **Casting Time:** :: 1 action **Range:** :: 120 feet (self) **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You accelerate to a speed beyond mortal comprehension, causing reality itself to **tear apart** in your wake. When you cast this spell, you create a **30-foot-wide, 60-foot-long rift** in space, opening a doorway into **an unknown dimension**. The rift remains open for the spell’s duration. Any creature caught within the rift’s area when it opens must make a **Dexterity saving throw** or be **dragged into the unknown**, vanishing instantly. A creature that succeeds clings to the material plane but takes **10d12 force damage** from the event horizon. For the duration, you may use a **bonus action** to **teleport through the rift** to any location you can see within **1,000 feet**. At the end of the spell, the rift collapses. Any creature that was pulled inside is **lost beyond reality** unless they have a method of planar travel—or unless someone casts *Wish* to retrieve them. Those who have studied the Rift Breaker say that some rifts never fully close. There are places in the world where **strange winds blow, where the ground bears scorched trails that begin and end in nothingness**. And some believe that, if you stand in these places for too long, you may feel something impossible: **a gust of air, the brush of movement, the presence of someone still running—but unseen, and lost forever.** {{imageMaskEdge7,--offset:5%,--rotation:270 ![](https://i.pinimg.com/736x/f0/56/26/f05626457408a01624afcaf4aaf62f7c.jpg){height:100%,left:300px} }} \page {{backCover}} # The Momentist's Codex Step into the world as a Momentist, a warrior who turns motion itself into a weapon. With every step, you build unstoppable momentum, striking with devastating force, evading attacks before they land, and even stepping beyond the boundaries of time and space. : From the towering peaks where the Windstriders race the very winds, to the battlefields where Thunderbounds strike with the force of a rolling storm, to the shadowed streets where Phantom Dancers move unseen, the Momentist is a legend in motion. Whether you fight as a blur of speed, an unstoppable juggernaut, or a traveler between realities, your path is one of constant acceleration. : Dodge through enemy ranks with effortless grace, unleash rapid flurries of strikes, or move so fast that the laws of reality struggle to keep up. Whether you are an untouchable duelist, a relentless force of destruction, or a being that slips between dimensions, your speed is your greatest weapon. : Your only enemy is stillness. Keep moving. ___ For use with any fantasy roleplaying ruleset. Play the best game of your life! ![background image](https://images.stockcake.com/public/c/7/8/c78ecbba-adc0-4509-8ef7-588020d8214a_large/warrior-wields-light-stockcake.jpg){position:absolute,bottom:0,left:100,height:100%} {{logo ![](/assets/naturalCritLogoWhite.svg) Homebrewery.Naturalcrit.com }}