Arcanist (Placeholder Name) Only appearing to be outnumbered, a quiet, old tiefling smiles as she is cornered by a pair of thugs. Fire begins to swirl about as a demon wielding a flaming sword manifests behind her, sending the poor bandits running with their tails between their legs. Soldiers in an inn tell the story of a mysterious healer. A human who showed up in just the nick of time to save the lives of the injured. They each recall seeing the presence of an angel working with this mysterious savior to spread their healing light. A half-elf clasps her hands together as a halo of light is placed around her eyes from a strange construct behind her. She sits still for just a moment before shouting and pointing out an enemy's weakness, allowing her allies to swarm the helpless foe. Arcanists are conduits, channelers of their mysterious Persona. Calling upon the Arcana, the power tied to fate and fortune, represented by the deck of Tarot Cards, they command their Persona to grant them and their allies the upper hand in battle, whether by defeating foes, supporting allies, or cunning strategy. Shadows When one enters the Astral Plane or dreams, one's innermost feelings, thoughts and secrets that they actively try to suppress may materialize and become a Shadow which attempts to get its host to accept it. If one cannot accept the Shadow Self, or if they refuse to acknowledge what they want to keep hidden most, the Shadow becomes enraged, transforming into a monster which attempts to kill the person it spawned from. If one can face oneself and admit to what the Shadow Self says, then the Shadow transforms into a Persona loyal to its user. Neither can be permanently destroyed without killing the creature the Persona came from, defeating one only sends it away or subdues it. Personas A Persona is a manifestation of the same feelings as a Shadow, but tamed and trained, refered to as a "mask" for an indivudal to use to face hardship. Personas even have an influence on physical and mental abilities, enhancing their users, for example giving them mastery over weapons or resistance to terror and madness. A battle using Personas is just as much a battle of wills as it is a battle of blades. The emotions of the arcanist, the bonds they form, and their ability to project their will onto the world all are reflected in their Persona's abilities and appearance. The Major Arcana The Major Arcana is represented by a deck of 20 Tarot Cards, though there are two cards that are are unique and exist outside the deck. The Fool is a card that represents the beginning of one's journey, and is number 0. The World represents the end of one's journey, and is number 21. Each arcanist is tied to a specific Tarot Card of the main 20, which effects themselves and the nature of their Persona. Those that have met their Shadows and overcame their weaknesses, turning them into Persona are mysteriously tied to these Tarot Cards. Each arcanist finds themselves specifically tied to one of the Major Arcana, which links them to their Persona. Similar to astrological signs, the Major Arcana represent different archetypes of arcanists and their Persona. Though the individual arcanist may not even know it, they are intrinsically bonded to one of these archetypes, which prophesize the journey that the arcanist will face, and the unique abilities that their Persona will grant them. The tamed Persona represent the arcanist's true self, as well as their ability to stand against life's hardships, rather than lashing out or giving up. The nature of this ability, the reasons they need to fight, and how they do so are all represented by their Major Arcana.

The Arcanist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Major Arcana 3 2 2 — — — — — — — — 2nd +2 Awakening, Channel Arcana, Major Arcana Feature 3 3 3 — — — — — — — — 3rd +2 — 3 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 5 4 3 — — — — — — — 5th +3 Persona Mastery (10 feet) 4 6 4 3 2 — — — — — — 6th +3 Channel Arcana (2/rest), Major Arcana Feature 4 7 4 3 3 — — — — — — 7th +3 — 4 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, Persona Mastery (15 feet), Major Arcana Feature 4 9 4 3 3 2 — — — — — 9th +4 — 4 10 4 3 3 3 1 — — — — 10th +4 The Ties That Bind 5 11 4 3 3 3 2 — — — — 11th +4 Persona Mastery (20 feet) 5 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 13 4 3 3 3 2 1 — — — 13th +5 — 5 14 4 3 3 3 2 1 1 — — 14th +5 Persona Mastery (25 feet) 5 15 4 3 3 3 2 1 1 — — 15th +5 — 5 16 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 17 4 3 3 3 2 1 1 1 — 17th +6 Persona Mastery (30 feet) 5 18 4 3 3 3 2 1 1 1 1 18th +6 Channel Arcana (3/rest), Major Arcana feature 5 19 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1 20th +6 Ultimate Awakening 5 21 4 3 3 3 3 2 2 1 1 Creating an Arcanist As you create an arcanist, the most important question to consider is which Arcana that you represent, and how you want your character to embody your chosen Arcana. The list of Arcana is at the bottom of this class. Once you've chosen an Arcana, consider your arcanist's relationship to their Persona. Did they come into contact with their Shadow willingly? Were they bestowed this power by a higher being? Did they find themselves in the Astral Plane against their will, and come into contact with a hostile Shadow by chance? How does your character interact with their Persona? Do they see it as merely a tool, or an extension of their being? What are your ultimate goals? Do you have a special task in mind chosen by you or a higher being? Or are you striving to understand the nature of the Arcana and your place in the world? Quick Build You can make an arcanist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Hermit background. Class Features As an arcanist, you gain the following class features. Hit Points Hit Dice: 1d6 per arcanist level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcanist level after 1st Proficiencies Armor: Light armor

Weapons: All simple weapons, shortswords, scimitars, hand crossbows, whips, longbows.

Tools: Tarot Cards



Saving Throws: Dexterity, Charisma

Skills: Arcana, and choose two from Athletics, Acrobatics, Deception, History, Investigation, Perception, Persuasion, and Religion

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword, (b) a scimitar, (c) any simple weapon, or (d) any martial weapon (if proficient)

(a) leather armor or (b) scale mail (if proficient)

(a) a longbow and 20 arrows, or (b) a hand crossbow and 20 bolts

(a) a priest's pack or (b) an explorer's pack

a deck of 22 tarot cards and an arcane focus or holy symbol Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. Spellcasting As a conduit for the power of the Arcana, you can cast arcanist spells. See chapter 10 in the PHB for the general rules of spellcasting and the bottom of this pdf for a selection of arcanist spells. Cantrips At 1st level, you know three cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table. Spell Slots The Arcanist table shows how many spell slots you have to cast your arcanist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the arcanist spell list. You learn an additional arcanist spell of your choice at each level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the arcanist spells you know and replace it with another spell from the arcanist spell list, which also must be of a level for which you have spell slots Spellcasting Ability Charisma is your spellcasting ability for your arcanist spells. The power of your spells comes from the strength to face one's Shadow and overcome one's weaknesses. You use your Charisma whenever a arcanist spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcanist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier



Spellcasting Focus You can use a tarot card or personal trinket as a spellcasting focus for your arcanist spells. Major Arcana Choose one Tarot Card from the deck of Major Arcana: Magician, Priestess, Empress, Emperor, Hierophant, Lovers, Chariot, Justice, Hermit, Fortune, Strength, Hanged Man, Death, Temperance, Devil, Tower, Star, Moon, Sun or Judgement. Each Major Arcana is detailed at the end of the class description, and each one provides examples of personality traits and trials associated with it. Your choice grants you Major Arcana spells and other features when you choose it at 1st level. It also grants you additional ways to use your Channel Arcana feature when you gain it at 2nd level, and additional benefits at 6th, 8th, and 17th level. Lastly, each card in the deck is associated with a particular element. Whenever an ability refers to the element associated with your Major Arcana feature, that is the element that it is referring to. Major Arcana Spells Each Major Arcana has a list of spells—its Major Arcana spells—that you gain at the arcanist levels noted in the Major Arcana description. Once you gain a Major Arcana spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a Major Arcana spell that doesn't appear on the arcanist spell list, the spell is nonetheless an arcanist spell for you. Changing your Major Arcana One is typically associated with the same Major Arcana at least until the end of their journey, unless you go through a powerful enough change of character (at the DM’s discretion). When doing so, all abilities and effects gained from your old Arcana are lost, and replaced with new ones of the relevant level. This can certainly be a harrowing experience, but that is mostly due to the events surrounding the changing of one's Major Arcana, rather than the process of changing the Major Arcana itself. Unlike a Paladin's Sacred Oath, or a Cleric's Divine Domain, your Arcana is a facet of your inner self and the consequences of changing yourself vary widely, as well as having the possibility to even be a positive thing.

Awakening I am thou. Thou art I. From the sea of thy soul... I come. At 2nd level, you have awakened to a mythical Persona, an intangible spirit with a size equal to yours and an appearance of your choice (though typically they are images of grand heroes, divine beings, powerful fiends, fey creatures, or elementals that relate to your memories, innermost thoughts and feelings, and your Arcana) completely under your control that exists within you, waiting to be summoned. As a bonus action on your turn, you can evoke your Persona, causing it to appear behind and above you (still occupying your space). Your persona lasts for one minute, and returns to the depths of your soul early if you are incapacitated, it is banished (make the saving throw using your modifiers), you use this ability again, or you dismiss it at the start of one of your turns (no action required). Evoking your Persona has a Verbal, Somatic and Material component (a mask, a tarot card, a personal trinket, or a spellcasting focus).



While your Persona is summoned, you gain the following benefits and abilities: By default, your persona moves with you to remain in your space. Alternatively, as a bonus action on your turn you can command your Persona to move up to a number of feet equal to your walking speed as long as you are not silenced. It can move through objects and other creatures' spaces, treating it as difficult terrain but cannot end its turn in another creature's space or object. It disappears if it is ever more than 60 feet away from you. You can also choose for it to return to your space at the start of each of your turns (no action required).

While your Persona is in your space, your Armor Class is 10 + your Dexterity modifier + your Charisma modifier if it is not already higher.

When you cast an arcanist spell or use one of your Major Arcana features, you can do so as if you were in your Persona's space. If you cast a cantrip in this way, you can choose for the spell to deal the damage type associated with your Major Arcana rather than the damage type it normally deals.

As an action, you can have your Persona attack a creature within 5 feet of it. This is treated as a melee spell attack. On a hit, it deals 1d10 + your Charisma modifier as force damage, or as the damage type associated with your Major Arcana. The damage of this attack increases to 2d10 at 10th level.

On your turn, you can choose to perceive things from the perspective of your Persona, instead of your own until the end of your turn. This does not require an action. Channel Arcana At 2nd level, you gain the ability to channel internal energy directly from your persona, using that energy to fuel magical effects. You start with two such effects determined by your Major Arcana. Some Arcana grant you additional effects as you advance in levels, as noted in the Major Arcana description. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect from this class, the DC equals your arcanist spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Ability Score Improvement 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. If your DM allows the use of feats, you may instead take a feat. Persona Mastery Starting at 5th level you have gained even greater control over your Persona. When you use your bonus action to move it, you can move it an additional amount of feet as noted in the chart below. In addition, the distance your Persona can be from you before disappearing is increased by the same amount. Persona Mastery Arcanist Level Additional Persona Movement and Max Range 5th 10 feet 8th 15 feet 11th 20 feet 14th 25 feet 17th 30 feet The Ties That Bind At 10th level, you have begun to understand the power of the Arcana is at its greatest when it is used to form bonds. These bonds grant you and your closest allies the strength to resist even death. As a reaction when a friendly creature within 30 feet of your Persona is reduced to 0 hit points, you can send your Persona to shield them, causing them to drop to 1 hit point instead. A creature can only be saved by your Persona once per long rest. Additionally, the bonds you form strengthen your Persona as much as they strengthen your allies. You gain resistance to the damage type associated with your Major Arcana, or you lose a vulnerability associated with your Major Arcana. Ultimate Awakening Starting at 20th level, you have formed an ultimate bond with your Persona. When you take any action, you may do so as if in the space of your Persona. In addition, while your Persona is summoned you gain invulnerability to the damage type associated with your Major Arcana, and your weapon and spell attack rolls score a critical hit on the roll of a 19 or 20 on the d20.

Major Arcana The term "Major Arcana" refers collectively to the 22 suits

of trump cards found in a 72-card deck of Tarot cards (the Minor Arcana forming the respective 56). The word

"Arcana", meaning "secret", is mostly used in reference to occult or divinatory usages of the deck. When viewed in order, the Major Arcana depict the "Fool's Journey", with each card representing a respective stage in life. Each of the Major Arcana encompasses a set of meanings relative to their part of the "journey", serving as a metaphor for the various aspects of life. "They are psychological images, symbols with which one plays, as the unconscious seems to play with its contents. They combine in certain ways, and the different combinations correspond to the playful development of events in the history of mankind. Those are sort of archetypal ideas, of a differentiated nature, which mingle with the ordinary constituents of the flow of the unconscious." Arcanists take this idea in earnest, assigning specific Arcana to different arcanists based on the archetypes

which best fit their personality and path in life.

The Arcana that one is associated with reflects many

factors about them: What their role is, how they'll

develop, what their past was like, and what they'll do in

the future. Just as well, each persona, shadow and fiend in the forgotten realms can be associated with a specific

Arcana. Arcana type can reflect the compatibility

between a Persona user and others around them,

including fiends and even their own Persona. Read through the description of each Arcana's

meaning and try to pick the one that you feel best

suits your character. An individual's Arcana isn't

something that one picks for themselves; it is

determined by the unconscious. Something

important to note is that though some “characters”

in the Arcana are given a certain gender (such as the

Priestess and Emperor), they are more meant to

embody “masculine” and “feminine” archetypes, not

concrete roles. There are no inherently "good" or "bad" arcana: each

suit has its own set of positives and negatives. The beautiful part of Tarot reading is that there aren't any truly wrong answers--only different interpretations. A character's Arcana may even change over time or after undergoing a significant development, so don't stress if the suit you chose doesn't seem to fit after a while. When interpreting the meaning of a Tarot card, drawing

it in the upside-down position can have different

connotations than when it is drawn right-side-up from

the deck. When considering your character's Arcana affiliation, you are free to take the reversed

interpretation into account if you so choose. When a card is reversed, its meaning may be seen

as the "flipside" or "mirror" of that Arcana's usual

meaning. It may also indicate that the "energy"

of the card is diminished, akin to a current

attempting to flow uphill instead of down. Reversed

readings are often negative, but do not necessarily

have to be as a rule.

1. The Magician (Fire) The first of the Major Arcana (other than the Fool), the Magician is the first major step of the Fool’s Journey. The Magician arcana is all about energy. If the Fool represents “potential energy”, the Magician is “kinetic energy”: one who can turn inspiration into tangible ambitions and tackle them head-on. The Magician archetype is that of an opportunist and a showman, not so much a "master of the arcane" as a "master of sleight of hand". The infinity sign present at the top of the card represents a constant cycle of energy, a limitless source which the Magician is able to tap into. Thus, the flame held in the Magician card’s hands is not wizardry, but an illusion: the Magician’s secret is in knowing how to manipulate the energy at their disposal. This “manipulation” does not have to be inherently negative; the Magician is a charmer, one who knows how to use the energy found within the world around them and their own internal energy to achieve their dreams. They may be showy and a standout, putting on a mesmerizing performance to the end just as a stage magician would. The Magician symbolizes perseverance, control and psychological strength. Holders of the Magician Arcana are rather determined, focused, and willing to take action to obtain their goals. However, the reversed Magician can be manipulative, condescending, delusional, emotionally abusive, and sometimes unlucky. After all, a magician whose “magic” is revealed tends to come off as a con-man or an inexperienced fraud at best. Personas of the Magician Arcana are commonly Personas excelling towards Magic, particularly towards Fire-based element. As the name suggests, mythological figures associated with the Magician Arcana are often associated with magic themselves, though some are fire deities rather than magicians. The Magician Arcana Spells Arcanist Level Spells 1st Faerie Fire, Silent Image 3rd Continual Flame, Darkvision 5th Flame Arrows, Major Image 7th Charm Monster, Fire Shield 9th Scrying, Seeming The Apprentice Starting at 1st level, you gain resistance to fire damage, but vulnerability to cold damage. If you take the dodge action, your vulnerability is temporarily nullified while you are dodging. In addition, you learn the Green-Flame Blade cantrip as

an arcanist cantrip, and can choose to cast it using your Persona's melee attack instead of your own once you

awaken to one at 2nd Level. Favorite Trick Also at first level, you add your profiency bonus to

initiative rolls. Additionally, once you awaken to your Persona, if you

are surprised, you can take your first turn in combat

as normal, as long as the first thing you do on your turn

is summon it. Channel Arcana: Enticing Flames Starting at 2nd level, you can use your Channel Arcana to harness the potential energy around you. As an action, you can cause illusory flames to blast out from you in a 30-foot radius. Each creature of your choice in the area of effect must make a Wisdom saving throw against your arcanist spell save DC or be charmed or frightened (your choice) for 1 minute, or until they take damage or a creature uses their action to shake them out of their stupor. While frightened or charmed in this way a creature's movement speed is reduced to 0. Channel Arcana: Magician's Finale Also at 2nd level, you can use your Channel Arcana to end your battle in a dazzling display of fire. As an action, you present your Tarot Card and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 2d10+your arcanist level on a failed saving throw, and half as much on a successful one. A creature that has total cover from you is not affected. Cunning Defense Starting at 6th level, you enter a trance when you guard your defenses in combat. When you take the Dodge action, you also gain advantage on Wisdom saving throws. Potent Fire Starting at 8th level, you add your Charisma modifier to damage rolls of arcanist spells you cast that deal fire damage. Magician's Inferno Starting at 18th level you can use your action to cause your Persona to eminate an aura of illusory flames that last for 1 minute or until you dismiss them using another action. It emits bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against spells that

deals fire damage.

2. The Priestess (Radiant) The Priestess (or High Priestess) Arcana is a feminine archetype and is commonly represented by females, though like any other Arcana, it isn't unusual for a male or other gendered character to express the traits that fit one under the Priestess Arcana. The Priestess symbolizes wisdom and mental fortitude. Common positive traits include being highly intelligent, wise, and patient, along with having plenty of hidden potential within them. The Priestess is passive, but this is not an intrinsically negative quality--she is simply meditating, waiting for divine inspiration. Priestesses are deeply intuitive, and can trust their inner understanding of the universe to guide them. Those under the Priestess Arcana may be shy, reserved and modest, but this must not be confused for simple weakness. They are introspective and in-touch with their emotions. Serene and discerning, Priestesses are good at being sensitive yet objective at the same time. Possessing a keen sense of foresight, they are good judges of character and are able to perceive details about situations that many others might have missed. On the flipside, one under the Priestess Arcana may be calculating, have ulterior motives in mind, have frail emotions, or can come off as pitiable and weak in their passivity. The reversed Priestess may represent losing focus on one's internal guidance, an over-reliance on others for validation, or gaining superficial knowledge while losing sight of what's important. Though again, not inherently ‘bad’, an overly passive Priestess can be lead to improvidence; watching, waiting and ruminating while taking no action. They may feel stuck, as though they are spinning their wheels, needing a more proactive person to deliver them from their issues. The Priestess may anticipate things happening in advance, but despair at feeling unable to influence what they see. Personas of the Priestess Arcana are commonly associated with healing and support attributes. Mythological figures of the Priestess Arcana are usually crone archetypes, goddesses of wisdom, witches, female mages or priestess figures themselves. The Priestess Arcana Spells Arcanist Level Spells 1st Healing Word, Cure Wounds 3rd Aid, Moonbeam 5th Revivify, Dispel Magic 7th Death Ward, Stoneskin 9th Greater Restoration, Mass Cure Wounds The Acolyte Starting at 1st level, you learn the Spare The Dying cantrip if you do not already know it. In addition, you learn the Bless spell. It is treated as an arcanist spell for you but does not count against the number of spells you know. You can cast this spell once per long rest without expending a spell slot or having to maintain concentration. You can cast it again before completing a long rest, but must follow the normal spellcasting rules to do so. Devoted Healer Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Channel Arcana: Divine Protection Starting at 2nd level, you can use your Channel Arcana to bolster the defenses of your allies. As an action, you can grant a number of creatures of your choice within 30 feet of you equal to your Charisma modifier (minimum of 1) resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. This resistance lasts for 15 seconds (3 rounds), ending at the start of your turn on the fourth round. Channel Arcana: Salvation Also at 2nd level, you can use your Channel Arcana to heal the badly injured. As an action, you present your tarot card and evoke healing energy that can restore a number of hit points equal to five times your arcanist level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. Searing Radiance Starting at 8th level, you add your Charisma modifier to damage rolls of arcanist spells you cast that deal radiant damage. Supreme Healing Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

3. The Empress (Cold) The Empress tarot card is another card associated with the Anima, the feminine side of the psyche. Like the Priestess, the Empress Arcana is another card commonly associated with female characters, but can fit other genders as well. Where the Priestess is a passive feminine archetype, the Empress is a highly active one. The Empress is a queen--a powerful woman who deals discipline and enforces rules, but can also be a warm guiding hand to those beneath her. The Empress represents maturity, elegance, and also strongly embodies the archetype of motherhood, maternal feelings and instincts. Positive traits can consist of being polite, a source of authority, and having a sense of grace toward themselves and others. The Empress takes a motherly attitude towards others, whether or not she is a literal mother; she is a natural leader who draws others in with her magnanimous nature. The Empress is a nurturer on top of being a commander; she deeply cares for those she has taken beneath her wing, and strives to see those under her grow and become capable themselves, even if it requires some tough love. At the same time, the Empress can be rather cold, distant, and sometimes cruel. As a “mother figure”, the Empress is just as capable of giving love as she is of ripping it away. Reversed, the Empress may find it difficult to cooperate with others. An Empress may pile excessive responsibilities onto themselves, both distancing themselves emotionally while also making it difficult for themselves to cope without using others as emotional crutches. They may infantilize their peers in their pursual of leadership, making it difficult to truly connect with or understand them in the process of “mothering” them. Personas of the Empress Arcana are often Personas excelling in Ice-based attacks with healing powers also relatively common; they are usually important female figures, and many are queens and mother goddesses of some sort. Empress Arcana Spells Arcanist Level Spells 1st Command, Healing Word 3rd Snilloc's Snowball Swarm, Suggestion 5th Fear, Sleet Storm 7th Charm Monster, Ice Storm 9th Cone of Cold, Mass Cure Wounds The Queen Starting at 1st level, you gain proficiency in the Persuasion and Intimidation skills, or expertise if you already have proficiency. In addition, you learn one language of your choice. Lastly, you gain proficiency with rapiers. Harisen Recovery Also at 1st Level, when you cast a spell and heal a creature, you can also end one spell effect on that creature of a level equal to or less than the spell you cast to heal them. Channel Arcana: Ice Breath At 2nd level, you can use your Channel Arcana to exhale freezing wind, freezing enemies and the terrain. As an action, you present your Tarot Card and freeze a 30 foot cone originating from you. Each creature in the cone must make a Constitution saving throw against your spell save DC, taking 2d10 + your Arcanist level cold damage on a failed save, or half as much on a successful save. The ground is considered difficult terrain for 1 minute or until exposed to significant heat, and any water in the area is frozen for the same duration. Channel Arcana: Marin Karin Also at 2nd Level, you can use your Channel Arcana to attempt to charm one creature. As an action you target one creature within 60 feet of you, forcing it to make a Wisdom saving throw against your spell save DC. The target has advantage if you or your allies have dealt damage to it in the last 24 hours. On a failed save, it is charmed for 1 minute. The creature can repeat the saving throw each time it takes damage. Channel Arcana: Snap Freeze At 6th level, when you deal cold damage to a creature you can use your Channel Arcana to force them to make a Constitution saving throw against your spell save DC or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of their turns, and the effect also ends early if they take fire damage. Absolute Zero Starting at 8th level, you add your Charisma modifier to damage rolls of arcanist spells you cast that deal cold damage. Angelic Grace Starting at 18th level, you gain proficiency in Wisdom saving throws, or your choice between Charisma and Intelligence saving throws if you are already proficient.

11. Strength (Force) The Strength Arcana represents discipline and... strength. The Strength is shown by courage, self-control, patience, and honesty. But deep inside, it also shows a lack of integrity, will, control, and actual power. Strength Arcana is associated with the morality about the stronger power of self-control, gentleness, courage and virtue over brute force. It can also represent creative or physical energy that needs to be or is about to be unleashed, sometimes out of desire to be recognized. Those of the Strength Arcana are often very strong, but have an innate need for recognition. Portrayed as a young woman holding up a terrifying beast (more often a lion), the Strength Arcana symbolizes an imagery beyond the Beast And Beauty, and is associated with the morality about the stronger power of self-control, gentleness, courage and virtue over brute force. In tarot readings, it can also represent creative or physical energy that needs to be or is about to be unleashed, sometimes out of desire to be recognized. The card is also named Fortitude in some decks, further giving meanings revolving on courage. Personas of the Strength Arcana are commonly Personas excelling in Physical attacks. Archetypes embodied by Strength Arcana Personas are warrior figures and heroes, or are figures that embody strength of body or character. Strength Arcana Spells Arcanist Level Spells 1st Searing Smite, Wrathful Smite 3rd Maximilian's Earthen Grasp, Ray of Enfeeblement 5th Aura of Vitality, Crusader's Mantle 7th Guardian of Nature, Staggering Smite 9th Banishing Smite, Holy Weapon The Warrior Starting at 1st level, you gain proficiency in medium armor and martial weapons, and your Hit Point Maximum is increased by 1 point for each level you take in this class. Lastly, when you cast a smite spell from your Persona's space, it applies to your Persona's next melee attack. Press Advantage Also at 1st Level, when you use your action to attack or cast an arcanist spell and score a critical hit, deal damage a target is vulnerable to or knock a creature prone, you can make one weapon attack or have your Persona make one melee attack as a bonus action. Alternatively, you can use this bonus action to let one willing creature within 30 feet of you use their reaction to make a single weapon attack against a creature within range. Channel Arcana: Feat of Strength At 2nd level, you can use your Channel Arcana to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.









Channel Arcana: Vow of Enmity Also at 2nd Level, as a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Arcana. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Channel Arcana: Blessing of War At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Arcana. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Brave Blade Starting at 8th level, your melee weapon attacks and Persona Melee Attack deal an extra 1d8 force damage. At 14th level, this extra damage is increased to 2d8. You can only deal this extra damage once using your action if you have the multiattack feature, but can deal it again if you use your bonus action to attack. Ali Dance Starting at 18th level, attack rolls made by nonmagical weapons have disadvantage against you.

Arcanist Spell List (Need To Cut Down) Cantrips (0 Level) Acid Splash

Blade Ward

Chill Touch

Fire Bolt

Friends

Frostbite

Guidance

Gust

Lightning Lure

Poison Spray

Primal Savagery

Produce Flame

Ray of Frost

Resistance

Sacred Flame

Shocking Grasp

Sword Burst

Thunderclap

Toll the Dead

Word of Radiance 1st Level Absorb Elements

Arms of Hadaar

Bane

Bless

Burning Hands

Catapult

Cause Fear

Chaos Bolt

Charm Person

Chromatic Orb

Color Spray

Compelled Duel

Cure Wounds

Dissonant Whispers

Faerie Fire

Feather Fall

Guiding Bolt

Healing Word

Hellish Rebuke

Ice Knife

Inflict Wounds

Jump

Mage Armor

Magic Missile

Protection from Evil and Good

Ray of Sickness

Shield of Faith

Sleep

Tasha's Hideous Laughter

Thunderwave

Witch Bolt 2nd Level Aganazzar's Scorcher

Blindness/Deafness

Blur

Calm Emotions

Cloud of Daggers

Crown of Madness

Enhance Ability

Enthrall

Flame Blade

Flaming Sphere

Gust of Wind

Heat Metal

Hold Person

Lesser Restoration

Levitate

Melf's Acid Arrow

Mind Spike

Mirror Image

Misty Step

Phantasmal Force

Ray of Enfeeblement

Scorching Ray

Shadow Blade

Shatter

Snilloc's Snowball Swarm

Spiritual Weapon

Suggestion

Warding Bond

Warding Wind 3rd Level Conjure Barrage

Elemental Weapon

Erupting Earth

Fear

Fireball

Fly

Haste

Hunger of Hadaar

Hypnotic Pattern

Lightning Arrow

Lightning Bolt

Mass Healing Word

Melf's Minute Meteors

Phantom Steed

Protection from Energy

Sleet Storm

Slow

Spirit Guardians

Stinking Cloud

Summon Lesser Demons

Thunder Step

Tidal Wave

Vampiric Touch 4th Level Banishment

Blight

Charm Monster

Compulsion

Confusion

Control Water

Dimension Door

Dominate Beast

Elemental Bane

Evard's Black Tentacles

Fire Shield

Ice Storm

Phantasmal Killer

Stoneskin

Storm Sphere

Summon Greater Demon

Vitriolic Sphere

Wall of Fire

Watery Sphere 5th Level Cloudkill

Cone of Cold

Conjure Volley

Contagion

Control Winds

Dawn

Enervation

Flame Strike

Hold Monster

Immolation

Infernal Calling

Maelstrom

Mass Cure Wounds

Negative Energy Flood

Skill Empowerment

Steel Wind Strike

Swift Quiver

Synaptic Static

Teleportation Circle

Wall of Force

Wall of Light

Wall of Stone 6th Level Chain Lightning

Circle of Death

Disintegrate

Harm

Heal

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mass Suggestion

Move Earth

Otiluke's Freezing Sphere

Otto's Resistable Dance

Sunbeam

Tenser's Transformation

Wall of Ice

Wall of Thorns 7th Level Crown of Stars

Delayed Blast Fireball

Finger of Death

Fire Storm

Mordenkainen's Sword

Plane Shift

Power Word Pain

Prismatic Spray

Regenerate

Teleport

Whirlwind 8th Level Antipathy/Sympathy

Control Weather

Cominate Monster

Earthquake

Feeblemind

Incendiary Cloud

Maddening Darkness

Power Word Stun

Sunburst

Tsunami 9th Level Invulnerability

Mass Heal

Meteor Swarm

Power Word Heal

Power Word Kill

Prismatic Wall

Psychic Scream

Storm of Vengeance

Weird

Wish