Persona User v2.0 a 5e class designed to work in normal campaigns By Zorus Henge Class Features As a Persona User, you gain the following class features Hit Points Hit Dice: 1d8 per Persona User level

1d8 per Persona User level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Persona User level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: One tool of your choice Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose three from Athletics, Acrobatics, Stealth, Arcana, Investigation, Religion, Insight, Medicine, Perception, Survival, Deception, Intimidation & Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two shortswords

(a) a light crossbow and 20 bolts or (b) two simple melee weapons

One tool you are proficient in, Leather Armor, Persona Weapon Persona User Level Proficiency Bonus Features Spells Known Spell Level 1st +2 Persona, Persona Archetype, Spirit Power, Persona weapon 2 1 2nd +2 Mind Over Matter 2 1 3rd +2 Persona Archetype Feature 3 2 4th +2 Ability Score Improvement 3 2 5th +3 Extra Attack, Persona Archetype Feature 4 3 6th +3 Truth of the Heart 4 3 7th +3 My True Weapon 5 4 8th +3 Ability Score Improvement 5 4 9th +4 Persona Archetype Feature 6 5 10th +4 I've Got My Back 6 5 11th +4 Persona Archetype Feature 7 5 12th +4 Ability Score Improvement 7 6 13th +5 Persona Archetype Feature 8 6 14th +5 Enhanced Weapon 8 6 15th +5 Victory Cry 9 7 16th +5 Ability Score Improvement 9: 7 17th +6 Persona Archetype Feature 10 8 18th +6 Ultimate persona 10 8 19th +6 Ability Score Improvement 11 8 20th +6 Persona Archetype Feature 11 8

Persona Starting at 1st level you have a Persona, this is a manifestation of your true self. You can cause your Persona to appear floating above and behind you at anytime. Whenever you cast a Persona spell your Persona will momentarily appear and perform the spell. You have some sort of focus you use to summon your persona whether it be a deck of Tarot cards, a mask, or a gun-shaped device known as an Evoker. I am thou, Thou art I A Persona is a manifestation of one's darker self that they have accepted, revealed or been awakened to. They typically take the form of mythological or historical figures, but they may also take the form of fictional characters. While most personas are human, some are animals, and theoretically one could even have an inanimate object as a persona. You have resistance to 1-3 damage types, and vulnerability to one less than the number of resistances. If you have resistance to a damage type from one of the following sets, you must have vulnerability to one from that set or one with a lower number as well. This applies to the lowest-set resistance. The resistances and weakness should fit with your persona. Sets are as follows: Set 1 Bludgeoning, Piercing and Slashing damage.

Set 2 Cold, Fire, Poison and Necrotic damage.

Set 3 Lightning, Force, and Radiant damage.

Set 4 Psychic, Acid, and Thunder damage. Examples: Resistance to Poison and Bludgeoning damage, vulnerability to Piercing damage.

Resistance to Necrotic and Poison damage, vulnerability to Cold damage.

Resistance to Lightning and Force damage, vulnerability to Poison damage. It also falls under one of the 22 arcana; Fool ,Magician, Priestess, Empress, Emperor, Hierophant, Lovers, Chariot, Justice, Hermit, Fortune, Strength, Devil, Death, Star, Moon, Judgment or Hanged Man.(This is for flavor only but you can discuss with your DM what you want to do with this) Credit: Shin Megami Tensei Persona Archetype 1st level You pick one type from Physical, Hybrid, or Caster (Detailed later) Persona weapon Starting at 1st level, you gain a magical weapon. It can be summoned or dismissed as a bonus action. If it has the Light property, you gain 2 of it. It has the Soulbound property, meaning you can use your charisma modifier for attack and damage rolls with it. Also, you are proficient with it. Spirit Power Your Spirit Power (SP) is your Cha mod x level. (Ex: Your level 5 and have a Cha mod of 4, so you would have 4x5=20 in SP.) Spells As a Persona User you are able to cast spells using your Persona. The spell DC for these spells are (8 + Cha mod + Proficiency). For the Physical Spells though it will be (8 + Str or Dex mod + Proficiency). When you level up you may change your spells known. Mind Over Matter At level 2 while wearing light armor or no armor you gain a bonus to AC equal to half your Cha 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. Extra Attack By 5th level, you have become adept at combat with your Persona and physical weapons alike. You can make two attacks, instead of one, when you take the Attack action. Truth of the Heart At level 6 you gain proficiency in Wisdom saves My True Weapon At level 7 your persona weapon is now a +2 magic weapon. I've Got My Back At level 10 thanks to your persona you have blindsight 10ft, you cannot be surprised. Enhanced Weapon At level 14 your critical hit range with your persona weapon is doubled. (20 to 19-20, 19-20 to 18-20)

Victory Cry At level 15 after you win a battle you regain half of your spent SP. Ultimate Persona 18th level, Your persona's identity changes, Also you can change one resistance you have into an immunity, give yourself a new resistance, or remove a vulnerability. You may also upgrade an immunity into an Absorbance (You regain hit points equal to half the damage you would have taken) or a Reflection (The attacker takes the damage you would have taken, even if they are resistant or immune to the damage). You may do this three times. Credit: Akira Kurusu

Persona Type There are three major types of Personas, what type is yours Physical Your Persona specializes in physical attacks, and you are more durable than other Persona Users. You gain an additional hit points equal to your Proficiency Bonus per level. Primary category: Physical. Secondary category: Choose two categories from Support, or any Elemental type(s). Strength of Heart 3rd level when using a spell from primary category you chose at level one, you also add your Str or Dex mod to the damage Mighty Endurance 5th level you gain the passive Regenerate 1 it is not counted against your spells known. Vital Recovery 9th level, Your persona can reinvigorate you to keep up the fight. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Persona level. You can use this feature three times then you must finish a long rest. Wellspring of Life 11th level double your Con mod when determining max health. Mighty Combat 13th level double the range/ radius of all Physical spells. And gain a second Extra Attack Overwhelming force 17th level you add both your Dex and Str to your physical spell attacks/ spell save DC (physical spell attack=Prof+Str+Dex / spell save DC=8+Prof+Str+Dex) Might of the Heart 20th level You gain the Earth Breaker physical spell: You smash the ground breaking it apart in a 30ft radius centered on you everyone in the area except you takes 15d20 magical bludgeoning damage, Dex save for half damage, the area also become dangerous terrain cost 50HP All physical spells other than Earth Breaker cost half the original cost. (Minimal of 1HP) Hybrid Your Persona is well-rounded, with a variety of skills. You gain an additional hit points and Spirit Points equal to Half of your Proficiency Bonus (rounded down) per level. Primary category: None. Secondary category: Choose four from Physical, Support, Healing, or any Elemental type(s). Will of the Heart 3rd level when using a spell, you also add half your Cha mod in damage/healing. Defence of the Heart 5th level you gain the passive Resist Effect it is not counted against your spells known. Vital Spirit 9th level, you have learned how to convert you vital essence into spiritual power. As an action you can convert up to your level in HP to SP. You can use this feature two times then you must finish a long rest. Knowledge from the Heart 11th level you gain two more Secondary category of your choice. Versatility of the Heart 13th level After using a spell you can attack as a bonus action Greater Will of the Heart 17th level you add Wis mod to your spell attack/ spell save DC(spell attack=Prof+Cha+Wis / spell save DC=8+Prof+Cha+Wis) True Power of the Heart 20th level You gain the Heartfelt Rebuke spell: After taking damage you can cast this spell as a reaction causing an explosion of almighty energy in a 20ft radius centered on you causing 15d12 damage to all enemies, Dex save for half damage cost 30SP All spells other than Heartfelt Rebuke cost half the original cost. (Minimal of 1SP) Credit: Shin Megami Tensei

Caster Your Persona specializes in magical abilities, though you are somewhat less durable than other Persona Users. You gain an additional Spirit Points equal to your Proficiency Bonus per level. Primary category: Either one Elemental or Healing. Secondary category: Choose two categories from Support, Healing, or any Elemental type(s). Magic’s Strength 3rd level when using a spell from primary category you chose at level one, you also add your Cha mod to the damage/healing. Magicians Endurance 5th level you gain the passive Invigorate 1 it is not counted against your spells known. Spirit Recovery Beginning at 9th level, you have learned to regain some of your spiritual energy by drawing on reserves of power stored within yourself. When you finish a short rest, you can regain Spirit Points equal to twice your level. Magical Knowledge 11th level you gain another Secondary category of your choice. Caster’s Reach 13th level double the range of all elemental and healing spells(1.5x radius for healing spells) Caster’s Greatness 17th level you add twice you Cha mod to your spell attacks/ spell save DC for elemental spells.(spell attack=Prof+2xCha / spell save DC=8+Prof+2xCha) Caster’s Greatest Power 20th level You gain the Caster’s Accord spell which targets an area of a 20ft radius within 90ft and deals 15d10 force damage to all enemies while healing allies for the same amount, Dex save for half damage cost 50SP All spells other than Caster’s Accord cost half the original cost. (Minimal of 1SP) Credit: Ra Lilium via ArtStation

Spell List Fire Fire damage 1st level- Agi: deals 1d8 fire damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Maragi: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 fire damage half as much on a successful save. Costs: 4SP 3rd level- Agilao: deals 3d8 fire damage, make a ranged spell attack against a target within 60ft of you. Costs: 3SP 4th level- Maragion: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 fire damage half as much on a successful save. Costs: 8SP 5th level- Agidyne: deals 5d8 fire damage, make a ranged spell attack against a target within 60ft of you. Costs: 5SP 6th level- Maragidyne: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 fire damage half as much on a successful save. Costs: 16SP 7th level- Inferno: deals 7d8 fire damage, make a ranged spell attack against a target within 60ft of you. Costs: 7SP 8th level- Blazing Hell: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 16d6 fire damage half as much on a successful save. Costs: 32SP Ice Cold damage 1st level- Bufu: deals 1d8 cold damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Mabufu: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 cold damage half as much on a successful save. Costs: 4SP 3rd level- Bufula: deals 3d8 cold damage, make a ranged spell attack against a target within 60ft of you. Costs: 3SP 4th level- Mabufula: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 cold damage half as much on a successful save. Costs: 8SP 5th level- Bufudyne: deals 5d8 cold damage, make a ranged spell attack against a target within 60ft of you. Costs: 5SP 6th level- Mabufudyne: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 cold damage half as much on a successful save. Costs: 16SP 7th level- Diamond Dust: deals 7d8 cold damage, make a ranged spell attack against a target within 60ft of you. Costs: 7SP 8th level- Ice Age: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 16d6 cold damage half as much on a successful save. Costs: 32SP Electric lightning damage 1st level- Zio: deals 1d8 lightning damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Mazio: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 lightning damage half as much on a successful save. Cost: 4SP 3rd level- Zionga: deals 3d8 lightning damage, make a ranged spell attack against a target within 60ft of you. Cost: 3SP 4th level- Mazionga: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 lightning damage half as much on a successful save. Cost: 8SP 5th level- Ziodyne: deals 5d8 lightning damage, make a ranged spell attack against a target within 60ft of you. Cost: 5SP

6th level- Maziodyne: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 lightning damage half as much on a successful save. Cost: 16SP 7th level- Thunder Reign: deals 7d8 lightning damage, make a ranged spell attack against a target within 60ft of you. Cost: 7SP 8th level- Wild Thunder: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 16d6 lightning damage half as much on a successful save. Cost: 32SP Wind Force damage 1st level- Garu: deals 1d8 force damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Magaru: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 force damage half as much on a successful save. Cost: 4SP 3rd level- Garula: deals 3d8 force damage, make a ranged spell attack against a target within 60ft of you. Cost:3SP 4th level- Magarula: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 force damage half as much on a successful save. Cost: 8SP 5th level- Garudyne: deals 5d8 force damage, make a ranged spell attack against a target within 60ft of you. Cost: 5SP 6th level- Magarudyne: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 force damage half as much on a successful save. Cost: 16SP 7th level- Panta Rhei: deals 7d8 force damage, make a ranged spell attack against a target within 60ft of you. Cost: 7SP 8th level- Vacuum Wave: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 16d6 force damage half as much on a successful save. Cost: 32SP Psychokinesis Psychic damage 1st level- Psi: deals 1d8 psychic damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Mapsi: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 psychic damage half as much on a successful save. Cost: 4SP 3rd level- Psio: deals 3d8 psychic damage, make a ranged spell attack against a target within 60ft of you. Cost: 3SP 4th level- Mapsio: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 psychic damage half as much on a successful save. Cost: 8SP 5th level- Psiodyne: deals 5d8 psychic damage, make a ranged spell attack against a target within 60ft of you. Cost: 5SP 6th level- Mapsiodyne: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 psychic damage half as much on a successful save. Cost: 16SP 7th level- Psycho Force: deals 7d8 psychic damage, make a ranged spell attack against a target within 60ft of you. Cost: 7SP 8th level- Psycho Blast: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 16d6 psychic damage half as much on a successful save. Cost: 32SP Nuclear Acid damage 1st level- Frei: deals 1d8 acid damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Mafrei: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 acid damage half as much on a successful save. Cost: 4SP 3rd level- Freila: deals 3d8 acid damage, make a ranged spell attack against a target within 60ft of you. Cost: 3SP

4th level- Mafreila: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 acid damage half as much on a successful save. Cost: 8SP 5th level- Freidyne: deals 5d8 acid damage, make a ranged spell attack against a target within 60ft of you. Cost: 5SP 6th level- Mafreiladyne: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 acid damage half as much on a successful save. Cost: 16SP 7th level- Atomic Flare: deals 7d8 acid damage, make a ranged spell attack against a target within 60ft of you. Cost: 7SP 8th level- Cosmic Flare: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 16d6 acid damage half as much on a successful save. Cost: 32SP Bless Spells Radiant damage 1st level- Kouha: deals 1d8 radiant damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Makouha: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 radiant damage half as much on a successful save. Cost: 4SP Hama: one enemy within 60ft of you must make a Con save of DC 12 or have their HP reduced by 1/2 of current hp. Cost:4 3rd level- Kouga: deals 3d8 radiant damage, make a ranged spell attack against a target within 60ft of you. Cost: 3SP Mahama: choose a 20ft area within 60ft of you any enemies in the area have to make a Con save equal to a DC 12 or have their HP reduced by 1/2 of current hp. Cost:8 4th level- Makouga: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 radiant damage half as much on a successful save. Cost: 8SP 5th level- Kougaon: deals 5d8 radiant damage, make a ranged spell attack against a target within 60ft of you. Cost: 5SP Hamaon: one enemy within 60ft of you must make a Con save of DC 15 or have their HP reduced by 1/2 of current hp. Cost: 12SP 6th level- Makougaon: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 radiant damage half as much on a successful save. Cost: 16SP Mahamaon: choose a 20ft area within 60ft of you any enemies in the area have to make a Wis save equal to a DC 15 or take 1d100 damage. Cost:16 7th level- Shining Arrows: deals 7d8 radiant damage, make a ranged spell attack against a target within 60ft of you. Cost: 7SP 8th level- Samsara: choose a 20ft area within 60ft of you any enemies in the area have to make a Con save equal to a DC 18 or have their AC reduced to 1, for one turn. Cost:40 Curse Spells Necrotic damage 1st level- Eiha: deals 1d8 necrotic damage, make a ranged spell attack against a target within 60ft of you. Costs: 1SP 2nd level- Maeiha: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 2d6 necrotic damage half as much on a successful save. Cost: 4SP Mudo: one enemy within 60ft of you must make a Con save of DC 12 or have their HP reduced by 1/2 of current hp. Cost:4SP 3rd level- Eiga: deals 3d8 necrotic damage, make a ranged spell attack against a target within 60ft of you. Cost: 3SP Mamudo: choose a 20ft area within 60ft of you any enemies in the area have to make a Con save equal to a DC 12 or have their HP reduced by 1/2 of current hp. Cost:8 4th level- Maeiga: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 necrotic damage half as much on a successful save. Cost: 8SP 5th level- Eigaon: deals 5d8 necrotic damage, make a ranged spell attack against a target within 60ft of you. Cost: 5SP Mudoon: one enemy within 60ft of you must make a Con save of DC 15 or take 1d100 of damage. Cost: 12SP 6th level- Maeigaon: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 necrotic damage half as much on a successful save. Cost: 16SP Mamudoon: choose a 20ft area within 60ft of you any enemies in the area have to make a Con save equal to a DC 15 or have their HP reduced by 1/2 of current hp. Cost:16

7th level- Magatsu Mandala: deals 7d8 necrotic damage, make a ranged spell attack against a target within 60ft of you. Cost: 7SP 8th level- Purgatorial Wing: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 16d6 necrotic damage half as much on a successful save. Cost: 32SP Physical Spells Various Physical damage 1st level- Sonic Punch: 1d10 bludgeoning damage, make a melee spell attack against a target within 5ft. Cost: 2HP Single Shot: Make a ranged spell attack against a target within 60 feet. On a hit, deal 1d6 Piercing damage. Cost: 2HP 2nd level- Gale Slash: enemies 10ft around you must make a Dex save equal to your Persona DC if they fail they take 2d8 slash damage, or half as much on a successful save. Cost: 4HP Spread Shot: Make a ranged spell attack against 3 targets within 60 feet. On a hit, deal 1d6 Piercing damage. Cost: 4HP 3rd level- Power Slash: 3d10 slashing damage, make a melee spell attack against a target within 5ft. Cost: 6HP Big Shot: Make a ranged spell attack against a target within 60 feet. On a hit, deal 3d6 Piercing damage. Cost: 6HP 4th level- Herculean Strike: enemies 10ft around you must make a Dex save equal to your Persona DC if they fail they take 4d8 bludgeoning damage, or half as much on a successful save. Cost: 8HP Torrent Shot: Make a ranged spell attack against 3 targets within 60 feet. On a hit, deal 3d6 Piercing damage. Cost: 8HP 5th level- God's Hand: deals 5d10 bludgeoning damage, make a melee spell attack against a target within 5ft. 10HP Assault Shot: Make a ranged spell attack against a target within 60 feet. On a hit, deal 5d6 Piercing damage. Cost: 10HP 6th level- Vorpal Blade: enemies 10ft around you must make a Dex save equal to your Persona DC if they fail they take 8d8 slashing damage, or half as much on a successful save. Cost: 12HP Gattling Shot: Make a ranged spell attack against 3 targets within 60 feet. On a hit, deal 5d6 Piercing damage. Cost: 12HP 7th level- Brave Blade: 7d10 slashing damage, make a melee spell attack against a target within 5ft. 14HP Sniper Shot: Make a ranged spell attack against a target within 60 feet. On a hit, deal 6d6 Piercing damage. Crit range 18-20. Cost: 14HP Almighty Non-Typed damage 1st level- Life Drain: deals 1d6 almighty damage, make a ranged spell attack against a target within 60ft of you you heal all the damage you deal. Costs: 1SP 2nd level- Spirit Drain: Target enemy must make a Cha save or have 1d8 SP drained, if they do not have SP they take the SP drained in almighty damage. 3rd level- Foul Breath: make a ranged spell attack against a target within 60ft of you gain disadvantage on saves for one minute Cost: 3SP 4th level- Megido: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 4d6 almighty damage half as much on a successful save. Cost: 8SP 5th level- Bloodsuck: deals 5d6 almighty damage, make a ranged spell attack against a target within 60ft of you and you heal that much in either health or SP. Cost: 5SP 6th level- Megidola: choose a 20ft area within 60ft of you any enemies in the area have to make a Dex save equal to your Persona DC if they fail they take 8d6 almighty damage half as much on a successful save. Cost: 16SP 7th level- Black Viper: deals 7d8 almighty damage, make a ranged spell attack against a target within 60ft of you. Cost: 7SP Recovery Heal 1st level- Dia: heal one ally for 1d8 hit points. Costs: 2SP 2nd level- Media: heal all allies within 20ft of you for 2d6. Costs: 3SP 3rd level- Diarama: heal one ally for 3d8 hit points. Costs: 4SP

4th level- Mediarama: heal all allies within 20ft of you for 4d6 hit points. Costs: 6SP Energy Drop: heal your ally from one level of exhaustion. 5SP 5th level- Recarm: stabilize an ally and restore 3d6 of their hit points. Costs: 10SP Cadenza: heal all allies for 2d8 and give haste to those allies for 3 turns. Costs: 12SP 6th level- Amrita Drop: heal all status ailments for one ally. Costs: 12SP 7th level- Diarahan: heal one ally for 10d8 hit points. Costs: 13SP Amrita Shower: heal all allies of all status ailments. Costs: 15SP Samarecarm: revive a dead ally and heal them for 8d6 hit points. 20SP 8th level- Mediarahan: heal all allies within 20ft of you for 16d6 hit points. Costs: 20SP Support Strengthen allies/ Weaken Enemies 1st level- Tarukaja: +2 to damage for one ally within 60ft of you for 1 minute cost: 2SP Sukukaja: you may cast this on one target within 60ft of you they gain 10ft for 1 minute. cost: 2SP Rakukaja: you may cast this on one target within 60ft of you, and for 1 minute, enemies that make attacks on them get disadvantage cost: 2SP 2nd level- Tarunda: you may cast this on one target within 60ft of you they get a -2 on damage for 1 minute. cost: 4SP Rakunda: you may cast this on one target within 60ft of you allies gain advantage to hit on the target for 1 round. cost: 4SP Sukunda: you may cast this on one target within 60ft of you, Wisdom save or have their movement speed reduced by 10ft for 1 minute. cost: 4SP 3rd level- Evil Touch: you may cast this on one target within 60ft of you they make a Wis save equal to your DC if they fail they are feared until they pass the save if they pass, nothing happens, they can repeat the save at the end of each of their turns. cost: 6SP Domina: you may cast this on one target within 60ft of you they make a Wis save equal to your DC if they fail they fall asleep if they pass nothing happens, they can repeat the save at the end of each of their turns. cost: 6SP Dazzler: you may cast this on one target within 60ft of you they make a Wis save equal to your DC if they fail they are stunned until they pass the save, they can repeat the save at the end of each of their turns. cost: 6SP 4th level- Matarukaja: you may cast this on all allies within 30ft of you they gain +2 to damage for 1 minute. cost: 10SP Marakukaja: you may cast this on all allies within 30ft of you if they are attacked the attacker has disadvantage to hit for 1 minute. cost: 10SP Masukukaja: you may cast this on all allies within 30ft of you they gain 10ft of movement speed for 1 minute cost: 10SP Karakarn: You cast this on one target within 30ft of you. It reflects one spell of any kind at the caster, causing the effects to affect the caster instead. If you are not hit by a spell during combat, Karakarn cancels out after combat ends. You cannot cast Ma/Karakarn and Ma/Tetrakarn on the same target until the protection is broken, or the original protection is negated. 10SP Tetrakarn: You cast this on one target within 30 ft of you. It reflects one physical attack, be it magical or normal weapon attacks (slashing/bludgeoning, piercing), causing the effects to affect the attacker instead. If you are not hit by a physical attack during combat, Tetrakarn wears off after combat ends. You cannot cast Ma/Karakarn and Ma/Tetrakarn on the same target until the protection is broken, or the original protection is negated. 10SP 5th level- Matarunda: you may cast this on all enemies within 30ft of you they lose -2 to attack for 1 minute cost: 14SP Marakunda: you may cast this on all enemies within 30ft of you all allies who make an attack on them gain advantage for 1 minute cost: 14SP Masukunda: you may cast this on all enemies within 30ft of you, Wisdom save or have their movement speed reduced by 10ft for 1 minute cost: 14SP

6th level- Heat Riser: you may cast this on one target within 60ft of you during surprise round, they gain the haste effect for 1 minute cost: 18SP Charge: You cast this on yourself. Your next physical spell, ranged, or melee attack deals 2x damage. It takes an action to cast. If you do not use the charge, it expires at the end of combat. 25SP Concentrate: You cast this on yourself. Your next spell deals 2x damage. This has no effect on Hama/Mudo spells, and is not expended when they are used. It takes an action to cast. If you do not use the concentration, it expires at the end of combat. 25 SP 7th level- Debilitate: you may cast this on one target within 60ft of you they lose -2 to hit and damage, have advantage to getting hit, and move half their movement speed for 1 minute cost: 20 SP 8th level- Thermopylae: you may cast this on all allies within 30ft of you during a surprise round, they gain the haste effect for 1 minute cost: 30SP Supercharge You cast this on yourself. Your next magical and physical attacks deal 3x damage. It takes an action to cast. If you do not use the supercharge, it expires at the end of combat. 35SP Makarakarn: You cast this on up to four allies within 30ft of you. It reflects one spell of any kind at the caster, causing the effects to affect the caster instead. If you are not hit by a spell during combat, Makarakarn cancels out after combat ends. You cannot cast Ma/Karakarn and Ma/Tetrakarn on the same target until the protection is broken, or the original protection is negated. 25SP Matetrakarn: You cast this on up to four allies within 30 ft of you. It reflects one physical attack, be it magical or normal weapon attacks (slashing, bludgeoning, piercing), causing the effects to affect the attacker instead. If you are not hit by a physical attack during combat, Matetrakarn wears off after combat ends. You cannot cast Ma/Karakarn and Ma/Tetrakarn on the same target until the protection is broken, or the original protection is negated. 25SP Passive All persona users can take Passive skills. They take up a known spell slot. 1st level- Dodge Attack: Pick a damage type not affected by Evade Attack, Null Attack, Repel Attack, or Drain Attack. You have +2 AC or +2 on saves involving this damage type. You may take this skill any number of times. NO SP COST 2nd level- Speed Master: You gain a 10ft bonus to you move speed. NO SP COST Attack Master: You deal +2 damage for 1 minute at the beginning of combat. NO SP COST Regenerate 1: You recover 3 HP. Stacks with Regenerate 2 & 3. NO SP COST Defense Master: Enemies have disadvantage to hit you for 1 minute at the beginning of combat. NO SP COST 3rd level- Resist Effect: choose one from Poison, Confuse, Sleep, Charm, Fear, Distress, Rage or Exhaustion You have advantage on saving throws against that effect. You may take this skill any number of times. NO SP COST. Invigorate 1: You recover 3 SP. Stacks with Invigorate 2 & 3. NO SP COST 4th Level- Evade Attack: Pick a damage type not affected by Dodge Attack, Null Attack, Repel Attack, or Drain Attack. You gain the effects of Evasion against this damage type. You may only take this skill 3 times. NO SP COST Regenerate 2: You recover 5 HP. Stacks with Regenerate 1 & 3. NO SP COST 5th Level- Invigorate 2: You recover 5 SP per turn. Stacks with Invigorate 1 & 3. NO SP COST Null Attack: Pick a damage type. You become completely immune to this damage type. You cannot take more than 2 immunities at 5th spell level, and gain the ability to choose another immunity for each spell level you go up. (Example 3 immunities at spell level 6, 4 at spell level 7) NO SP COST Endure: Survive a single attack that would kill you or knock you unconscious with 1 HP left. You regain the use of this ability after a long rest. NO SP COST Survival Trick: Survive a single instant death attack (Power Word Kill, Disintegrate, etc. that would normally kill you) with 1 HP left. You regain the use of this ability after a long rest. NO SP COST