Persona user (5e Class)

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"I am thou... Thou art I... From the sea of thy soul, I come..."

Contents

Creating a Persona User

A Persona User is someone who has faced their deepest darkest demons and accepts who they truly are. With the new found power of self you are able to summon a persona, a physical manifestation of your psyche. What you do with this power is up to you - it is yours to wield as long as you don't lose sight of yourself. If you are unsure what arcana your persona would be, take this quiz in the mind set of your character. https://www.quotev.com/quiz/5739130/Your-Major-Arcana-The-Social-Link-you-establish-unto-your-friends

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Some Persona users like Yu Narukami are fools and can wield multiple personas.
Quick Build

When making a Persona User, there is no right build for the class because anyone can be a persona user and there are many ways to play it. If you need help, start by making Wisdom your highest stat since your Persona will be determined by it. Afterwards, pick from the different archetypes and decide your stats accordingly.

Class Features

As a Persona User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Persona User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Persona User level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple and Martial weapons
Tools: One tool of your choice
Saving Throws: Wisdom, Strength
Skills: Choose two from Acrobatics, Insight, Medicine, Perception & Survival

Equipment

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

  • One weapon you are proficient in
  • (a) Explorers Pack or (b) Dungeoneers Pack
  • One tool you are proficient in
  • Leather Armor

Table: The Persona User

Level Proficiency
Bonus
Features SP Spells Known Spell Level
1st +2 Tarot Arcana, Spirit Power 2 2 1
2nd +2 Mind Over Matter 4 2 1
3rd +2 Tarot Arcana Feature 6 3 2
4th +2 Ability Score Improvement 8 3 2
5th +3 Tarot Arcana Feature 10 4 3
6th +3 All Out Attack 12 4 3
7th +3 One More 14 5 4
8th +3 Ability Score Improvement 16 5 4
9th +4 Tarot Arcana Feature 18 6 5
10th +4 My True Weapon 20 6 5
11th +4 Tarot Arcana Feature 22 7 5
12th +4 Ability Score Improvement 24 7 5
13th +5 Tarot Arcana Feature 26 8 6
14th +5 I've Got My Back 28 8 6
15th +5 Enhanced Weapon 30 9 7
16th +5 Ability Score Improvement 32 9 7
17th +6 Tarot Arcana Feature 34 10 8
18th +6 Victory Cry 36 10 8
19th +6 Ability Score Improvement 38 11 8
20th +6 Ultimate Persona 40 11 8

Tarot Arcana

At 1st level, choose one of the 25 Arcana related to your character's personality. The Arcana are detailed at the end of the class description. Your choice grants you the ability to utilize a Persona and other features when you choose it at 1st level. You also gain additional features at 3rd, 5th, 9th, 11th, 13th, 17th, and 20th level.

Persona Stats

Your Persona shares your Stats(Constitution, Intelligence, etc.), AC and its Hit Points are equal to 1/2 of your maximum Hit Points. The persona may act on your turn pending your commands. On your turn, you may use your Attack action or your bonus action to command your Persona. As part of the command, you may direct your Persona to move up to 40 feet away from you to an unoccupied space. If the user moves and the result is beyond 40 feet from the persona the persona is moved with the user in tandem if it is unable to it disappears. Personas are Immune to all conditions however they experience the condition that the user is experiencing (e.g user is prone, persona is prone, etc.). When your Persona's Hit Points are reduced to 0, it disappears until you summon it again.

Spirit Power

The Persona User table shows what your base Spirit Power (SP) is in the SP column. Your total SP is equal to your Base SP+(your Charisma/Wisdom Modifier multiplied by your Persona User level). Whenever you cast a Spell, you must expend SP equal to the Spell's cost as stated in the Persona User spell list. You regain all expended SP after a Long Rest and half of your expended SP after a Short Rest.

Spells

As a Persona User, you are able to cast Spells using your Persona. Instead of expending Spell Slots, you expend SP when casting Spells. When your Persona acts on your turn you may command it to cast a spell at the cost of SP. Wisdom is your Spellcasting Ability for your Persona User spells. The power of your Spells comes from your heart and desires. You use your Wisdom or Charisma whenever a Persona User spell refers to your Spellcasting Ability. In addition, you use your Wisdom or Charisma Modifier when setting Saving Throw DC for a Persona User spell you cast and when making an attack roll with one. When using a Physical Spell, substitute Strength for Wisdom as the Spellcasting Ability. Additionally, when you gain a level in this class, you can choose any of the Persona User Spells that you know and replace them with another Spell from the Persona User spell list, which must also be an equal or lesser level of your Spell Level as shown on the Persona User table.

  • Spell Save DC = 8+your Proficiency Bonus+your Charisma/Wisdom/Strength Modifier
  • Spell Attack modifier = your Proficiency Bonus+your Charisma/Wisdom/Strength Modifier

Mind Over Matter

Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10+your Dexterity modifier+your Charisma, Wisdom, or Strength modifier.

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.

All Out Attack

At 6th level if you knock a hostile creature prone, all allied creatures within 15 feet may use their reaction to make any one attack against the hostile creature with advantage.

One More

At 7th level, if you land a critical hit on a hostile creature or deal damage to a hostile creature that is vulnerable to that type of damage, you may attack or cast another spell once this turn as a reaction action. This feature can only trigger once per turn. If you do not want to use this additional action, you may pass it to an ally who is within your remaining movement. This transition is called a Baton Pass. Preforming a baton pass does not use your reaction.

My True Weapon

At 10th level, you can conjure a weapon from the depths of your heart. This weapon can take the form of any weapon you choose, but you must be proficient with it. When wielding this weapon, you gain +2 to damage and attack rolls. Additionally, this weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

I've Got My Back

At 14th level while your Persona is within 10 feet of you, you cannot be surprised or frightened.

Enhanced Weapon

At 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Victory Cry

At 18th level, if you expended SP during Combat and your Hit Points were not reduced to 0 at any point during Combat, you regain half of your expended SP after exiting Combat.

Ultimate Persona Archetype

At 20th level, you gain your Ultimate Persona from your archetype. Additionally, you gain a Spell unique to your archetype that is not on your list of known Spells. This Spell does not count against your maximum number of Spells known.

#0 The Fool

Beginner Trickster

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Charisma/Wisdom/Strength modifier+your Proficiency Bonus. You must use your action to summon it. Additionally, you can choose Spells from two Spell categories of your choice. These choices must be made when you select this Arcana and cannot be changed later on. Your Persona may be called as a bonus action at 11th level.

Expanded Arsenal

At 3rd level, you gain the ability to use Spells from one additional category of your choice. This choice cannot be changed later on.

Dark Curse

At 5th level, when your Persona is using an offensive ability from one of the categories you chose at 1st level, you can add your Wisdom or Strength(if Physical) modifier to the damage roll.

Reverse Attack

At 9th level, when your Persona is using a physical Spell, you can choose to use Wisdom instead of Strength as your Spellcasting ability or when your Persona is using a Magical Spell, you can choose to use Strength instead of Wisdom as your Spellcasting ability

One Last Surprise

At 11th level, you gain the ability to use Spells from an additional category of your choice. This choice cannot be changed later on.

Trickster Skill

At 13th level, when your Persona is using an offensive ability from one of the categories you chose, you can add double your Wisdom or Strength(If Physical) modifier to the damage roll.

Phantom Thief

At 17th level, when a hostile creature possesses 20 or less Hit Points, you can use your action to make a Persuasion check to gain an item (DC equals creature's Challenge Rating + 5), GP (DC equals creature's Challenge Rating + 5), or a new Spell or ability from the creature (DC equals creature's Challenge Rating + 10). Items and GP gained are determined by the DM and the Spell or ability is determined by the creature's origin. Any Spell or ability gained this way counts against your known spells and you may do this once per creature

Over Heaven

At 20th level you gain your Ultimate Persona and you can cast Coup de Grâce. This spell forces all hostile creatures within 50 feet of your Persona to make a Wisdom saving throw. This spell inflicts 6d10 damage of any type your persona can use, to all creatures that failed and every creature hit becomes vulnerable to the damage used for 10 turns. This spell costs 30 SP. Additionally, This spell counts as both physical and Magical so you may use either save DC.

#0 The Jester

The Jester is an alternate version of The Fool from the Thoth deck. The Jester symbolizes much of what the Fool symbolizes--ignorance, spontaneity, and freedom--but in a suppressed form. The Jester acts like a fool instead of genuinely being a fool.

Seductive Liar

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Charisma modifier+your Proficiency Bonus. You must use your action to summon it. Additionally, you can choose Spells from Curse and Almighty

Just a Little Fun

At 3rd level, you gain proficiency in the Deception and Performance skills. If you already have these skills you may gain expertise instead.

Playing the Game

At 5th level, You have advantage on deception, persuasion and performance checks when misleading someone who is not an ally and not actively fighting specifically you.

Better off alone

At 9th level, when your Persona is using any spell or physical attack you may add your proficiency bonus to any damage or draining effects while no conscious allies or enemies are within 10ft around you.(Enemies you knock unconscious while in your aura do not count as conscious during the calculations at the end)

Cloak and Dagger

At 11th level, you gain expertise in Poisoner's Kits, Disguise Kits and Thieves tools and may use your persona to use these kits instead of yourself.

Adorned With Betrayal

At 13th level, when your Persona is using an offensive ability on any target that hasn't attacked you yet, you automatically score a critical this may be done once per target

Fervent Character

At 17th level, You gain the ability to change one of the damage types and one of the spells your persona has per long rest. The spell must be of the same level as the spell it is replacing. When you change your type the only type you cannot change to is Recovery and you lose access to the spells of the type you previously had until you change it back or change the spell.

Puppetmaster

At 20th level you gain your Ultimate Persona and you can cast Fog of Lies. Fog of Lies Deals 5d12 of any damage type you choose and creates a 50ft fog that only you and your persona can see through, Anyone other than you caught in the fog becomes blind until they leave the fog and at the start of their turns within the fog they take an additional 2d12 of the same damage initially delt. The spell costs 30SP.

#1 The Magician

Unwavering Talent

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose spells from the Wind and Recovery Spell categories.

Razor Gales

At 3rd level, when your Persona is using a Wind Spell, you can add your Wisdom modifier to the damage roll.

Elemental Aptitude

At 5th level, you can choose one Spell category from the Fire, Ice, or Electric Spell categories as an extra Spell category. This choice cannot be changed later on.

Wise Healer

At 9th level, you may add your Wisdom modifier to the healing roll of any Recovery spells you cast.

Arcane Resolve

At 11th level, you can add your Wisdom modifier to the damage rolls of any offensive Spell you cast.

Zephyr

At 13th level, whenever you deal damage with a Wind spell you can add double your Wisdom modifier to the damage roll.

Elemental Mastery

At 17th level, you can learn spells from the Fire, Electric, Psychic, Ice, and Nuclear spell categories.

Trump Card

At 20th level you gain your Ultimate Persona and you can cast Youthful Wind. This spell heals 600 Hit Points divided between you and any allied creatures within 30 feet from your Persona and everyone who is affected by this Spell gains the effects of the Haste Spell as if you were concentrating on it and without the lethergy (Negative) effect of the spell ending This spell costs 30 SP. Additionally, the cost of all Spells other than Youthful Wind are reduced by half of their original cost (minimum 1 SP).

#1 The Councillor

The Councillor is an alternate version of The Magician from the El Gran Esoterico's Tarot deck. Meant to represent diplomacy, possibilities of choice, creativity, skills to persuade, vitality and power over mental illness'

Diplomatic Pressance

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose spells from the Bless and Almighty Spell categories.

Helpful

At 3rd level, your Persona gains access to recovery spells.

Extremely Helpful

At 5th level, When your persona uses a recovery spell they user can choose to expend twice the SP to double the healing, you may choose to do this before or after the die are rolled to determine the about of healing.

Wise Assitant

At 9th level, you may add your Wisdom modifier to the healing roll of any Recovery spells you cast.

Overcoming Weakness

At 11th level, you can add your half(rounded up) Wisdom modifier to the number of turns support buff that your persona casts last.

Brilliant Diplomat

At 13th level, you gain expertise in persuasion and insight skills and when your persona is summoned you may roll both of these skills with advantage.

How Does That Make You Feel?

At 17th level, you can add your Wisdom modifier to the damage rolls of any offensive Spell you cast. Additionally, You may double your damage by using twice the amount of SP however you may not decide this after the dice have been rolled to determine damage.

Beyond Reason

At 20th level you gain your Ultimate Persona and you can cast World Reborn: Full Force. The area around you in a 60ft radius becomes difficult terrain to all hostile creatures for 1d6 turns and to all hostile creatures within 20ft of your persona takes 5d8 Force damage, however, after casting this spell you lose the ability to cast recovery spells until the difficult terrain goes away. This spell costs 30SP and you may not spend twice the SP for this ability.

#2 The Priestess

Fist of Justice

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Nuclear and Recovery Spell categories.

Divine Vision

At 3rd level, you gain the ability to see the strengths and weaknesses of creatures. You can use your bonus action to study a creature. After studying a creature for two turns, you gain information regarding their Resistances and Vulnerabilities, if any.

Revolving Revelation

At 5th level, when your Persona casts a non-damaging Spell, it can cast another non-damaging Spell. This feature can only trigger once per turn.

Endless Aid

At 9th level, the duration of any Spell that improves an allied creature's statistics, ability checks, attack or damage rolls, movement speed, or otherwise confers a beneficial boon cast by your Persona has its duration doubled.

Empyrean Providence

At 11th level, when you start a combat encounter you can choose to have a surprise round for your allies. You can only use this feature once per day.

Scarlet Transmutation

At 13th level, you gain the ability to use Spells from the Fire spell category.

Solemn Judgment

At 17th level you may add your Wisdom modifier to the damage roll of any offensive Spells you cast.

Ultimate Providence

At 20th level you gain your Ultimate Persona and you can cast Burning Petals. This spell forces all hostile creatures within 50 feet of your Persona to make a Wisdom saving throw. This spell inflicts 10d6 fire damage to all creatures that failed and every creature hit becomes vulnerable to fire damage for 10 turns, taking half as much damage on a successful save and not suffering vulnerability. This spell costs 30 SP.

#3 Empress

Authority

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Ice and Physical Spell categories.

Chilling Command

At 3rd level, when your Persona casts an Ice spell you can add your Wisdom modifier to the damage roll.

Icy Resolve

At 5th level, your Persona gains the ability to cast an additional Ice Spell when it casts an Ice Spell. This feature can only trigger once per turn.

Frigid Execution

At 9th level, whenever you hit a creature with an Ice Spell they must make a Constitution Save against your Spell Save DC. On a failure, they are frozen until the end of your next turn (treat the Frozen condition as if it were Restrained, but the creature cannot speak).

Glacial Mastery

At 11th level, you can add half of your Wisdom modifier (rounded down) to any Ice Spells that your Persona casts.

Regal Strike

At 13th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Noble Proclamation

At 17th level, you gain access to Recovery spells. Also, whenever an allied creature makes a melee attack against a creature with the Frozen condition, their attack automatically becomes a critical hit. After the attack is resolved, the creature is no longer Frozen.

The Finale

At 20th level, you gain your Ultimate Persona and you gain the spell Niflheim. When you cast this Spell, target one hostile creature within your line of sight. That creature must make a Constitution saving throw or take 8d12 Cold damage and become Frozen. This Spell costs 25 SP. Additionally, Frozen enemies remain Frozen for two turns instead of one.

#4 Emperor

Imperial Reign

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Strength modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Electric and Physical Spell categories.

Regal Bearing

At 3rd level, you can add your Strength modifier to the damage roll of any Physical Spell that your Persona casts.

Shocking Speed

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Stunning Authority

At 9th level, whenever you damage a hostile creature with an Electric spell, they must make a Constitution save against your Spell Save DC or be Stunned until the end of your next turn.

Shocking Presence

At 11th level, you can add half of your Strength modifier (rounded down) to the attack and damage rolls of Electric spells that your Persona casts.

Emperor's Prerogative

At 13th level, whenever your Persona casts a Physical spell, it can cast another Physical spell. This feature can only be triggered once per turn.

Royal Execution

At 17th level, whenever an allied creature makes a melee attack against a creature with the Stunned condition, their attack automatically becomes a critical hit. After the attack is resolved, the creature is no longer Stunned.

Capital Punishment

At 20th level you gain your Ultimate Persona and you gain the Spell Earth Breaker. When you use this Spell, your Persona makes a melee weapon attack against a hostile creature, dealing 12d8 Bludgeoning damage. This Spell costs 30 SP. Additionally, you can add double your Strength modifier to the damage and attack rolls of Physical Spells that your Persona casts.

#5 Hierophant

Repetitious Resolve

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Psychic and Nuclear Spell categories.

Resolute Focus

At 3rd level, you can add your Wisdom modifier to the damage roll of any Psychic Spell that your Persona casts.

Prepared Strike

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Reserved Knowledge

At 9th level, you gain the ability to use Spells from one additional category of your choice. This choice cannot be changed later on.

Resolute Exchange

At 11th level, you may use your action to give your Persona an extra action.

Erudite Knowledge

At 13th level, you can learn any Spell from the Persona User Spell list.

Inner Strength

At 17th level, as a reaction you may cast an extra spell that does not deal damage, but only on your turn.

Unwavering Resolve

At 20th level you gain your Ultimate Persona and you can cast Esoteric Overflow. When you cast this Spell, all of your Spells deal maximum damage for 1+1d4 rounds. This spell costs 30 SP. Additionally, the first two Spells that you cast during a combat encounter cost no SP.

#5 The Priest

The Priest (神官, Shinkan), is the Japanese term for the Hierophant Arcana of the Thoth Tarot deck.

Zeletous Resolve

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Almighty and Physical Spell categories.

Crusading Focus

At 3rd level, you can add your Wisdom modifier to the damage roll of any Almighty Spell that your Persona casts.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Soul Control

At 9th level, you may use your action to give your Persona an extra action for 1d4+1 turns. you may do this a number of times equal to your wisdom modifier.

The Unbroken Chain

At 11th level, you can add your half(rounded up) Wisdom modifier to the number of turns support debuff that your persona casts last.

Erudite Knowledge

At 13th level, you can learn any level 8 spell of Almighty, Support, or Physical.

Uphold The Law

At 17th level, as a reaction you may cast an extra spell that does deals damage, but the spell must target only one creature and the attack is made at a disadvantage.

Riot Protection

At 20th level you gain your Ultimate Persona and you can cast Crowd Control. When you cast this Spell, You deal 4d8 damage to all hostiles within 20ft of your persona. Additionally, they make an Intelligence saving throw or they become vulnerable to Force or Physical damage and become blind, on a successful save they only become blind. This spell costs 30 SP. Additionally, the first two Almighty Spells that you cast during a combat encounter cost no SP.

#6 Lovers

Spirit of Unity

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Charisma modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Fire and Recovery Spell categories.

Blissful Aid

At 3rd level, when your Persona casts a Recovery spell, you can add your Charisma modifier to the healing roll.

Revitalizing Sacrifice

At 5th level, you can expend double the amount of SP required to cast a Recovery Spell in order to heal for the maximum amount possible for each die.

Feisty Combat

At 9th level, you can add your Charisma modifier to the damage roll of Fire Spells that your Persona casts. Additionally, you gain access to the Physical Spell category.

Rejuvenating Succor

At 11th level, when your Persona casts a Recovery spell on an allied creature, it removes all negative Conditions.

Regenerating Aphrodisiac

At 13th level, you may stabilize and fully restore one allied creature's Hit Points within 5 feet of your Persona. You can use this feature once per long rest.

Stylish Cure

At 17th level, you can add double your Charisma modifier to the healing roll of all Healing Spells.

Wondrous Serenade

At 20th level you gain your Ultimate Persona and you gain the spell Lover's Redemption. This Spell fully heals and removes negative Conditions from an allied creature that is within 50 feet of your Persona. This Spell costs 35 SP. Additionally, the cost of all Spells in the Recovery tree are reduced by half of their original cost (minimum 1 SP).

#7 Chariot

Free Rein

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Strength modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Physical and Ice Spell categories.

Unrelenting Drive

At 3rd level, your Hit Point maximum increases by an amount equal to twice your Persona User level and you gain an additional 2 hit points for every level above 3rd.

Ambitious Strikes

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

War Chariot

At 9th level, you can add your Strength modifier to your damage rolls for Physical Spells that your Persona casts.

Resolute Attacks

At 11th level, you can add your Proficiency Bonus to your damage rolls.

Galactic Punt

At 13th level you can do a special melee weapon attack after triggering "One More" or receiving a "Baton Pass".

On hit, this attack rolls melee weapon damage dice twice and adds them together. Then adds any relevant modifiers twice. This attack ignores resistances and immunities. Finally, The target must succeed on a strength saving throw or be knocked upwards and away 60 feet.

This feature can only be used once per encounter.

Ubiquitous Blows

At 17th level, the SP cost of Physical Spells are reduced by half of their original cost.

Orgia Mode

At 20th level, you gain your Ultimate Persona and you can cast the Spell Orgia Mode.
Until the spell ends, the user’s speed is doubled, it gains a +5 bonus to AC, it has advantage on Dexterity saving throws, doubles its damage rolls, and it gains an additional action on each of its turns. That action can be used only to take an Attack, Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the user can’t move or take actions until after its next turn, as a wave of lethargy sweeps over them. The user can avoid this by ending the maintenance of this spell at the beginning of the 2nd round of this spell's duration.
Casting Time: Free
Target: Self
Duration: 2 rounds
Cost: 30 sp
At the end of its duration this spell cannot be cast again for 3 rounds.

#8 Justice

Stoic Summoning

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Bless, Curse, and Almighty Spell categories.

Duality

At 3rd level, if you are of the Good alignment, you can add your Wisdom modifier to the damage roll of your Bless Spells. If you are of the Evil alignment, you can add your Wisdom modifier to the damage roll of your Curse Spells.

Blind Justice

At 5th level, if you have a Good alignment, Evil creatures have disadvantage on rolls to hit you. If you have an Evil alignment, Good creatures have disadvantage on rolls to hit you.

Resolute Justice

At 9th level, Evil creatures have disadvantage against your Bless spells and Good creatures have advantage. Good creatures have disadvantage against your Curse spells and Evil creatures have advantage.

Crime and Punishment

At 11th level, if you deal damage to an Evil (or Good, if you are Evil) creature, then your Persona may cast a Bless or Curse spell that targets the creature which took damage.

Sense Of Justice

At 13th level, when fighting Neutral creatures, they are counted as Evil or Good for the sake of Alignment based features. This does not apply to you if you hit an allied creature intentionally or accidentally.

Objective Superiority

At 17th level, you can add double your Wisdom modifier to the damage of your Bless Spells when they damage an Evil creature if you are of Good alignment. If you are of an Evil alignment, you may do the same to Good creatures instead of Evil ones.

Deific Judgment

At 20th level, you gain your Ultimate Persona and you can cast the Spell Heaven's Justice/Hell's Damnation depending on your Alignment. When you cast Heaven's Justice, all Good creatures heal 12d10 and all Evil creatures take radiant damage equivalent to the amount healed in a 50 foot area around your Persona. When you cast Hell's Damnation, all Evil creatures heal 1d100 and all Good creatures take necrotic damage equivalent to the amount healed in a 50 foot area around your Persona. Both Spells cost 36 SP.

#9 Hermit

Unwanted Spotlight

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Almighty and Recovery Spell categories.

Hidden Support

At 3rd level, whenever your Persona casts a Support spell on an allied creature you may use your reaction to target another allied creature within 10 feet of the original target.

Treasure Scan

At 5th level, you become proficient in the Perception skill if you were not already proficient in it. Additionally, you can add double your Proficiency Bonus to Perception checks and you have advantage on all Perception checks.

Position Hack

At 9th level, you may teleport one allied creature within 50 feet of your Persona behind a hostile creature within your line of sight as a reaction. If the allied creature makes an attack on that hostile creature the turn it is teleported, treat the attack as if it were a critical hit. You can use this feature a number of times equal to your Wisdom modifier.

Stealth Mode

At 11th level, you can use your action to become incorporeal and invisible. This lasts until your Persona is dismissed or when its Hit Points are reduced to 0. While using this feature, you may only cast Support and Recovery spells. You can use this feature once per day.

Omnipresent Aid

At 13th level, you may extend the effects of one Support or Recovery spell you or your Persona casts to all allied creatures within 50 feet of your Persona. You can use this feature once per encounter.

Elusive Boon

At 17th level, whenever you or your Persona uses a Support Spell on an allied creature, they may gain one of the following benefits for 5 turns:

  • Their weapon attacks score a critical hit on a roll of 18 or 20.
  • They may impose disadvantage on rolls that hostile creatures within 5 feet make.

Steadfast Guardian

At 20th level, you gain your Ultimate Persona and you can cast the Spell Final Guard. When you cast this spell, you can target one allied creature within 50 feet of your Persona as a reaction and their Hit Points cannot be reduced below 1 for 3 turns. This Spell costs 35 SP. Additionally, when you roll Initiative you may cast one Support Spell at half of its original SP cost.

#10 Fortune

Mortal Will

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Bless and Almighty Spell categories.

Fortune's Blessing

At 3rd level you gain access to the Recovery spell category.

Lucky Draw

At 5th level, you can now use your bonus action to do a Lucky Draw. The number of Lucky Draws you can do per day is equal to your Wisdom modifier+your Proficiency Bonus. When you complete a Lucky Draw you can apply one of these effects:

  • One creature gains advantage on their next strike as you draw the High Priestess.
  • Your persona gains advantage on their next attack as you draw Strength.
  • You cause one ally to expend 1.5 less SP the next time they use a persona ability as you draw the Magician.
  • You may find a helpful item or extra currency(of the DM's discretion) as you draw the Wheel of Fortune in the upright position.

Fateful Knowledge

At 9th level, you gain proficiency in the Insight and Religion checks if you were not already proficient in those skills. Additionally, your Proficiency Bonus is doubled for any Insight and Religion checks and you have advantage on them.

Fortune's Power

At 11th level you may add your Wisdom modifier to the damage roll of the Bless Spells that your Persona casts and may another spell after using a bless spell once per turn.

Unlucky Draw

At 13th level, you now have access to new types of Lucky Draws. You may now do a Lucky Draw to apply either of these effects:

  • Increase the SP cost of a targets next spell by 1.5, as you draw the reverse Magician.
  • All creatures targeted by the next spell the target casts have advantage on any saving throws as you draw the reverse High Priestess.
  • One Creature gains disadvantage on their next attack as you draw reverse Strength.
  • You may cause the enemy to drop a helpful item or extra currency(of the DM's discretion) as you draw the reverse Wheel of Fortune.

Future Sight

At 17th level, when a hostile creature makes an attack against an allied creature, you can use your reaction to have your Persona take the damage of the attack instead of the allied creature.

Heaven's Upheaval

At 20th level, you gain your Ultimate Persona and you can cast the spell Shield of Fate. When you cast this Spell, you use your reaction to make all allied creatures within 20 feet of your Persona immune to negative Conditions and gain Resistance to all damage for one turn. The cost of the Spell is 30 SP. Additionally, the cost of all Bless Spells are reduced by half of their original cost.

#11 Strength

Adonis

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Strength modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Physical and Nuclear Spell categories.

Heightened Strength

At 3rd level, you and your Persona are capable of striking with great force. Your Unarmed Strike die becomes 1d4. At 5th, 11th, and 17th levels, your Unarmed Strike die becomes 1d6, 1d8, and 1d10 respectively. You may use either strength or dexterity for your unarmed attacks.

Second Slash

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Strength from Within

At 9th level, you can add your Strength modifier to Physical Spells when your Persona casts them.

Critical Strength

At 11th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Tri-Slash

At 13th level, you can attack three times when you take the attack action, but your last attack only deals half damage even if it is a critical hit.

Maximum Overdrive

At 17th level, when you land a critical hit with a Physical spell or Weapon attack, you automatically deal the maximum amount of damage possible. Additionally, you gain a +1 to your Strength score.

Strength of the Gods

At 20th level, you gain your Ultimate Persona and you can cast the spell Eternal Soul. After you cast this Spell, you can immediately restore half of your total Hit Points if you were to drop to 0 Hit Points. The duration of this Spell lasts for one day and you can only cast it once per day. The cost of this Spell is 35 SP. Additionally, if you land a critical hit, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

#11 Hunger/Lust

Lust symbolizes the danger of losing control, of being consumed by power. The card also implies strength, but strength which comes through Dominance. It is not true power, but the pure bliss of abusing power.

Midas

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Strength modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Physical and Curse Spell categories.

Ensuring Dominance

At 3rd level, you and your Persona are capable of striking with great force. Your Unarmed Strike die becomes 1d6. At 5th, 11th, and 17th levels, your Unarmed Strike die becomes 1d8, 1d10, and 1d12 respectively. You may only add your strength to this roll.

Second Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Exude Strength

At 9th level, you can add your Strength modifier to Physical Spells when your Persona casts them.

Bloody Strength

At 11th level, Strength spells can now be used by expending your hit points for twice the cost. EX. a skill that costs 2SP would be 4HP to use.

Tri-Attack

At 13th level, you can attack three times when you take the attack action.

Maximum Ability

At 17th level, when you land a critical hit with a Physical spell, you automatically deal the maximum amount of damage possible. Additionally, you gain +2 to your Strength score.

Strength of the Old Ones

At 20th level, you gain your Ultimate Persona and you can cast the spell Unending War Song. After you cast this Spell, Your Critical Range for all attacks becomes 17-20, you gain a +4 to attacks and damage. These effects last for 10 turns or one minute. The cost of this Spell is 35 SP. Additionally, if you land a critical hit, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

#12 Hanged Man

Scapegoat

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Almighty and Physical Spell categories.

Dismal Resistance

At 3rd level, you gain Resistance to necrotic damage and non-magical slashing damage.

Hanging Strike

At 5th level, you can attack twice instead of once, when you take the attack action on your turn. Alternatively, you can cast an additional Physical Spell if you cast a Physical Spell previously during your current turn.

Suicidal Help

At 9th level, you can use your action to expend Hit Points and heal an allied creature equal to the amount that you sacrifice or give an ally advantage on their next attack roll by expending 15 Hit Points. You can use this feature a number of times equal to your Constitution modifier+your Wisdom modifier. All expended uses are recharged after a long rest.

Human Shield

At 11th level, when an allied creature that you can see within 10 feet of you is attacked, you can use your reaction to make yourself the target of the attack instead. You can use this feature a number of times equal to your Constitution modifier+your Wisdom modifier. All expended uses are recovered after a long rest.

Tightened Noose

At 13th level, if you and an allied creature are flanking a hostile creature, the hostile creature cannot take the Disengage action. Additionally, the creature takes an additional 1d8 Psychic damage at the start of every turn they remain flanked. If the creature has an AC over 20, they instead take 2d8 Psychic damage. This damage cannot be Resisted and bypasses Immunities as the creature feels the noose of impending death closing in on them every moment they remain in their current position. If the creature is non-living or immune to being Frightened, they are immune to this feature.

Suicidal Acceptance

At 17th level, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per day.

Hanging Tree

At 20th level, you gain your Ultimate Persona and you can cast the Spell Tree of Sacrifice. When you cast this Spell, all creatures within 30 feet of your Persona take 5d12 Force damage and must make a Wisdom Save against your Spell Save DC, On a failure they are lifted 5 feet into the air and gain the Restrained Condition. At the start of every turn, the Restrained creatures may repeat the Wisdom Save against your Spell Save DC. On a failure, the creature takes 4d10 Psychic damage that cannot be Resisted. On a success, the creature is no longer Restrained and is no longer lifted. This Spell costs 40 SP.

#13 Death

New Beginnings

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Curse and Almighty Spell categories.

Soul Collector

At 3rd level if you or your Persona reduces a creature's Hit Points to 0, you can roll one of the damage dice one additional time and add it to the total damage of the attack for your next attack or damaging Spell.

Wise Reaper

At 5th level you may add your Wisdom modifier to the damage roll of the spells that your Persona casts.

Evil Smile

At 9th level, whenever you damage a hostile creature with a Curse spell they must make a Constitution Save against your Spell Save DC or be Frightened until the end of your next turn.

Wither Away

At 11th level, whenever you cast a damaging Spell against a creature that is Frightened, you can roll one of the damage dice one additional time and add it to the total damage of the Spell. Afterwards, the creature is no longer Frightened.

Aura of Death

At 13th level, if an allied creature attacks a Frightened creature, they have advantage on the attack roll.

Ghastly Wail

At 17th level, whenever an allied creature makes an attack against a creature that is Frightened, their attack becomes a critical hit. Afterwards, the creature is no longer Frightened.

Nyx's Wrath

At 20th level, you gain your Ultimate Persona and you can cast the Spell Eternal Gates. When you cast this spell, all hostile creatures within 50 feet of your Persona must make a Constitution Save against your Spell Save DC or they take necrotic damage equal to half of their maximum Hit Points. On a success, they only 1/4th of their maximum hit points. This Spell costs 35 SP.

#14 Temperance

Serene Summons

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Fire and Ice Spell categories.

Inner Shuffling

At 3rd level, you may change a number of your persona's spells equal to your wisdom modifier per short rest.

Peaceful Balance

At 5th level, Your persona may now learn Electric and Wind Spells.

Balanced Strikes

At 9th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Additionally your persona may cast another non damage spell as part of your commands.

Further Balance

At 11th level, Your persona can now gain Physical and Recovery Spells

Elemental Empowement

At 13th level, You may add your wisdom modifier to the damage of Fire, Ice, Electric and Wind spells.

Well-Versed

At 17th level, Your Persona may now cast Psychic and Nuclear Spells

Purgatory

At 20th level, you gain your Ultimate Persona and you can cast the spell Purgatorio. This spell Deals 400 Hit Points of any type of damage divided between all creatures you choose within 30 feet from your Persona and everyone who is affected by this Spell gains the effects of the Slow Spell as if you were concentration on it. This Spell costs 30 SP. Additionally, you gain access to Bless and Curse Spells.


#15 Devil

Devilish Charm

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Charisma modifier+your Proficiency Bonus. You must use your action to summon it. you can choose Spells from the Fire and Curse Spell categories.

Devil's Boon

At 3rd level, you gain additional SP equal to 2 * your Persona User level added to your maximum SP.

Infernal Secrets

At 5th level, you may add your Charisma modifier to the damage roll of all your Spells that your Persona casts.

Pleasurable Flames

At 9th level, whenever you damage a hostile creature with a curse Spell they must make an Intelligence Save against your Spell Save DC or be Charmed until you or an allied creature do anything harmful to it.

Charming Strike

At 11th level, whenever you cast a damaging spell against a creature that is Charmed, you may add an additional damage die to the Spell. Afterwards, the creature is no longer Charmed.

Charming Ward

At 13th level, any hostile creature that is Charmed has a penalty of -5 against attacks and when attacking you and a -2 penalty when attacking anyone you consider an ally.

Devil's Target

At 17th level, whenever an allied creature makes an attack against a creature that is Charmed, their attack becomes a critical hit. Afterwards, the Charmed creature is no longer Charmed.

Layered Hatred

At 20th level, you gain your Ultimate Persona and you can cast the spell Demon Wings. When you case this Spell, designate a 20 feet area within 50 feet of your Persona. Any hostile creatures in the area must make a Wisdom Save equal to your Spell Save DC. If they fail, they take 10d6 necrotic damage and half as much on a successful save and have their HP reduced by the same amount, this effect can be removed by a remove curse spell. This Spell costs 30 SP.

#16 The Tower

Lucky Misfortune

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. you can choose Spells from the Curse and Physical Spell categories.

Tower's Trade off

At 3rd level, 18-20 is a critical success for you and 1-2 is a critical failure for you.

Falling Up

At 5th level, While Your Persona is summoned you may hover 5 ft off of the ground and can walk on walls, ceilings, and water without a check

Bringer of Sudden Change

At 9th level, whenever you damage a hostile creature in combat you may choose to sacrifice a persona summon to impose a Charisma Saving throw. On a failed save they take 3d10 Force damage and Are banished as per the banishment spell, on a success they take the full amount of damage and do not get banished.

C-C-C-Changes

At 11th level, You may cast the Spell Alter self at will and your persona can learn Almighty spells

Pride Cometh

At 13th level, You Have advantage on all checks so long as you haven't failed a check, after failing any check you lose the advantage per until you take a long rest. Additionally, you may add half your proficiency bonus to skills that you are not already proficient in.

Been There Done That

At 17th level, you have advantage against Non-permanent effects such as status ailments.

Downward spiral

At 20th level, you gain your Ultimate Persona and you can cast the ability Downward Spiral. This ability reduces the price of all spells you have equipped to 1/4(Rounded Up) the normal SP Cost. This effect lasts until You miss an attack or you target in some way dodges the ability. This costs 20 SP However when Downward Spiral is inactive your Curse and Physical Spells cost 1/2 rounded up.

#17 Star

Hopeful Manifestation

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Wind and Ice Spell categories.

Healing Hope

At 3rd level, you gain access to Spells in the Recovery category.

Winds of Hope

At 5th level, when your Persona casts a Wind spell it can cast another Wind spell. This feature can only be triggered once per turn.

Altruistic Determination

At 9th level, you can use your bonus action to inspire all allied creatures that can hear you. They can then add your Proficiency Bonus to their attack and damage rolls for 1+1d6 turns. You may do this a number of times equal to your wisdom modifier.

Powerful Soul

At 11th level, you can add your Wisdom modifier to the damage of Ice Spells that your Persona casts.

Infinite Possibilities

At 13th level, you can store various trinkets and tools in your pockets. Once per day, you can use your action to roll 1d20 and use one of these tools, selecting one from the table corresponding to the result of the dice. If the item requires you to make a weapon attack, you are treated as proficient in the item.

1-10 11-20
Poisionous Food: A creature that ingests this item will have the Poisoned Condition for 1d4 turns. Firecracker: Make a ranged weapon attack at a hostile creature. On a hit, it deals 1d8 Fire damage.
Ice Cube: You can throw the Ice Cube up to 30 feet away. Upon hitting the ground, the Ice Cube freezes the ground in a 10 foot cube, making it difficult terrain for 1d4 turns. Small Oil Drum: You can spill oil out onto the ground to create difficult terrain in an area equal to a 20 foot cube. This area is also considered flammable.
Liquid in a Can: A creature that ingests this item will heal for 2d8 Hit Points. Your Persona: Immediately summon your Persona. If you have already summoned your Persona, replenish one use of the "Hopeful Manifestation" feature.
Pinwheel: You can summon a gust of wind as if it was the Gust cantrip. Weapon: A weapon you are proficient with.
Caltrops: You gain 20 caltrops. Vanish Ball: You can create a smoke cloud in an area equal to a 10 foot cube. This fog heavily obscures creatures within it.
Smart Bomb: This bomb detonates at the end of your next turn and deals 2d8 force damage. If you want to throw it, you can make a ranged weapon attack. A Bar of Chocolate: The bar of chocolate provides enough nourishment to sustain a creature for a day.
A Flock of Birds: You can give them a single command that they will perform to the best of their ability before dispersing. The flock has 3 Hit Points and can make a weapon attack with their beaks for 2 damage. If the flock has to make an Ability Check or Saving Throw, treat all their statistics as 10. Muscle Drink: A creature that ingests this item temporarily gains +1 to their Strength Modifier.
Giant Inflated Hammer: This hammer does 1d4 damage, but has a reach of 30 feet. Spirit Potion: A creature that ingests this item recovers SP equal to 2d8.
Darts: Make three ranged weapon attacks at any hostile creatures of your choice. Each dart does 1d4 damage. Anvil: Make one ranged or melee weapon attack for 1d6 bludgeoning damage.
Lightning Ball: Make a ranged weapon attack. On a hit, this deals 1d8 lightning damage. Giant Metal Ball: Make a ranged weapon attack using either your Strength or Dexterity. On a hit, this item deals 3d10 bludgeoning damage and the enemy must make a Strength Save against a DC of 15 or be knocked prone.

Joyful Bombardment

At 17th level, your Persona can drop a bomb. All hostile creatures within 30 feet of your Persona must make a Dexterity Save against your Spell Save DC. On a failure, they take 6d10 Force damage and half as much on a success. It can do this a number of times equal to the amount of times you can summon your persona per long rest.

Ultimate Miracle

At 20th level, you gain your Ultimate Persona and you can cast Kamui Miracle. When you cast this Spell, you must roll a 1d100. The effects of the Spell are determined by the DM relative to the result of the roll. This Spell costs 30 SP. Additionally, you can use Infinite Possibilities an unlimited amount of times.

#18 Moon

Empathic Call

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Physical and Curse Spell categories.

Mystic Hex

At 3rd level, you can add your Wisdom modifier to the damage rolls of Curse Spells that your Persona casts.

Soaring Fang

At 5th level, you gain an additional bonus action.

Lunar Traveler

At 9th level, you can use your bonus action to teleport up to your movement.

Lunar Constitution

At 11th level, necrotic damage is treated as healing.

Blazing Moon Rampage

At 13th level, you can use your bonus action from the Soaring Fang feature to make an additional attack. You cannot use this feature with your regular bonus action.

Fog of Fantasy

At 17th level, the SP cost of Curse Spells are reduced by half of their original cost.

Antumbra

At 20th level, you gain your Ultimate Persona and you can cast the Spell Hellish Annihilation. When you cast this Spell, it deals 12d10 Necrotic damage to all hostile creatures within 5ft of your Persona and they must make a Wisdom Save against your Spell Save DC. On a failure, the creatures are blinded for 10 turns. This Spell costs 35 SP.

#19 Sun

Abundant Spirit

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Charisma modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Bless and Fire Spell categories.

Solar Flare

At 3rd level, you can add your Charisma modifier to the damage rolls of Fire Spells that your Persona casts.

Days In The Sun

At 5th level, you gain access to the Recovery spell category.

Good For The Soul

At 9th level you can spend one hit die to heal your SP during a short rest .

Doubly Good

At 11th level, you can cast two of the same single target Support/Recovery skills, instead of one, whenever you cast one on your turn without spending the SP again.

Flash! Bang!

At 13th level, all Bless skills can blind a hostile creature if said creature fails a Constitution saving throw.

Sun Block

At 17th level, you can choose to nullify either Fire, or Radiant spell damage.

Supernova

At 20th level, you gain your Ultimate Persona and you can cast the Spell Bright Verdict. When you cast this spell, it will deal 10d10 Radiant damage to all enemies in a 50 ft square of your Persona as well as blinding them for 1d10 turns. This spell costs 30 SP. In addition, you gain proficiency in all weapon types.

#20 Judgment

Judge

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Curse and Bless Spell categories.

Jury

At 3rd level, you can use your action to study a creature and determine their alignment.

Verdict

At 5th level, you gain access to the Almighty Spell category.

Neutrality

At 9th level, if you damage a Good creature with a Curse Spell you can add double your Charisma modifier to the damage roll. If you damage an Evil Creature with a Bless Spell, you can add double your Charisma modifier to the damage roll.

Instant Punishment

At 11th level, you can add +2 to the Spell Save DC of a Curse or Bless Spell if the Curse Spell is used against a Good creature or the Bless Spell is used against an evil creature.

Fair Trial

At 13th level, when you make an attack against an Evil creature you have advantage on your attack rolls. When you make an attack against a Good creature you gain +4 to the damage roll.

Blind Justice

At 17th level, if you are of the Good alignment, your enemy has disadvantage on Saving Throws against Spells that you or your Persona casts. If you are of the Evil alignment you gain +5 to all damage rolls.

Executor

At 20th level, you gain your Ultimate Persona and you can cast the Spell Final Sentance. When you cast this Spell, you release a blast of Curse and Bless energy. Make a Ranged Spell Attack against all hostile creatures within 10 feet. On a hit, the creature's AC is reduced to 1 for two turns and they lose all charges of Legendary Resistance. You can only cast this spell once per day and the cost of this Spell is 60 SP.

#20 Aeon

In Aleister Crowley's Thoth Tarot, it replaces the Judgement Arcana. Aeon symbolizes Time, Birth, Renewal, and the liberation of hidden abilities. The card also implies The circle of life in its growing and fading, though Aeon implies a judgment it wouldn't be appropriate to restrict this meaning with a superstitious simplification. Users of the Aeon aren't typically fully human.

Interloper

At 1st level when you select this Arcana, you gain the ability to summon a Persona. You can summon your Persona a number of times per day equal to your Wisdom modifier+your Proficiency Bonus. You must use your action to summon it. You can choose Spells from the Restoration and Bless Spell categories.

Trespasser

At 3rd level, you can use your action to determine if a creature is from this plane or not. If your persona deals damage to a creature that is not from this plane then you may add your Wisdom modifier to the damage of the attack.

Remembering the Old

At 5th level, you have advantage in history and arcana checks.

Creating the New

At 9th level, when you use a restoration spell you may use a second one in the same turn. Additionally, you may add your wisdom modifier to any healing you give and 1/2 of your wisdom modifier to all the healing you receive.

Inhuman Powers

At 11th level, your Wisdom score increases by 1 and may be increased to a maximum of 24.

Time Marches on

At 13th level, You gain immunity charms and may ignore the effects of stopped time and other time manipulating effects(E.g Forced aging, Slow, Haste).

Time Washes away

At 17th level, your persona may remove one creature from time itself for 10 turns. They must make an Intelligence saving throw against your spell save DC on a failure they are banished as per the banishment spell this ability costs 50sp.

Arbiter of Time

At 20th level, you gain your Ultimate Persona and you can take a turn at the end of any creature's turn. You may do this a number of times equal to your Wisdom modifier and you lose 10 SP each time you do this.

Persona Spell List

All arcana exclusive spells and abilities can be equipped by the appropriate arcana despite elemental limitations

Fire

1st level - Agi: Make a ranged Spell Attack. On a hit, deal 1d8 Fire damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Maragi: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Fire damage or half as much on a successful save. Cost: 4 SP

3rd level - Agilao: Make a ranged Spell Attack. On a hit, deal 3d8 Fire damage to one target within 50 feet of your Persona. Cost: 6 SP

4th level - Maragion: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Fire damage or half as much on a successful save. Cost: 8 SP

5th level - Agidyne: Make a ranged Spell Attack. On a hit, deal 5d8 fire damage to one target within 50 feet of your Persona. Cost: 12 SP

6th level - Maragidyne: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Fire damage or half as much on a successful save. Cost: 16 SP

7th level - Inferno: Make a ranged Spell Attack. On a hit, deal 7d8 Fire damage to one target within 50 feet of your Persona. Cost: 20 SP

8th level - Blazing Hell: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Fire damage or half as much on a successful save. Cost: 32 SP

8th level - Titanomachia: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 20d8 Fire damage or half as much on a successful save. Then if they fail the dexterity saving throw they must make a Wisdom Saving throw against your spell save DC, on a failur they become frightened. Cost: 35 SP (Must Be Fortune Arcana)

Ice

1st level - Bufu: Make a ranged Spell Attack. On a hit, deal 1d8 Cold damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Mabufu: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Cold damage or half as much on a successful save. Cost: 4 SP

3rd level - Bufula: Make a ranged Spell Attack. On a hit, deal 3d8 Cold damage to one target within 50 feet of your Persona. Cost: 6 SP

4th level - Mabufula: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Cold damage or half as much on a successful save. Cost: 8 SP

5th level - Bufudyne: Make a ranged Spell Attack. On a hit, deal 5d8 Cold damage to one target within 50 feet of your Persona. Cost: 12 SP

6th level - Mabufudyne: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Cold damage or half as much on a successful save. Cost: 16 SP

7th level - Diamond Dust: Make a ranged Spell Attack. On a hit, deal 7d8 Cold damage to one target within 50 feet of your Persona. Cost: 20 SP

8th level - Ice Age: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Cold damage or half as much on a successful save. Cost: 32 SP

Electric

1st level - Zio: Make a ranged Spell Attack. On a hit, deal 1d8 Lightning damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Mazio: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Lightning damage or half as much on a successful save. Cost: 4 SP

3rd level - Zionga: Make a ranged Spell Attack. On a hit, deal 3d8 Lightning damage to one target within 50 feet of your Persona. Cost: 3 SP

4th level - Mazionga: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Lightning damage or half as much on a successful save. Cost: 8SP

5th level - Ziodyne: Make a ranged Spell Attack. On a hit, deal 5d8 Lightning damage to one target within 50 feet of your Persona. Cost: 5 SP

6th level - Maziodyne: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Lightning damage or half as much on a successful save. Cost: 16SP

7th level - Thunder Reign: Make a ranged Spell Attack. On a hit, deal 7d8 Lightning damage to one target within 50 feet of your Persona. Cost: 7 SP

8th level - Wild Thunder: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures in the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Lightning damage or half as much on a successful save. Cost: 32 SP

Wind

1st level - Garu: Make a ranged Spell Attack. On a hit, deal 1d8 Force damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Magaru: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Force damage or half as much on a successful save. Cost: 4SP

3rd level - Garula: Make a ranged Spell Attack. On a hit, deal 3d8 Force damage to one target within 50 feet of your Persona. Cost:3 SP

4th level - Magarula: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Force damage or half as much on a successful save. Cost: 8SP

5th level - Garudyne: Make a ranged Spell Attack. On a hit, deal 5d8 Force damage to one target within 50 feet of your Persona. Cost: 5 SP

6th level - Magarudyne: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Force damage or half as much on a successful save. Cost: 16 SP

7th level - Panta Rhei: Make a ranged Spell Attack. On a hit, deal 7d8 Force damage to one target within 50 feet of your Persona. Cost: 7 SP

8th level - Vacuum Wave: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Force damage or half as much on a successful save. Cost: 32 SP

Psychokinesis

1st level - Psi: Make a ranged Spell Attack. On a hit, deal 1d8 Psychic damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Mapsi: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Psychic damage or half as much on a successful save. Cost: 4 SP

3rd level - Psio: Make a ranged Spell Attack. On a hit, deal 3d8 Psychic damage to one target within 50 feet of your Persona. Cost: 3 SP

4th level - Mapsio: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Psychic damage or half as much on a successful save. Cost: 8 SP

5th level - Psiodyne: Make a ranged Spell Attack. On a hit, deal 5d8 Psychic damage to one target within 50 feet of your Persona. Cost: 5 SP

6th level - Mapsiodyne: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Psychic damage or half as much on a successful save. Cost: 16 SP

7th level - Psycho Force: Make a ranged Spell Attack. On a hit, deal 7d8 Psychic damage to one target within 50 feet of your Persona. Cost: 7 SP

8th level - Psycho Blast: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Psychic damage or half as much on a successful save. Cost: 32 SP

Nuclear

1st level - Frei: Make a ranged Spell Attack. On a hit, deal 1d8 Acid damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Mafrei: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Acid damage or half as much on a successful save. Cost: 4 SP

3rd level - Freila: Make a ranged Spell Attack. On a hit, deal 3d8 Acid damage to one target within 50 feet of your Persona. Cost: 3 SP

4th level - Mafreila: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Acid damage or half as much on a successful save. Cost: 8 SP

5th level - Freidyne: Make a ranged Spell Attack. On a hit, deal 5d8 Acid damage to one target within 50 feet of your Persona. Cost: 5 SP

6th level - Mafreiladyne: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Acid damage or half as much on a successful save. Cost: 16 SP

7th level - Atomic Flare: Make a ranged Spell Attack. On a hit, deal 7d8 Acid damage to one target within 50 feet of your Persona. Cost: 7 SP

8th level - Cosmic Flare: Choose an area equal to a 20 foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Acid damage or half as much on a successful save. Cost: 32 SP

Physical Spells

1st level - Sonic Punch: Make a melee Spell Attack. On a hit, deal 1d10 Bludgeoning damage to one target within 5 feet of your Persona. Cost: 1 SP

1st level - Sonic Cleave: Make a melee Spell Attack. On a hit, deal 1d10 Slashing damage to one target within 5 feet of your Persona. Cost: 1 SP

1st level - Sonic Lunge: Make a melee Spell Attack. On a hit, deal 1d10 Piercing damage to one target within 5 feet of your Persona. Cost: 1 SP

1st level - Lucky Punch: Make a melee Spell Attack. On a hit, deal 1d6 Bludgeoning damage to one target within 5 feet of your Persona. This attack inflicts a critical on an 18-20. Cost: 3 SP(Must be Fool Arcana)

1st level - Small Snap: Make a ranged Spell Attack. On a hit, deal 1d8 Piercing damage to one target within 80 feet of your Persona. This move counts as a Gun Type Attack Cost: 2 SP

2nd level - Giant Slash: All hostile creatures within 10 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d8 Slashing damage or half as much on a successful save. Cost: 2 SP

2nd level - Gale Slam: All hostile creatures within 10 feet of your Persona must make a Strength Saving Throw against your Spell Save DC. On a failure, they take 2d8 Bludgeoning damage or half as much on a successful save. Cost: 2 SP

2nd level - Snap: Make a ranged Spell Attack. On a hit, deal 2d10 Piercing damage to one target within 30 feet of your Persona. This Move Counts as a gun-type attack. Cost: 2 SP

2nd level - Varja Blast: All hostile creatures within 10 feet of your Persona must make a Strength Saving Throw against your Spell Save DC. On a failure, they take 3d8 Bludgeoning damage or half as much on a successful save. Cost: 2 SP (Must Be Strength or Hunger/Lust Arcana.)

2nd level - Vicious Strike: All hostile creatures within 10 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 3d8 Slashing damage or half as much on a successful save. Cost: 2 SP (Must Be Emperess Arcana.)

2nd Level - Cornered Fang: Make a melee Spell Attack On a hit, deal 1d8 Piercing damage to one target within 5 feet of your Persona. On the first turn of combat, this instead deals 3d8 Piercing Damage. Cost: 3 SP

2nd Level - Miracle Punch: Make a melee Spell Attack On a hit, deal 1d8 Piercing damage to one target within 5 feet of your Persona. This attack inflicts a critical on an 18-20. Cost: 5 SP(Must be Either Sun, Star, or Emperor Arcana)

3rd level - Power Slash: Make a melee Spell Attack. On a hit, deal 3d10 Slashing damage to one target within 5 feet of your Persona. Cost: 3 SP

3rd level - Heat Wave: All hostile creatures within 10 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 3d8 Slashing damage or half as much on a successful save. Cost: 4 SP

3rd level - Heat Blast: All hostile creatures within 10 feet of your Persona must make a Strength Saving Throw against your Spell Save DC. On a failure, they take 4d8 Bludgeoning damage or half as much on a successful save. Cost: 4 SP

4th level - Miracle Rush: All hostile creatures within 10 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC. On a failure, The creatures must roll 1d20, on a roll of 10 or lower they take 8d8, and on a roll above 10 they take 4d8. The creatures who pass the save take 2d8 damage. Cost: 8 SP(Must be Magician Arcana)

4th level - Deathbound: All hostile creatures within 10 feet of your Persona must make a Strength Saving Throw against your Spell Save DC. On a failure, the creature must roll a d20 on a roll of 10 or lower the creature takes half of its total hit points as slashing damage, on a roll above 10 the creature takes 3d8 slashing, and on a successful strength save the creature takes 1d8+5 slashing damage. Cost: 8 SP(Must be Magician, Strength, Hunger/Lust or Death Arcana)

4th level - Rising Slash: Make a melee spell attack they take 4d10 Slashing damage on a hit. If you are under the effects of a Baton Pass you deal an extra 2d10 Slashing Damage Cost: 10 SP

4th level - Tempest Slash: Make a melee spell attack they take 2d10 Slashing damage on a hit. You may Make this attack 1d6+2 times before the turn ends. Cost: 20 SP

5th level - Hammer Smash: Make a melee Spell Attack. On a hit, deal 5d10 Bludgeoning damage to one target within 5 feet of your Persona. 5 SP

5th level - Double Fang: Make a melee Spell Attack. On a hit, deal 2d10 Piercing damage to one target within 5 feet of your Persona. You may make this attack one more time this turn without expending more SP. 3 SP(Must be Fortune or Hanged Man Arcana)

5th level - Ayamur: Make a melee Spell Attack. On a hit, deal 2d10 Bludgeoning damage to one target within 5 feet of your Persona. You may make this attack two more times this turn without expending more SP. Additionally, Each hit of this type has an additional 3+ to hit. 5 SP(Must be Emperor Arcana)

6th level - Vorpal Blade: All hostile creatures within 10 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d8 Slashing damage or half as much on a successful save. Cost: 8 SP

6th level - Riot Gun: All hostile creatures within 30 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 6d8 Piercing damage or half as much on a successful save. This move counts as a gun-type attack. Cost: 8 SP

7th level - Brave Blade: Make a melee Spell Attack. On a hit, deal 7d10 Slashing damage to one target within 5 feet of your Persona. Cost: 7 SP

7th level - One-shot Kill Make a ranged Spell Attack. On a hit, deal 7d10 piercing damage to one target within 80 feet of your Persona. This attack inflicts a critical on a 19-20. This move counts as a gun-type attack. Cost: 7 SP

7th level - Cross Slash: Make a melee Spell Attack. On a hit, deal 7d10 Slashing damage to one target within 5 feet of your Persona. You may make this attack one more time without expending SP, and These strikes have a +5 bonus to hit. Cost: 7 SP

7th level - Myriad Slashs: Make a melee spell attack they take 3d10 Slashing damage on a hit. You may Make this attack 1d8+2 times before the turn ends. Cost: 22 SP

7th level - Gigantomachia: All hostile creatures within 10 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC. On a failure, deal 10d10 Slashing damage to all targets within 5 feet of your Persona. Cost: 10 SP (Must Be Fortune Arcana)

8th level - Hassou Tobi: All hostile creatures within 10 feet of your Persona must make a Dexterity Saving Throw against your Spell Save DC + 4. On a failure, they take 16d8 Slashing damage or half as much on a successful save. Cost: 19 SP

8th level - Sword Dance: Make a melee Spell Attack. On a hit, deal 12d10 Slashing damage to one target within 5 feet of your Persona. Cost: 10 SP

8th level - God's Hand: Make a melee Spell Attack. On a hit, deal 12d10 Bludgeoning damage to one target within 5 feet of your Persona. Cost: 10 SP

8th level - Deadly Fury: Make a melee spell attack they take 8d10 Slashing damage on a hit. If you are under the effects of a Baton Pass you deal an extra 10d10 Slashing Damage. Cost: 10 SP

8th level - Beast Weaver: Make a melee spell attack they take 6d12 Slashing damage on a hit. They must also make a Wisdom saving throw or suffer a -10 penalty to all damage they deal until the start of your next turn. Cost: 22 SP (Must be Fortune Arcana)

8th level - Sinful Shell: Make a ranged spell attack they take 5d12 Piercing or Necrotic damage(Your Choice) on a hit. This attack expands your critical range by 2. Cost: 10 SP

Bless Spells

1st level - Kouha: Make a ranged Spell Attack. On a hit, deal 1d8 Radiant damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Makouha: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Radiant damage or half as much on a successful save. Cost: 4 SP

2nd level - Hama: Target one hostile creature within 50 feet of your Persona. That creature must make a Constitution Saving Throw against DC 10 or take radiant damage equal to 1/2 of their current HP. Cost: 5 SP

3rd level - Kouga: Make a ranged Spell Attack. On a hit, deal 3d8 Radiant damage to one target within 50 feet of your Persona. Cost: 3 SP

3rd level - Mahama: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Constitution Saving Throw against DC 10 or take radiant damage equal to 1/2 of their current HP. Cost: 10 SP

4th level - Makouga: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Radiant damage or half as much on a successful save. Cost: 8 SP

5th level - Kougaon: Make a ranged Spell Attack. On a hit, deal 5d8 Radiant damage to one target within 50 feet of your Persona. Cost: 5 SP

5th level - Hamaon: Target one hostile creature within 50 feet of your Persona. That creature must make a Constitution Saving Throw against DC 15 or take radiant damage equal to 3/4 of their current HP. Cost: 20 SP

6th level - Makougaon: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Radiant damage or half as much on a successful save. Cost: 15 SP

6th level - Mahamaon: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Wisdom Saving Throw against DC 15 or take radiant damage equal to 3/4 of their current HP Cost: 30 SP

7th level - Shining Strike: Make a ranged Spell Attack. On a hit, deal 7d8 Radiant damage to one target within 50 feet of your Persona. Cost: 7 SP

7th level - Shining Arrows: Make a ranged Spell Attack. On a hit, deal 10d8 Radiant damage to one target within 50 feet of your Persona. Cost: 10 SP(Must be Aeon or Moon Arcana)

8th level - Heavenly Denial: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Constitution Saving Throw against DC 18 or have their AC reduced to 1 for one turn. Cost: 40 SP

8th level - Samsara: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Constitution Saving Throw against your spell save DC or have their AC reduced to 1 for one turn and take 1/2 of their current hit points as radiant damage. Cost: 45 SP (Must Be Hierophant)

Curse Spells

1st level - Eiha: Make a ranged Spell Attack. On a hit, deal 1d8 Necrotic damage to one target within 50 feet of your Persona. Cost: 1 SP

2nd level - Maeiha: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d6 Necrotic damage half as much on a successful save. Cost: 4 SP

2nd level - Mudo: Target one hostile creature within 50 feet of your Persona. That creature must make a Constitution Saving Throw against DC 12. On a failure, that creature becomes vulnerable to one type of damage that you specify for 3 turns and takes 1d8 Necrotic damage. Cost: 5 SP

3rd level - Eiga: Make a ranged Spell Attack. On a hit, deal 3d8 Necrotic damage to one target within 50 feet of your Persona. Cost: 3 SP

3rd level - Mamudo: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Constitution Saving Throw against DC 14. On a failure, those creatures become Vulnerable to one type of damage that you specify for 4 turns and take 2d8 necrotic damage. Cost: 10 SP

4th level - Maeiga: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 Necrotic damage or half as much on a successful save. Cost: 8SP

5th level - Eigaon: Make a ranged Spell Attack. On a hit, deal 5d8 Necrotic damage to one target within 50 feet of your Persona. Cost: 5 SP

5th level - Mudoon: Target one hostile creature within 50 feet of your Persona. That creature must make a Constitution Saving Throw against DC 15. On a failure, they lose all charges of Legendary Resistance, if any. If the creature possesses no charges of Legendary Resistance, they instead take 5d10 Necrotic damage. The creature cannot use Legendary Resistance to automatically succeed this Saving Throw. Cost: 20 SP

6th level - Maeigaon: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Necrotic damage or half as much on a successful save. Cost: 25 SP

6th level - Mamudoon: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Constitution Saving Throw against DC 17. On a failure, those creatures become Vulnerable to one type of damage that you specify for 6 turns and takes 2d10 necrotic damage. Cost: 25 SP

7th level - Dark Hit: Make a ranged Spell Attack. On a hit, deal 7d8 Necrotic damage to one target within 50 feet of your Persona. Cost: 7 SP

7th level - Magatsu Mandala: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 Necrotic damage and become either frightened, Charmed, or Stunned or half as much on a successful save and suffer no other effects. Cost: 15 SP(Must be either Tower, Jester, or Hunger/Lust. )

8th level - Purgatorial Wing: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Necrotic damage or half as much on a successful save. Cost: 32 SP

8th level - Die For Me!: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Constitution Saving Throw against DC 17. On a failure, those creatures take damage equal to 3/4ths of their total hitpoints and after taking the damage, the creature becomes vulnerable to one damage type of your choice until it is reduced to zero hit points. Cost: 60 SP (Must be either Lovers or Death)

8th level - Abyssal Wing: Choose an area equal to a 30-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 Necrotic damage or half as much on a successful save. Cost: 44 SP (Must be Moon Arcana)

Almighty

Almighty does not have an elemental alignment and cannot be resisted with the trade-off being that it does less damage than other elements

1st level - Life Drain: Make a ranged Spell Attack. On a hit, deal 1d6 damage to one target within 50 feet of your Persona and you regain Hit Points equal to the amount of Force damage you dealt. Cost: 1 SP

2nd level - Spirit Drain: Make a ranged Spell Attack. On a hit, you drain 1d8 SP from your target. If they do not have SP, the creature instead takes damage equivalent to the amount of SP that would have been drained and you gain that amount in SP. Cost: 3 SP

3rd level - Foul Breath: Target one hostile creature within 50 feet of your Persona. That creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, the creature gains disadvantage on all Saving Throws for 1d4 rounds. Cost: 3 SP

4th level - Megido: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 4d6 damage or half as much on a successful save. Cost: 8 SP

4th level - Desperate Hit: Choose 5 Different Targets(Unless there are less than 5 hostile creatures in range) within 20 feet of your persona, Make an ranged attack roll, on a hit the targets take 2d8 damage Cost: 15 SP

5th level - Bloodsuck: Make a ranged Spell Attack. On a hit, deal 4d6 damage to one target within 50 feet of your Persona and you regain Hit Points or SP equal to the amount of damage you dealt. Cost: 10 SP

5th level - Spirit Destroy: Make a ranged Spell Attack. On a hit, you drain 2d8 SP from your target. If they do not have SP, the creature instead takes damage equivalent to the amount of SP that would have been drained and you gain that amount in SP. Cost: 7 SP

5th level - Holy Wrath: Make a ranged Spell Attack. On a hit, deal 4d6 damage to one target within 50 feet of your Persona If the target is a Chaotic Good, Chaotic Evil, or a Chaotic Neutral, They instead take 8d6 damage. Cost: 20 SP(Must be the Justice or Judgement Arcana)

5th level - Judgement: Make a ranged Spell Attack. On a hit, deal 4d6 damage to one target within 50 feet of your Persona If the target is a Neutral Good, Neutral Evil, or a True Neutral, They instead take 8d6 damage. Cost: 20 SP(Must be the Justice or Judgement Arcana)

5th level - Sea of Chaos: Make a ranged Spell Attack. On a hit, deal 4d6 damage to one target within 50 feet of your Persona If the target is a Lawful Good, Lawful Evil, or a Lawful Neutral, They instead take 8d6 damage. Cost: 20 SP(Must be the Justice or Judgement Arcana)

6th level - Megidola: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 8d6 damage or half as much on a successful save. Cost: 16 SP

6th level - Energy Drain: Make a ranged Spell Attack. On a hit, you drain 4d8 SP from your target. If they do not have SP, the creature instead takes damage equivalent to the amount of SP that would have been drained and you gain that amount in SP and HP. Cost: 15 SP

7th level - Black Viper: Make a ranged Spell Attack. On a hit, deal 7d8 damage to one target within 50 feet of your Persona. Cost: 7 SP

8th level - Megidolaon: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 16d6 damage or half as much on a successful save. Cost: 40 SP

8th level - Morning Star: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 20d6 damage or half as much on a successful save. Cost: 52 SP(Must Be the Star or Judgement arcana)

8th level - Door of Hades: Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make an intelligence Saving Throw against your Spell Save DC. On a failure, they take 12d6 damage or half as much on a successful save. Any creature to be reduced to 0 hit points by this move turns to dust and all of their non-magical equipment is completely destroyed. Cost: 32 SP(Must Be the Death arcana)

Recovery

1st level - Dia: Target one allied creature. They recover 1d8 Hit Points. Cost: 2 SP

2nd level - Media: All allied creatures within 20 feet of your Persona recover 2d6 Hit Points. Cost: 3 SP

3rd level - Diarama: Target one allied creature. They recover 3d8 Hit Points. Cost: 4 SP

4th level - Mediarama: All allied creatures within 20 feet of your Persona recover 4d6 Hit Points. Cost: 6 SP

4th level - Energy Drop: Target one allied creature. They recover one level of Exhaustion. Cost: 5 SP

5th level - Recarm: Target one creature that has 0 Hit Points. The creature becomes stable and recovers 3d6 Hit Points. Cost: 10 SP

5th level - Cadenza: All allied creatures within 20 feet of your Persona recover 2d8 Hit Points and receive the effects of Sukukaja. Cost: 12 SP

6th level - Amrita Drop: Target one allied creature. All negative Conditions affecting that creature are immediately ended. Cost: 12 SP

6th level - Recarmdra: All allied creatures within 20 feet of your Persona recover 16d8 Hit Points and are purged of all adverse effects, including curses and diseases. but you lose all but one of your own hit points. Cost: 30 SP(Must be Judgement or Justice Arcana)

7th level - Diarahan: Target one allied creature. They recover 10d8 Hit Points. Cost: 13 SP

7th level - Amrita Shower: All allied creatures within 20 feet of your Persona that are under the effects of negative Conditions have those Conditions immediately ended. Cost: 15SP

7th level - Samarecarm: Target one dead or unconscious creature. That creature returns to life and recovers 8d6 Hit Points. Cost: 20 SP

8th level - Mediarahan: All allied creatures within 20 feet of your Persona recover 16d6 Hit Points. Cost: 20 SP

8th level - Salvation: All allied creatures within 20 feet of your Persona recover 16d8 Hit Points and all dead allies in this radius are revived. Cost: 60 SP(Must be Lovers, Empress, Priestess Arcana)

8th level - Neo Cadenza: All allied creatures within 30 ft of your persona heal 8d8 hit points and receive the effects of Tarukaja, Rakukaja, and Sukukaja. Cost: 60 SP(Must be Fool Arcana)

8th level - Oratorio: All allied creatures within 20 feet of your Persona recover 16d8 Hit Points and are purged of all adverse effects, including curses and diseases. Cost: 60 SP(Must be Judgement Arcana)

Support

All Persona Users can learn Support Spells.

1st level - Tarukaja: Target one allied creature within 50 feet of your Persona. They May add twice your proficiency bonus to the attacks they make. Additionally, this spell negates the effect of Tarunda and Matarunda on the target.
Duration: 1 minute (10 rounds)
Cost: 5 SP

1st level - Rakukaja: Target one allied creature within 50 feet of your Persona. That creature reduces all incoming damage by the caster's proficiency bonus. Additionally, this spell negates the effect of Rakunda and Marakunda on the target.
Duration: 1 minute (10 rounds)
Cost: 5 SP

1st level - Sukukaja: Target one allied creature within 50 feet of your Persona. That creature has their Speed doubled, has advantage on their attack rolls, and attacks targeting it are made at disadvantage. Additionally, this spell negates the effect of Sukunda and Masukunda on the targets.
Duration: 30 seconds (5 rounds)
Cost: 5 SP

1st level - Rebellion: Target one allied creature within 50 feet of your Persona. The creatures attacks now inflict a critical hit on a d20 roll of a 19-20(or if the target already has an expanded critical range the range increases by one).
Duration: 1 minute (10 rounds)
Cost: 5 SP


2nd level - Tarunda: Target one hostile creature within 50 feet of your Persona. That creature must make a Strength Saving Throw against your Spell Save DC. On failure, they have a penalty to damage equal to your proficiency bonus. Duration: 1 minute (10 rounds)
Cost: 5 SP

2nd level - Rakunda: Target one hostile creature within 50 feet of your Persona. That creature must make a Wisdom Saving Throw against your Spell Save DC. On failure, all incoming damage to that creature is increased by the casters proficiency bonus.
Duration: 1 minute (10 rounds)
Cost: 5 SP

2nd level - Sukunda: Target one hostile creature within 50 feet of your Persona. That creature must make a Dexterity Saving Throw against your Spell Save DC. On failure, that creature has their Speed halved for 10 rounds, has disadvantage on their attack rolls, and attacks targeting it are made at advantage.
Duration: 30 seconds (5 rounds)
Cost: 5 SP

3rd level - Evil Touch: Target one hostile creature within 50 feet of your Persona. That creature must make a Wisdom Saving Throw against your Spell Save DC. On a failure, they gain the Frightened Condition.
Duration: 30 seconds (5 turns) Cost: 8 SP

3rd level - Domina: Target one hostile creature within 50 feet of your Persona. That creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, they fall asleep and gain the Unconscious Condition until they take damage, an ally shakes them out of it, or the duration expires.
Duration: 30 seconds (5 turns) Cost: 8 SP

3rd level - Dazzler: Target one hostile creature within 50 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, they gain the Stunned Condition until they take damage, an ally shakes them out of it, or the duration expires.
Duration: 30 Seconds (5 Turns) Cost: 8 SP

3rd level - Makajam: Target one hostile creature within 50 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, The creature can no longer use any abilities or cast spells, if they are able to summon a persona their persona dissipates and they cannot summon it back for the duration of the spell.
Duration: 30 Seconds (5 Turns) Cost: 8 SP

3rd level - Ominous Words: Target one hostile creature within 50 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, they Lose either 1d10 SP at the start of their turn, or a 1d4 leveled spell slot. At the End of their turn they may make an Intelligence saving throw to end the effect.
Duration: 30 Seconds (5 Turns) Cost: 10 SP

3rd level - Marin Karin: Target one hostile creatures within 30 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, they either, Heal an enemy if they can, Attack the nearest ally, or attack themselves. At the End of their turn, they may make an Intelligence saving throw to end the effect.
Duration: 30 Seconds (5 Turns) Cost: 10 SP

3rd level - Dekaja: All hostile creatures in a 30-ft radius of your persona lose concentration on any spells they are maintaining and lose the benefits of effects that grant a passive buff.(Rakukaja, Terukaja, Sukukaja, etc.)
Cost: 10 SP

3rd level - Dekunda: All friendly creatures in a 30-ft radius of your persona have the effect of Tarunda, Rakunda, Sukunda and Exhaustion suppressed.(This applies to Traditional 5e spells if those are also in play; Slow, Confusion and etc.)
Cost: 10 SP

4th level - Matarukaja: All allied creatures within 30 feet of your Persona, They May add twice your proficiency bonus to the attacks they make. Additionally, this spell negates the effect of Tarunda and Matarunda on the targets.
Duration: 1 minute (10 rounds)
Cost: 20 SP

4th level - Marakukaja: All allied creatures within 30 feet of your Persona reduces all incoming damage by twice your proficiency bonus. Additionally, this spell negates the effect of Rakunda and Marakunda on the targets.
Duration: 1 minute (10 rounds)
Cost: 20 SP

4th level - Masukukaja: All allied creatures within 30 feet of your Persona have their Speed doubled for 10 rounds, has advantage on their attack rolls, and attacks targeting them are made at disadvantage. Additionally, this spell negates the effect of Sukunda and Masukunda on the targets.
Duration: 1 minute (10 rounds)
Cost: 20 SP

4th level - Elemental Break: Pick one damage type. Choose an area equal to a 20-foot cube within 50 feet of your Persona. Any hostile creatures inside the area must make an Intelligence Saving Throw against your Spell Save DC. On a failure, they become vulnerable to the element you chose. If they are immune, Repel, Drain or are resistant, Their immunity becomes resistance and if they are resistant they lose all benefits. (Drain and Repel are counted one tier above immunity so with this effect they become immune)
Duration: 1 minute (10 rounds)
Cost: 15 SP

4th level - Elemental Shield: Pick one damage type. Choose one creature within 50 feet of your Persona. They become more resistant to the element you chose. If they are immune or are resistant, Their resistance becomes immunity and if they have no resistance they gain resistance.
Duration: 1 minute (10 rounds)
Cost: 10 SP

4th level - Tetraja: All creatures within 30 feet of your Persona. They become immune to the effects of the Hama and Mudo spell lines
Duration: 30 Seconds (5 rounds)
Cost: 8 SP

4th level - Makarakarn: Target one allied creature within 30 feet of your Persona. They gain a shield that automatically repels the effects of one nonphysical Spell (not including almighty) that directly targets them. The shield lasts until it is broken by a Spell or until the end of your next turn. Cost: 20 SP

4th level - Tetrakarn: Target one allied creature within 30 feet of your Persona. They gain a shield that automatically repels the effects of one weapon attack that directly targets them. The shield lasts until it is broken by a weapon attack or until the end of your next turn. Cost: 20 SP


4st level - Revolution: Target all creatures within 50 feet of your Persona. The creatures attacks now inflict a critical hit on a d20 roll of an 18-20(or if the target already has an expanded critical range the range increases by two).
Duration: 15 Seconds (3 rounds)
Cost: 5 SP

5th level - Matarunda: When you cast this Spell, all hostile creatures within 30 feet of your Persona must make a Strength Saving Throw against your Spell Save DC. On failure, they have a penalty to damage equal to your proficiency bonus.
Additionally, this spell overrides Tarukaja and Matarukaja.
Duration: 1 minute (10 rounds)
Cost: 15 SP

5th level - Marakunda: When you cast this Spell, all hostile creatures within 50 feet of your Persona. That creature must make a Wisdom Saving Throw against your Spell Save DC. On failure, all incoming damage to that creature is increased by the casters proficiency bonus.
Duration: 1 minute (10 rounds)
Cost: 15 SP

5th level - Masukunda: When you cast this Spell, all hostile creatures within 30 feet of your Persona must make a Wisdom Saving Throw against your Spell Save DC. On failure, they have their Speed halved for 10 rounds, has disadvantage on their attack rolls, and attacks targeting them are made at advantage. Additionally, this spell overrides Sukukaja and Masukukaja.
Duration: 1 minute (10 rounds)
Cost: 15 SP

5th level - Evil Smile: Target all hostile creatures within 30 feet of your Persona. That creature must make a Wisdom Saving Throw against your Spell Save DC. On a failure, they gain the Frightened Condition.
Duration: 30 seconds (5 turns) Cost: 15 SP

5th level - Lullaby: Target all hostile creatures within 20 feet of your Persona. That creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, they fall asleep and gain the Unconscious Condition until they take damage, an ally shakes them out of it, or the duration expires.
Duration: 30 seconds (5 turns) Cost: 15 SP

5th level - Nocturnal Flash: Target all hostile creatures within 20 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, they gain the Stunned Condition until they take damage, an ally shakes them out of it, or the duration expires.
Duration: 30 Seconds (5 Turns) Cost: 15 SP

5th level - Mamakajamon: Target all hostile creatures within 20 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, The creature can no longer use any abilities or cast spells, if they are able to summon a persona their persona dissipates and they cannot summon it back for the duration of the spell.
Duration: 30 Seconds (5 Turns) Cost: 15 SP

5th level - Abysmal Surge: Target all hostile creatures within 20 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, they Lose either 1d10 SP at the start of their turn, or a 1d4+1 leveled spell slot. At the End of their turn they may make an Intelligence saving throw to end the effect.
Duration: 30 Seconds (5 Turns) Cost: 20 SP

5th level - Brain Jack: Target all hostile creatures within 20 feet of your Persona. That creature must make an intelligence Saving Throw against your Spell Save DC. On a failure, they either, Heal an enemy if they can, Attack the nearest ally, or attack themselves. At the End of their turn, they may make an Intelligence saving throw to end the effect.
Duration: 30 Seconds (5 Turns) Cost: 20 SP


5th level - Shield Break: Choose an area equal to a 20-foot cube within 50 feet of your Persona. All Hostile creatures lose the effects of Tetrakarn or Makarakarn. if they do not have the effect of either, their AC is reduced by 2. Cost: 18 SP

6th level - Heat Riser: Target one allied creature within 50 feet of your Persona. That creature gains the benefits of Tarukaja, Rakukaja, and Sukukaja.
Duration: 1 minute (10 rounds)
Cost: 20 SP

6th level - Charge: When you cast this Spell, double the damage roll of your next weapon attack or physical spell.
Cost: 15 SP

6th level - Concentrate: When you cast this Spell, double the damage roll of your next non-physical Spell.
Cost: 15 SP

7th level - Debilitate: Target one hostile creature within 50 feet of your Persona. That creature must make a Wisdom Saving Throw against your Spell Save DC. On failure, that creature gains the effects of Tarunda, Rakunda, and Sukunda.
Duration: 1 minute (10 rounds)
Cost: 20 SP

8th level - Thermopylae: You can only cast this Spell during a surprise round. When you cast this Spell, all allied creatures within 30 feet of your Persona gain the gains the benefits of Tarukaja, Rakukaja, and Sukukaja.
Duration: 1 minute (10 rounds)
Cost: 20 SP

8th level - Supercharge: When you cast this Spell, double the damage roll of your next two Spell or weapon attacks.
Cost: 40 SP

8th level - Mamakarakarn: Target two allied creatures within 30 feet of your Persona. They gain a shield that automatically Reflects the effects of one nonphysical Spell (not including almighty) that directly targets them. The shield lasts until it is broken by a Spell.
Cost: 40 SP

8th level - Matetrakarn: Target two allied creatures within 30 feet of your Persona. They gain a shield that automatically reflects the effects of one weapon attack or physical spell that directly targets them. The shield lasts until it is broken by a weapon attack.
Cost: 40 SP

Passive

All Persona Users can take Passive skills as Persona Abilities so long as they meet the prerequisites. The Prerequisite "Have any before gaining (X)" means that if it is a skill that must be used like rakukaja you must have the skill for the passive to work and if it has another passive it means that you may replace the previous passive with the new passive to gain the benefit(e.g Regenerate and Revitalize).

1st - Dodge Attack: Pick one damage type. You gain +2 AC or +2 on Saving Throws involving this damage type. You may take this multiple times but only once per damage type. Prerequisite: 14 Dexterity or 14 Constitution

1st - Elemental Boost: when attacking with one element of your choice, you may reroll 1's and 2's on damage rolls but you must take the new roll even if it is a 1 or 2.

1st - Speed Demon: On your first turn of combat, your Speed is doubled. Prerequisite: 14 Dexterity

1st - Fiery Spirit: On your first turn of combat, add 1d4 to all your damage rolls. Prerequisite: 14 Strength

2nd - Regenerate: You recover 3 Hit Points at the start of each of your turns during combat. Prerequisite: 14 Constitution

2nd - Invigorate: You recover 3 SP at the start of each of your turns during combat. Prerequisite: 14 Charisma/Wisdom

2nd - Relay Run: When you see an allied creature that completes a successful All-Out Attack or receives a Baton Pass, you can use your reaction to grant them double movement speed until the end of their next turn. Prerequisite: Dexterity 16

2nd - Escutcheon: On the first turn of combat, all attacks made against you and your persona have disadvantage. Prerequisite: Dexterity 16

3rd - Counter: all Physical attacks made against you and your persona have up to 3 points of damage reflected to the attacker. Prerequisite: Strength 16

3rd - Evade Attack: Pick one damage type. When you or your persona are subjected to an effect involving that damage type and you must make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can only take this once. Prerequisites: 16 Dexterity

3rd - Attack Master: You can cast Tarukaja on your self as a reaction when combat begins. You still have to pay the SP cost of the Spell. Prerequisites: 12 Charisma/Wisdom, Have before gaining (Tarukaja)

3rd - Defense Master: You can cast Rakukaja on your self as a reaction when combat begins. You still have to pay the SP cost of the Spell. Prerequisites: 12 Charisma/Wisdom, Have before gaining (Rakukaja)

3rd - Speed Master: You can cast Sukukaja on your self as a reaction when combat begins. You still have to pay the SP cost of the Spell. Prerequisites: 12 Charisma/Wisdom, Have before gaining (Sukukaja)

4th - Revitalize: You recover 5 Hit Points at the start of each of your turns during combat. Prerequisites: 18 Constitution, Have any before gaining (Regenerate)

4th - Meditation: You recover 5 SP at the start of each of your turns during combat. Prerequisites: 18 Wisdom/Charisma, Have any before gaining (Invigorate)

4st - Elemental Amp: when attacking with one element of your choice, Have advantage on damage rolls and may always add your proficiency bonus to your attacks with that element. This can be applied in conjunction with element boost instead of a direct replacement. Prerequisites: 18 Strength or Wisdom, Have any before gaining (Element Boost).

5th - Null Attack: Pick a damage type. You and your persona become Immune to that damage type. Prerequisites: Constitution 18, Have any before gaining (Dodge Attack or Evade Attack)

5th - Endure: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You and your persona can’t use this feature again until you finish a Long Rest(Each can use this once). Prerequisites: 16 Constitution

5th - Survival Trick: You and your persona are Immune to the effects of the Hama and Mudo Spell Lines(Including Samsara and Purgatorial Wing/Die for Me/Abyssal Wings), Additionally your Maximum HP cannot be reduced. Prerequisites: Charisma/Wisdom 16

5th - Counter-Strike: All physical attacks made against you and your persona have up to 9 points of damage reflected to the attacker. Prerequisite: Strength 18, Have any before gaining (Counter)

6th - Auto-Mataru: You can cast Matarukaja as a reaction when combat begins. You still have to pay the SP cost of the Spell. Prerequisites: 16 Charisma/Wisdom, Have before gaining (Matarukaja)

6th - Auto-Maraku: You can cast Marakukaja as a reaction when combat begins. You still have to pay the SP cost of the Spell. Prerequisites: 16 Charisma/Wisdom, Have before gaining (Marakukaja)

6th - Auto-Masuku: You can cast Masukukaja as a reaction when combat begins. You still have to pay the SP cost of the Spell. Prerequisites: 16 Charisma/Wisdom, Have before gaining (Masukukaja)

7th - Repel Attack: Pick a damage type. The attacks of this damage that target You and/or your persona will have the damage reflected at the attacker when you are targeted. You and your persona do not take the damage. Prerequisites: 20 Constitution, Have any before gaining (Null Attack, Evade Attack, or Drain Attack)

7th - Renewal: You recover 7 HP at the start of each of your turns during combat. Prerequisites: 20 Constitution, Have before gaining (Revitalize)

7th - Unification: You recover 7 SP at the end of each of your turns during combat. Prerequisites: 20 Charisma/Wisdom, Have before gaining (Meditation)

7th - High Counter: All physical attacks made against you and your persona have up to 15 points of damage reflected to the attacker. Prerequisite: Strength 20, Have any before gaining (Counter-strike, Counter)

8th - Enduring Soul: When you are reduced to 0 Hit Points but not killed outright, you can choose to recover all of your Hit Points instead. You can only use this feature once per day. Prerequisites: 20 Constitution, Have any before gaining(Endure or Survival Trick)

8th - Drain Attack: Pick a damage type. When You and/or your persona are targeted by an attack of this damage type, recover the full amount in Hit Points or 1/2 the amount in SP.
Prerequisites: 20 Constitution, 20 Charisma/Wisdom, Have any before gaining(Repel Attack, Evade Attack or Null Attack)

8th - Angelic Grace: You gain +2 AC and +2 on all Saving Throws. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Prerequisites: 20 Dexterity, 20 Wisdom/Charisma

8th - Ali Dance: All incoming attacks are made at disadvantage.
Prerequisites: 20 Dexterity, 20 Wisdom/Charisma

8th - Firm Stance: All incoming attacks are made at advantage. Gain resistance to all damage types (including almighty).
Prerequisites: 20 Constitution

Multiclassing

Prerequisites. To qualify for multiclassing into the Persona User class, you must meet these prerequisites: Defeat your evil counterpart, encounter an enemy in the collective unconscious, or be granted a persona by a god.

Proficiencies. When you multiclass into the Persona User class, you gain the following proficiencies: Wisdom Saves


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