Persona Wielder (5e Class)

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Persona Wielder[edit]

A Persona Wielder has the ability to manifest their soul into the form of an ancient hero or guide to help them wield amazing power. Unlike a warlock a persona wielder is a part of their persona instead of it being a different being with which they have struck an accord.

A Mutation of the Spirit[edit]

Sometimes a creatures soul is their strongest attribute, and sometimes this attribute is so strong it can manifest into a separate entity to guide the character and even fight with them called a persona. These personas are highly speculated among magic users as to their origin. Many believe just as the body can adapt to extreme peril, that in these individuals, their spirits have done the same becoming a mentor, teacher or friend in a response to trauma or pain.

Creating a persona wielder[edit]

When you go to create your persona wielder ask yourself the following questions. How did your persona reveal itself to you? Is your personas identity well known to you like an ancestor or relative, or a great hero from fiction that you will have to communicate with to understand better? Is your persona a welcome change to your potential or something that will take time for you to cope with?

Quick Build

You can make a persona wielder quickly by following these suggestions. First, constitution should be your highest ability score, followed by wisdom. Second, choose the hermit background.

Class Features

As a Persona Wielder you gain the following class features.

Hit Points

Hit Dice: 1d6 per Persona Wielder level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Persona Wielder level after 1st


Armor: All light armor and shields
Weapons: All simple weapons
Tools: Tarot Cards
Saving Throws: Wisdom and Charisma
Skills: Choose two of the following: Acrobatics, Athletics, Insight, Investigation, Perception and Persuasion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or (b) Scale Mail (if proficient)
  • (a) Any 2 simple melee weapons or (b) Any martial melee weapon (if proficient)
  • (a) A shield or (b) •Any martial weapon (if proficient and if you choose a ranged weapon you gain 10 pieces of ammunition for that weapon)
  • (a) Explorer's Pack or (b) {{{item4b}}}
  • (a) Major Arcana Card or (b) {{{item5b}}}

Table: The Persona Wielder

Level Proficiency
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Major Arcana,Thou Art I 2
2nd +2 2 Social Link 3
3rd +2 2 Siphon Shadows 4 2
4th +2 2 Ability Score Improvement 4 3
5th +3 2 Personified Body 4 3 2
6th +3 2 Personified Strike,Major Arcana Improvement 4 3 3
7th +3 2 Social Link Improvement 4 3 3 1
8th +3 3 Ability Score Improvement 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 3 I Am Thou 4 3 3 3 2
11th +4 3 Siphon Shadows Improvement 4 3 3 3 2 1
12th +4 3 Ability Score Improvement 4 3 3 3 2 1
13th +5 3 Major Arcana Improvement 4 3 3 3 2 1 1
14th +5 4 Shake Soul 4 3 3 3 2 1 1
15th +5 4 The Voice That Calls 4 3 3 3 2 1 1 1
16th +5 4 Ability Score Improvement, Thou Art I Improvement 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 4 Major Arcana Improvement 4 3 3 3 3 1 1 1 1
19th +6 4 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 From the Sea of Thy Soul I Cometh 4 3 3 3 3 2 2 1 1

Major Arcana[edit]

When you select this class your soul assumes the form of a deceased or fictional powerful figure of your choice that exemplifies your characters Major Arcana (described at the end of this class). This being and you now exist in perfect harmony and always remember, it has the personality of a major figure be it real or fake but it will never quarrel with you because it is you. Your persona may suggest actions that would make sense to the situation as the figure it represents would react. For example a persona of the Chariot arcana will almost always recommend to charge the opponent overcoming them with brute force but this is not always the best course of action. As soon as you recommend to flank the enemy your persona will agree that you flank the enemy and then overcome them with brute force but it will never directly defy you.

Thou Art I[edit]

You gain a telepathic link to your persona at 1st level, which is always conscious and aware even if you are not. Your persona can use all of your senses at will and has 30ft of darkvision unless you have the darkvision trait in which case it uses your instead.

After 16th level your persona can now take the magic of your soul farther than you can alone. Any spell that has a range of touch now has a range of 15ft as your persona can appear and cast the spell for you. This is considered to weak of an appearance to use any abilities that require your persona to appear on the battlefield.

Social Link[edit]

When you reach 2nd level, your soul becomes more open to new paths and can accept the help of others more openly. You can choose to interact with any character for 4 hours and reach out and touch their soul. You learn the characters Major Arcana and you may choose to accept one of the level 1 abilities from this other arcana until the end of your next long rest.

Once you hit 7th level you may choose at anytime when you have one of these effects to make that effect permanent as though you had gained it at this level. This effect cannot be changed once chosen, but you may continue to use Social Link normally after your next long rest

Siphon Shadows[edit]

Your persona can appear before you and siphon the energy off of decaying evil spirits to keep you in the fight. After 3rd level, whenever you reduce a fiend, undead, aberration or monstrosity to 0 hit points you regain 1d4 hit points

At 11th level, when you use your Siphon Shadows ability you gain advantage on the next saving throw you make if it is before the end of your next turn

Ability Score Increase[edit]

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.

Personified Body[edit]

At 5th level, your persona is now strong enough to manipulate your physical body. You gain 5ft of movement speed and you gain 1 HP per persona wielder level from this level forward

Personified Strike[edit]

After 6th level, when you attack you can use your bonus action to have your persona appear in front of your target and perform a follow up attack. The persona can appear no more than 60ft away and makes an attack roll using your spellcasting modifier and proficiency bonus. If the attack is successful, the persona does 1d6 force damage. The persona can occupy your space for this attack appearing half ethereal and floating just above you.

I Am Thou[edit]

At 10th level, the bond between you and your persona grows stronger. As a reaction when you take damage your persona guards you from the attack halving its damage and if your attacker is Large or smaller it must make a strength saving throw against your spell save DC or be pushed 10ft backwards. You can use this ability more than once but the pushback can only be applied to one enemy. You can only gain the pushback from this ability again after the end of your next short rest.

Shake Soul[edit]

At 14th level, your personas presence warps the souls of weaker creatures. Whenever you use an ability that has your persona appear, any enemy within 5ft of the persona must pass a wisdom saving throw or they cannot take reactions or bonus actions until the end of their next turn. If the persona moves this ability only affects the enemies that were within 5ft of the persona when it was summoned. Whether the creature passes or fails the saving throw they cannot be affected by this ability again for 24 hours

The Voice that Calls[edit]

Your persona now infuses you with the ancient magic of the soul. After you reach 15th level all of your attacks are considered magical and you gain your spellcasting modifier as damage to any cantrip you cast that does damage

From the Sea of Thy Soul I Cometh[edit]

You can now become one with your persona for a short time granting you the power of your hero. You must use an action to enter this form which lasts for 1 minute (10 rounds of combat) and gain the following benefits:

You have advantage on saving throws against being stunned, charmed or frightened.

Your persona wielder spells are now counted as being cast with a spell slot one higher than they are cast with when determining damage and effect.

You gain your spellcasting modifier to all attack rolls

You gain truesight of 10ft

You must complete a long rest to regain use of this ability.

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Spell List[edit]

You know all of the spells on the basic <!-Warlock-> spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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