Classes

Generalist
Level Proficiency Bonus Features
1st +2 Marked Targets
2nd +2 Jack of all Trades
3rd +2 General Subclass
4th +2 Ability Score Improvement/Feat
5th +3 Extra Attack
6th +3 General Subclass (2)
7th +3 Skilled Strikes
8th +3 Ability Score Improvement/Feat
9th +4 General Subclass (3)
10th +4 Skilled Strikes (2)
11th +4 Energy Saving
12th +4 Ability Score Improvement/Feat
13th +5 Energy Saving (2), General Subclass (4)
14th +5 Experienced Casting
15th +5 General Subclass (5)
16th +5 Ability Score Improvement/Feat
17th +6 Enhanced Accuracy
18th +6 General Subclass (6)
19th +6 Ability Score Improvement/Feat
20th +6 You’re Wide Open!

Generalist

Class Features

Hit Points

Hit Die: d10

Hit Points at 1st Level and Beyond: 10 + Constitution modifier

Spirit Points

Spirit Die: d10

Spirit Points at 1st Level: 10 + Constitution modifier

Spirit Points at Higher Levels: d10 (or 6) + Constitution modifier

Proficiency

Weapon Proficiencies: All Simple Weapons

Armor Proficiencies: All Armor

Tool Proficiencies: Choose 1 toolkit.

Skill Proficiencies: Choose any 3 skills.
Save Proficiencies: Choose 2 saving throws.

Equipment

You start with the following equipment;

  • (a) Undershirt or (b) Combat Jacket
  • 1 Simple Melee Weapon
  • 1 Simple Ranged Weapon

Creating a Generalist

When making a Generalist, think of a team leader. You are someone who ensures their team has the tools to handle any problematic situation. This class is based off of Yu & Joker.

Quick Build

To quickly build a Generalist, your highest ability score should be Dexterity followed by Constitution, Wisdom, or Charisma.

 

 

Marked Targets

Starting at 1st level, when you would target a hostile creature with the Assist action, you may mark them. When you would attack a marked creature with a melee weapon or unarmed attack, you deal an additional 1d6 damage of the same type.

Jack of all Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

General Subclass

Starting at 3rd level, you may choose a General Subclass. You will gain features at 3rd, 6th, 9th, 13th, 15th and 18th levels.

Ability Score Improvement/Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Skilled Strikes

Starting at 7th level, whenever you take the Attack action, you can move 15 feet as part of the same action. Starting at 10th level, this increases to 30 feet.

Energy Saving

Starting at 11th level, the cost of any spell you cast may be reduced by 1. At 13th level, the cost will be reduced by 3.

Experienced Casting

Starting at 14th level, select one element, spells you cast with the following element that requires an attack roll, reduces a creatures damage reduction by 2, once per casting.

Enhanced Accuracy

Starting at 17th level, when casting a spell against a target with damage reduction against it, roll a 2d4, reducing their damage reduction by that result. If this roll is above their damage reduction, they will take that as additional damage.

You’re Wide Open!

Starting at 20th level, when your marked target would regain hit points in any way after reaching 50% HP or lower, it will provoke an attack of opportunity.

 

 

General Subclasses

Survivalist

Fight or Flight

Starting at 3rd level, you may take the Dash action as a bonus action.

When you hit a creature with a melee attack, you may choose to make it so they cannot use reactions until the end of their next turn instead of dealing damage.

You gain advantage on any Saving Throw or Ability Check that would attempt to restrict your movement (grappling, restraining, paralyzing, etc).

Kick Them While They’re Down

Starting at 6th level, you know how to exploit a foes distraction, drop in guard, and moment of hesitation. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll or if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Additionally, during an All-Out Attack, you may reroll any 1s or 2s.

Pre-Planned Route

You have learned the value of always knowing how to, and when to escape or run. You practice your escape routes the night before and in your dreams in order to avoid wasting time. Starting at 9th level, when you would take the dash action, you instead are able to increase your movement speed by triple your base speed. Once you do this, you cannot gain the benefit of this feature again until you choose to reduce your speed to 0 at the beginning of your turn or finish a rest.

Over Preparation

You always over prepare. So much so that you over pack, bring too much of the same thing, or are always more prepared than the next person. Starting at 13th level, when you would complete a rest of any type. Roll one d20. Record the results. Whenever you or an ally would make a skill check using Dexterity, Wisdom or Charisma you can replace their original d20 result with the d20 you previously rolled, spending that roll.

“Predictable…”

Starting at 15th level, you can attempt to predict the behavior of a creature you can see within 30 feet of you. Make a Perception check contested by the target’s Dexterity saving throw. If you have expertise in Perception, you instead add a +1d4 bonus in place of expertise. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage.

Action Surge

Starting at 18th level, you can take one additional action. Once you use this feature twice, you must finish a long rest before you can use it again.

 

 

Trickster

Quick Movement

Starting at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Stealthy

Starting at 6th level, if you are hidden, you gain a +20 bonus to your movement speed when sneaking and creatures have a -5 penalty to Wisdom (Perception) checks made to search for you, while you are hidden from them.

Slippery

Starting at 9th level, you gain proficiency in the Sleight of Hand skill. If you are already proficient, you instead gain expertise. As a reaction to a creature making a weapon attack targeting you, you can make a Dexterity (Sleight of Hand) check vs the targets attack roll. On success, their weapon attack will become an unarmed attack and they will be disarmed.

Paranoia

Starting at 13th level, you gain a +5 bonus to initiative and enemies that would surprise you will not make their attacks at advantage.

Stroke of Luck

Starting at 15th level, when you roll a 1 on any roll, you may instead make it a 20. You may use this an amount of times equal to your proficiency bonus.

Thief’s Reflexes

You have become adept at laying ambushes and quickly escaping danger. Starting at 18th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10.

 

 

Striker
Level Proficiency Bonus Features
1st +2 Fighting Style
2nd +2 Follow Up
3rd +2 Striker Technique
4th +2 Ability Score Improvement/Feat
5th +3 Extra Attack
6th +3 Striker Technique (2)
7th +3 Manuevers
8th +3 Ability Score Improvement/Feat
9th +4 Striker Technique (3)
10th +4 Fighting Style Mastery
11th +4 Striker Technique (4)
12th +4 Ability Score Improvement/Feat
13th +5 Striker Technique (5)
14th +5 Precise Attacker
15th +5 Striker Technique (6)
16th +5 Ability Score Improvement/Feat
17th +6 Second Wind
18th +6 Striker Technique (7)
19th +6 Ability Score Improvement/Feat
20th +6

Striker

Class Features

Hit Points

Hit Die: d8

Hit Points at 1st Level and Beyond: 8 + Constitution modifier

Spirit Points

Spirit Die: d6

Spirit Points at 1st Level: 6 + Constitution modifier

Spirit Points at Higher Levels: d6 (or 4) + Constitution modifier

Proficiency

Weapon Proficiencies: Simple and Martial

Armor Proficiencies: Light & Medium Armor

Skill Proficiencies: Acrobatics, Choose 3 between Athletics, Intimidation, Stealth, and Sleight of Hand.

Save Proficiencies: Dexterity, Constitution, Charisma

Equipment

You start with the following equipment;

  • (a) Undershirt or (b) Combat Jacket
  • 1 Simple or Martial Melee Weapon
  • 1 Simple or Martial Ranged Weapon

Creating a Striker

When creating a Striker, your main focus is damage. When it comes to dealing damage, you are the best person for the job. Your health and spirit values are on the low end compared to most classes, meaning you are essentially a glass cannon. This class is based off Akihiko, Makoto, and Naoto.

Quick Build

To quickly build a Striker, your highest ability score should be Dexterity followed by Constitution.

 

 

Fighting Style

Starting at 1st level, you adopt a particular style of fighting.

  • Dueling: When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception: When a creature you can see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
  • Protection: When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose a disadvantage on the attack roll. You must be wielding a heavy weapon.
  • Sharpshooter: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defensive Stance: While you are wearing armor, you gain a +1 bonus to AC.
  • Grappler: At the beginning of each of your turns, you may deal 1d4 bludgeoning damage to anyone grappled by you.

Follow Up

Starting at 2nd level, if an ally lands a successful attack against a hostile creature, you may make a melee attack against the same creature at advantage as a reaction.

Striker Technique

Starting at 3rd level, you may choose a Striker technique. You will gain features at 3rd, 6th, 9th, 11th/13th, 15th and 18th levels.

Ability Score Improvement/Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Maneuvers

Starting at 7th level, you gain access to a couple of features you may use at the start of your turns;

  • Patient Defense: You may spend 3 spirit points to take the Dodge or Guard action as a bonus action.
  • Step of the Wind: You can spend 3 spirit points to take the Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Fighting Style Mastery

Starting at 10th level, you’ve mastered your current fighting style.

  • Duel Mastery: (Dueling) The damage rolls bonus increases to 4, and you will gain +1 attack roll bonus when attacking with a melee weapon in one hand and no other weapons.
  • Great Weapon Master: (Great Weapon Fighting) You cannot roll 1 or 2 in a damage die for an attack you make with a melee weapon that you are wielding with two hands, needing to reroll until you get at least a 3.
  • Improved Interception: (Interception) The damage reduction increases to 2d10 + twice of your proficiency bonus, and you may use this with creatures in any distance, as long as the weapon can reach it.
  • Mastered Protection: (Protection) You can impose disadvantage on attack rolls while holding a simple or martial weapon, and the range increases to your movement speed.
  • Trigger Happy Havoc: (Sharpshooter) The bonus to attack rolls increases to +4.
  • Improved Blind Fighting: (Blind Fighting) Your blindsight increases to 30 feet, and may see even creatures behind total cover.
  • Immovable Object: (Defensive Stance) Your bonus to AC increases to +2.
  • Bear Hugger: (Grappler) The damage die becomes 2d4.

Precise Attacker

Starting at 14th level, when you would miss an attack, you may reroll the attack a number of times equal to your Strength or Dexterity modifier (choose one, which you may only change after a long rest).

Second Wind

Starting at 17th level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Striker level. Once you use this feature, you must finish a short or long rest before you can use it again.

 

 

Striker Techniques

Weapon Specialist

Weapon Focus

Starting at 3rd level, you must choose a specific weapon type and weight class. Weapons of this type will gain a +1 bonus to Attack & Damage rolls and gain a single weapon property. You may not be disarmed while holding weapons of this type. If you would choose to place a weapon sigil on this focus, you must choose between the two.

Relentless

Starting at 6th level, you may add your Strength, Dexterity, or Constitution modifier to your initiative. Additionally, you gain a +10 movement speed increase.

Critical Focus

Starting at 9th level, your weapon focus will gain a +1 critical threat range.

Starting at 11th level, when you would score a critical using your weapon focus, you may increase the amount of damage die by +1.

Battle Ready

Starting at 13th level, you gain advantage on initiative checks. If you would use a skill with your weapon focus’ damage type, you may add your weapon’s damage die to the roll.

Weapon Augments

Starting at 15th level, you have a variety of options to take during your turn;

Deflection

As a reaction to being targeted by a physical attack, you may roll a 1d6, adding it to your armor class.

Supernatural Speed

As an action, you may roll a 1d8 multiplying the result by your proficiency and increasing your movement speed by that amount.

Aggressive Strikes

When attacking with your weapon focus, you may spend a bonus action to deal an additional 2d4 damage.

Weapon Mastery

Starting at 18th level, if an enemy is resistant to your weapon’s damage type, you may decrease their resistance by 1 level;

  • Absorb/Reflect -> Nullification
  • Nullification -> Resistance
  • Resistance -> Normal

 

 

Martial Artist

Unarmored Defense

Starting at 3rd level, while you are wearing no armor, your armor class is calculated in this way;

10 + Dexterity Modifier + Half Charisma Modifier (min 1) + Proficiency Bonus

Martial Arts

At 3rd level, you gain the following effects while unarmed or wielding only simple weapons and wearing no armor.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This will change according to the chart below.
  • Your movement speed increases by 5. This will change according to the chart below.
  • When you use the Attack action with an unarmed strike or a simple weapon with the Light property on your turn, you can make one unarmed strike as a bonus action.
    Striker Level Martial Arts Damage Martial Arts Movement
    1 1d4 +5
    4 1d6 +10
    9 1d8 +15
    13 1d10 +20
    17 1d12 +25
    20 2d10 +30

Evasion

Beginning at 6th level, when you are targeted by a spell that would force you to make a Dexterity save, you may take no damage on success and only half on failure.

Spirit Imbuement

Starting at 9th level, you may spend 10 spirit points to activate this feature. While in Spirit Imbuement, you gain the following benefits;

  • +1 unarmed damage die.
  • Your unarmed strikes deal your Persona’s damage type.
  • +10 movement speed
  • +1 armor class

You may only stay in this state for 1 minute. At the end of this form, you will gain 1 rank of Exhaustion. Starting at 11th level, the duration of this state increases to 2 minutes.

Flurry Strikes

Starting at 13th level, when landing an unarmed strike, you may spend 12 spirit points to make two additional unarmed strikes once per turn.

Focused Strike

Starting at 15th level, once per turn, when making an unarmed strike, you may deal 2d10 bludgeoning damage and force the target to make a Constitution saving throw. On failure, the target will gain the Dazed condition.

Almighty Power

Starting at 18th level, your unarmed strikes will count as almighty damage.

 

 

Caster
Level Proficiency Bonus Features
1st +2 Spiritual Recovery
2nd +2 —–
3rd +2 Caster Technique
4th +2 Ability Score Improvement/Feat
5th +3 Reactive Magic
6th +3 Caster Technique (2)
7th +3 Deadly Magic
8th +3 Ability Score Improvement/Feat
9th +4 Caster Technique (3)
10th +4 Refined Magic
11th +4 Caster Technique (4)
12th +4 Ability Score Improvement/Feat
13th +5 Caster Technique (5)
14th +5 Unavoidable
15th +5 Caster Technique (6)
16th +5 Ability Score Improvement/Feat
17th +6 Magic Mastery
18th +6 Caster Technique (7)
19th +6 Ability Score Improvement/Feat
20th +6 Overwhelming Power

Caster

Class Features

Hit Points

Hit Die: d8

Hit Points at 1st Level and Beyond: 8 + Constitution modifier

Spirit Points

Spirit Die: d10

Spirit Points at 1st Level: 10 + Constitution modifier

Spirit Points at Higher Levels: d10 (or 6) + Constitution modifier

Proficiency

Weapon Proficiencies: Simple and Martial

Armor Proficiencies: Light Armor

Skill Proficiencies: Arcana, Choose 3 between History, Investigation, Religion, Insight, and Perception.

Save Proficiencies: Dexterity, Intelligence, Charisma

Equipment

You start with the following equipment;

  • (a) Undershirt or (b) Combat Jacket
  • 1 Simple or Martial Melee Weapon
  • 1 Simple or Martial Ranged Weapon

Creating a Caster

When creating a Caster, your main focus is maintaining pressure and control over your enemies through the use of spells.

Quick Build

To quickly build a Caster, your highest ability score should be Charisma followed by Dexterity or Constitution.

 

 

Spiritual Recovery

Starting at 1st level, when casting a spell, you may half the cost. You may use this feature a number of times equal to your proficiency bonus.

Caster Techniques

Starting at 3rd level, you may choose a Caster Technique, granting you features at the 3rd, 6th, 9th, 11th or 13th, 15th, and 18th levels.

Ability Score Improvement/Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Reactive Magic

Starting at 5th level, when you would see a creature within 30 feet of you cast a spell that would deal damage of any type, you may, as a reaction, cast a spell you know with a casting time of 1 action.

Deadly Magic

Starting at 7th level, when you cast a spell with the casting time of 1 action, you may change the casting time from 1 Action to 1 Bonus Action, twice per battle.

Refined Magic

Starting at 10th level, you gain access to Caster Die, which are d6s. As part of your action, you may roll 1 Caster Die to gain 1 of these effects;

  • Increase the Save DC of any spell by half of the caster die’s result (rounded down).
  • Increase the damage by 1d6.

Unavoidable

Starting at 14th level, when you would make an attack roll using a spell against a hostile creature and get a critical failure, you may instead choose to count the roll as a 10.

Magic Mastery

Starting at 17th level, choose a single spell at Star Level 3 or lower, you will always deal the maximum damage when not upcasting.

Overwhelming Power

Starting at 20th level, any spell you cast will deal additional damage equal to your level.

 

 

Caster Techniques

Elementalist

Twin Caster

Starting at 3rd level, you may choose an additional element (except Almighty) for your Persona, you will not gain resistance to this element. When casting an elemental spell with your Persona, the spell will gain a 1d4 bonus to damage rolls and reduction to spell costs.

Fusion Spells

Starting at 6th level, as a reaction to an ally casting a spell of any type, you may cast a spell of your own to create a fusion spell.

  • Ice & Wind/Almighty; Blizzard
  • Fire & Fire/Almighty; Fireball
  • Lightning & Wind; Stormbringer
  • Nuclear & Fire/Lightning; Explosion

When creating a damaging fusion spell, both people will roll a d20, taking the lower result. On hit, both casters will roll their damage and land a Technical, if the target is resistant to both damage types, they will take half damage and the attack will not be a Technical.

Starting at 15th level, when casting a damaging fusion spell, if the target is resistant to both elements, it will land as if they weren’t resistant at all.

Elemental Strike

Starting at 9th level, once per turn, when you would cast a spell using one of your elements, you can as a bonus action, make one weapon attack, that deals an additional 1d6 damage of the same element.

Versatile

Starting at 11th level, your Persona will gain a level of resistance towards the element chosen in the Twin Caster feature.

Additionally, at 13th level, you may select another element, however, you will not gain a level of resistance towards this element.

Heightened Elementalist

Starting at 18th level, you can empower your elemental spells to a much higher degree, breaking through defenses. When you cast a fusion spell, you may expend 20 spirit points to add three times your level to the damage, twice per rest.

 

 

Controller

Spiritual Disruption

Starting at 3rd level, when a hostile creature is affected by an ailment spell that you cast, you can disrupt their spirit until the end of their next turn. The next spell they cast will increase by the original cost of the Ailment spell. You may use this an amount of times equal to your proficiency bonus.

Illusionary Expert

Starting at 3rd level, your AC is calculated by 10 + Half Dexterity modifier (min 1) + Charisma modifier + Proficiency Bonus.

Beginning at 6th level, once per long rest, when a hostile creature would succeed their saving throw against an Ailment spell you cast, you may force them to suffer the effects of a failure.

Starting at 9th level, when casting an Ailment spell, you may increase it’s duration by 1 round.

Vicious Mockery

Starting at 9th level, select one creature you see and unleash a string of words laced with your spirit. If the target is able to hear you, they must succeed a Wisdom or Intelligence save against your Spell Save DC or take 3d6 psychic damage and a 1d4 penalty to their next attack roll. If your selected element is psychic, double the damage die. Starting at 11th level, you may spend 5 spirit points to increase the amount of damage die by +1 to a maximum of 3.

Mass Hysteria

Starting at 13th level, if a hostile creature is affected by an Ailment spell you cast, hostile creatures 15 feet around them must make a Wisdom or Intelligence save against your Spell Save DC, suffering the same effect as the original target on failure.

Mental Vigor

Starting at 15th level, as an action, you may grant an ally 1d6 + your Charisma modifier temporary hit points. You gain proficiency in the Athletics and Acrobatics Skills. If you have proficiency in both of the aforementioned skills already, you instead gain expertise in one of the Skills.

Influence

Starting at 18th level, when a creature would make an attack roll against you, you may as a reaction, force the target to make a Wisdom or Intelligence save against your Spell Save DC. On failure, the target will instead attack themselves and be inflicted with the Confused condition.

 

 

Harbinger

Almighty Specialization

Starting at 3rd level, you gain access to Almighty spells in spell creation. You may create an Almighty spell at Star Level 1 for no downtime cost. Additionally at 3rd level, you and your Persona gain flying speed equal to half of your movement speed.

Drain Life

Starting at 6th level, you will gain access to the Life Drain and Spirit Drain cantrips which will not count against your spell list. Additionally, you may cast these cantrips at 0 cost.

Limitless Casting

Starting at 9th level, when casting an Almighty spell against a target inflicted with a condition, you may cast another Almighty spell.

Void Caster

Starting at 11th level, when dealing damage with the Almighty spell made with the Almighty Specialization feature, you may choose to take the target’s spirit points rather than hit points.

Void Break

Starting at 13th level, when casting a spell of any element that deals damage, you may force the target to make a Constitution save. On failure, the target will take 1d6 spirit damage and will be unable to cast spells for 1 round. At 15th level, this will increase to 3d8.

Complete Purity

Starting at 18th level, once per short rest, when casting an Almighty spell, you may force the target to make a Wisdom save. On failure, all of their resistances (including absorb, reflect, and nullification) will be lost until the end of your next turn.

 

 

Defender
Level Proficiency Bonus Features
1st +2
2nd +2 Protective Aura
3rd +2 Defensive Style
4th +2 Ability Score Improvement/Feat
5th +3 Fiendish Resilience
6th +3 Defensive Style (2)
7th +3 Endure
8th +3 Ability Score Improvement/Feat
9th +4 Defensive Style (3)
10th +4 Willpower
11th +4 Defensive Style (4), Protective Aura (2)
12th +4 Ability Score Improvement/Feat
13th +5 Defensive Style (5)
14th +5 Persistent, Harisen Recovery
15th +5 Defensive Style (6)
16th +5 Ability Score Improvement/Feat
17th +6
18th +6 Defensive Style (7)
19th +6 Ability Score Improvement/Feat
20th +6

Defender

Class Features

Hit Points

Hit Die: d12

Hit Points at 1st Level and Beyond: 12 + Constitution modifier

Spirit Points

Spirit Die: d6

Spirit Points at 1st Level: 6 + Constitution modifier

Spirit Points at Higher Levels: d6 (or 4) + Constitution modifier

Proficiency

Weapon Proficiencies: All Simple Weapons

Armor Proficiencies: Medium & Heavy Armor

Skill Proficiencies: Athletics, Choose 3 between Medicine, Animal Handling, and Persuasion.

Save Proficiencies: Strength, Dexterity, Constitution

Equipment

You start with the following equipment;

  • (a) Undershirt or (b) Combat Jacket or (c) Metal Breastplate
  • 1 Simple Melee Weapon
  • 1 Simple Ranged Weapon

Creating a Defender

When creating a Defender, you focus on tanking hits for your allies and keeping them safe.

Quick Build

To quickly build a Defender, your highest ability score should be Constitution.

 

 

Protective Aura

Starting at 2nd level, your allies have nothing to fear when they are around you. When an ally within a 15-foot radius of you is targeted with a spell that would inflict the fear condition, you may spend 3 spirit to grant immunity to the Fear condition to that ally until the end of your next turn.

At 11th level, this feature will grant temporary hit points equal to your level.

Defensive Styles

Starting at 3rd level, you may choose a Defensive Style, granting you features at the 3rd, 6th, 9th, 11th, 15th, and 18th levels.

Ability Score Improvement/Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Fiendish Resilience

Starting at 5th level, you may choose to increase your resistance level against any element of your choice by 1.

Endure

Some have an inner strength that simply cannot be stopped. Some are born with it, and others earn it through struggle and perseverance. Starting at 7th level, if you drop to 0 hit points and don’t die outright, you can make a DC 15 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 15.

Willpower

Starting at 10th level, at the start of each of your turns, you regain hit points equal to your Constitution modifier if you have less than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Persistent

At 14th level, you don’t know how to or when to give up, and it only makes it harder to stop you. If you would begin your turn with a Mental or Physical condition, you can spend 3d4 spirit points to end one of the listed conditions.

Harisen Recovery

At 14th level, if you would watch an ally be inflicted with a status condition while you are within 5 ft of them and not inflicted with a condition yourself, you may end their condition as a reaction.

 

 

Defensive Styles

Brute

Muscular Build

Starting at 3rd level, when making an Unarmed Strike, you may add your Constitution modifier instead of Strength or Dexterity. When making an Athletics check to grapple or shove a target, you may use either Strength or Constitution. You gain proficiency in Improvised Weapons

Reckless Attack

Starting at 6th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to a⁠ttack recklessly. Doing so gives you advantage on melee weapon a⁠ttack rolls during this turn, but atta⁠ck rolls against you have advantage until your next turn.

Tanky

Starting at 9th level, your Constitution ability score increases by 2. As a result, any feats and/or features that increase your Constitution ability score can increase up to a maximum of 22.

At 11th level, your Constitution ability score maximum increases to 24.

Intimidating Presence

Starting at 15th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again until a long rest.

Adrenaline Rush

Starting at 18th level, as a bonus action, you may choose to gain advantage on Strength and Constitution saving throws and gain your level in temporary hit points. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be confused or blinded.

 

 

Ironclad

Iron Body

Starting at 3rd level, if you would take damage from a structure or construct, you may reduce the damage by your hit die’s total multiplied by your proficiency bonus. Additionally, you deal double damage to structures and constructs.

Starting at 11th level, if you are damaged by a melee attack, you may force the attacker to make the attack’s ability check against your passive Constitution (10 + Constitution modifier), taking xd4 damage on failure. (x being Constitution modifier)

Iron Heart

Starting at 6th level, as a reaction, when a creature within 5 feet of you is hit by an attack that deals any type of damage, excluding psychic, you may dive in front of them, using your iron body to take the brunt of the force. The damage is reduced by your hit dice + your proficiency bonus. Rather than the initial target, the attack hits you regardless of your AC or other abilities.

Iron Fortitude

Starting at 9th level, You will gain temporary hit points equal to your proficiency bonus at the start of each of your turns. While holding a heavy weapon, you gain a +1 bonus to AC.

Iron Will

Starting at 11th level, You can’t stand by and watch your allies be harmed. Twice per rest, as an action, you may spend 10 spirit points to enter a trance for 1 minute. In this state, you gain the following benefits;

  • You gain immunity to all mental conditions and resistance to spirit damage.
  • When you would use your Iron Heart feature, you may make an attack against the triggering creature.

Iron Sentinel

Starting at 15th level, when you hit a creature with an opportunity attack, the creature will become confused. Additionally, at 18th level, their movement speed will drop to 0 until the beginning of their next turn.

 

 

Supporter
Level Proficiency Bonus Features
1st +2 Analysis
2nd +2 Expertise
3rd +2 Path of Aid
4th +2 Ability Score Improvement/Feat
5th +3
6th +3 Path of Aid (2)
7th +3 Expertise (2)
8th +3 Ability Score Improvement/Feat
9th +4 Path of Aid (3)
10th +4
11th +4 Path of Aid (4)
12th +4 Ability Score Improvement/Feat
13th +5 Path of Aid (5)
14th +5
15th +5 Path of Aid (6)
16th +5 Ability Score Improvement/Feat
17th +6 Expertise (3)
18th +6 Path of Aid (7)
19th +6 Ability Score Improvement/Feat
20th +6

Supporter

Class Features

Hit Points

Hit Die: d6

Hit Points at 1st Level and Beyond: 6 + Constitution modifier

Spirit Points

Spirit Die: d8

Spirit Points at 1st Level: 8 + Constitution modifier

Spirit Points at Higher Levels: d8 (or 5) + Constitution modifier

Proficiency

Weapon Proficiencies: Simple and Martial, Light

Armor Proficiencies: Light Armor

Tool Proficiencies: Medicine Kit, Hacking Kit

Skill Proficiencies: Arcana, Choose 3 between History, Investigation, Survival, Insight, Medicine, and Perception.

Save Proficiencies: Intelligence, Wisdom, Charisma

Equipment

You start with the following equipment;

  • Undershirt
  • 1 Simple or Martial Melee Weapon
  • 1 Simple or Martial Ranged Weapon
  • (a) Hacking Kit or (b) Navigator’s Kit

Creating a Supporter

Quick Build

To quickly build a Supporter, your highest ability score should be either Intelligence or Wisdom.

 

 

Analysis

Starting at 1st level, you may use Intelligence or Wisdom instead of Dexterity for your initiative bonus.

You may use the Assist action as a bonus action.

Additionally, you may use Intelligence instead of Strength or Dexterity for attack and damage bonus of weapons with the Light property against hostile creatures you’ve used the Assist action on.

Expertise

Starting at 2nd level, you may gain expertise in a single skill you are proficient in. You may choose another skill at 7th, and 17th level.

Path of Aid

You’ve spent loads of time developing your skills as the team’s foundation. Starting at 3rd level, you may choose a Path of Aid, granting you features at the 3rd, 6th, 9th, 11th, 13th, 15th, and 18th levels.

Ability Score Improvement/Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

 

 

Paths of Aid

Strategist

Move with Caution

Starting at 3rd level, you and allied creatures within 30 feet of you are incapable of being surprised while you are able to see or hear.

Mastermind

Starting at 3rd level, you gain access to an amount of Command Points equal to your proficiency bonus + Intelligence modifier. You may spend up to two command points per turn. In order to initiate a plan, you must spend one command point. You may enhance a currently placed plan by spending an additional command point.

Calculated Insight

At 6th level, you are able to assess a situation and predict an opponent’s movements. As a bonus action, make a Perception check vs the passive Deception (Deception skill + 10) of a creature you’ve used Assist on. On success, you can see through their tactics, granting you one of the following effects.

  • Determine Attack: You can force the enemy to gain disadvantage on their next attack against a creature that can see or hear you.
  • Predict Movement: You decude where they are planning to move on their next turn, you can command an allied creature to move up to their full movement plus 20 additional feet.
  • Expose Weakness: The target does not add its Armor Bonus to its AC Calculation until the start of their next turn.

Starting at 11th level, you are able to utilize the information to full effect. You gain access to the following features;

  • Determine Affiliation: You become aware of the enemy’s affiliation. When you plan to engage in combat, you gain knowledge of their highest attack bonus and spell save DC.
  • Determine Spells: You become aware of up to your proficiency bonus random spells the creature has currently on their spell list. When they would cast one of these spells, it would provoke an attack of opportunity.
  • Determine Role: You become aware of the creature’s AC, highest saving throw bonus, hit points, and spirit points.

Momentary Pause

Starting at 9th level, if an ally would miss an attack against a hostile creature, you may as a reaction, grant them another turn, once per short rest.

Perfect Synchronization

Starting at 13th level, all allied creatures within 60 feet of you gain a +1d4 bonus to attacks, saving throws, and ability checks.

At 15th level, you may expend one command point to stabilize an ally to 1 hit point, if they have failed one death saving throw, once per long rest.

At 18th level, up to 5 allied creatures that can see or hear you can move their full movement speed without provoking attacks of opportunity.

 

 

Plans

The Rook’s Plan

Prerequisite: Level 4

Base: All hostile creatures within 60 feet of you roll their damage dice twice, taking the lower result against creatures you are allied with. This lasts for a number of rounds equal to your Proficiency bonus.

Enhanced: They also suffer a penalty to damage rolls equal to your proficiency bonus.

The Bishop’s Plan

Prerequisite: Level 4

Base: All hostile creatures within 60 feet of you have a 1d4 penalty when attacking a creature, you are allied with. This lasts for a number of rounds equal to your Proficiency Bonus.

Enhanced: They also gain disadvantage on all attacks until the end of your next turn.

The Knight’s Plan

Prerequisite: Level 4

Base: All hostile creatures within 30 feet of you have a -2 penalty to saving throws. This lasts for a number of rounds equal to your proficiency bonus.

Enhanced: They also gain disadvantage.

The Queen’s Plan

Prerequisite: Level 6

Base: Select one allied creature that can both see and hear you within 60 feet. The selected creature adds your proficiency bonus to their damage rolls, for a number of rounds equal to your proficiency bonus.

Enhanced: They also add this bonus to their skill checks and saving throws. This enhancement ends at the end of your next turn, this does not end the base plans effect.

The King’s Plan

Prerequisite: Level 6

Base: You may select one allied creature, who can both see and hear you. You may move them up or down in the initiative order, by one spot. This plan immediately ends. Allied creatures who have their place in the initiative order moved are not moved back at the end of this plan’s duration.

War of Information

Prerequisite: Level 8

Base: Select one hostile creature within 60 feet of you, all attacks against that creature made by your allies are made with an additional two damage die added to their damage rolls. This lasts for a number of rounds equal to your proficiency bonus.

Enhanced: Your allies also add 1d6 to their attack roll. This lasts for the remaining time this plan is active.

Battle of Attrition

Prerequisite: Level 8

Base: Hostile creatures within 60 feet of you, that attack a creature you are allied with, provokes attacks of opportunity from creatures you are allied with up to 30 feet away. This lasts for a number of rounds equal to your proficiency bonus.

Enhanced: When an ally would make an attack of opportunity, they make one additional attack.

 

 

Healer

Breath of Life

Starting at 3rd level, you gain access to an amount of Recovery Die, which are exploding d6’s (For every natural 6 in the original roll, you will roll another d6), equal to your proficiency bonus + Wisdom modifier. When you would cast a recovery spell, you may roll any amount of recovery die to add to the total. These die will recover on a rest.

Healing Bard

Starting at 6th level, you may spend an amount of Recovery Die to use one of the following features;

  • Healing Song: You may spend an amount of recovery die at the end of each battle to recover all allies’ hit points.
  • Stamina Song: You may spend an amount of recovery die at the end of each battle to recover all allies’ spirit points.

Auto Recovery

Starting at 9th level, at any time outside of battle, you may spend an amount of spirit points up to a maximum of double your Wisdom modifier. For each spirit point spent, recover xd6 hit points. For every usage after the first, you must make a DC 15 Wisdom saving throw, losing access to this feature until long rest on failure, and increasing the DC by +2 on succession.

Over Heal

Starting at 11th level, when you would heal an ally and they reach full hit points as a result with some leftover, you will grant temporary hit points equal to half of the leftover hit points that would have been restored. They may not gain temporary hit points as a result of this feature again for the next 3 turns.

Conservation

Starting at 13th level, when you would run out of recovery die to use, you must make a DC 15 Medicine check, granting yourself an amount of recovery die equal to half of your WIsdom modifier (rounded down) and increasing the DC by +2 on success, but losing access to this feature until a long rest on failure.

Stabilize

Starting at 15th level, if an ally that goes before you in initiative would be hit with an attack that would automatically kill them, you may as a reaction, allow them to only be reduced to 0 hit points. At 18th level, you may instead heal them by any amount of recovery die.

 

 

Hacker

Area Scan

Starting at 3rd level, when entering a new area, you may immediately scan the area, finding the location of nearby enemies and their average hit points.

Moral Support

Starting at 6th level, if your Persona possesses a healing or support ability that may be cast on allies, you may cast it even if it isn’t your turn once per long rest.

Starting at 11th level, you may instead recover your allies’ spitit points by 2 of your spirit die. This will not consume your spirit die.

Position Hack

Starting at 9th level, when your party members would be surprised by a group of hostile creatures, roll a d2, on a 2, you may immediately initiate a Hold Up!.

Terminal

Starting at 11th level, you learn how to incorporate your hacking skills into your strategies. At the start of your turns, you must roll a d10.

Terminal
Result Effect
1-2 No Effect
3-5 Select one allied creature within 60 feet of you. They will gain a 1d4 bonus on their next saving throw made before the beginning of your next turn.
6-8 Select one allied creature. The chosen creature gains a +1d4 bonus to their next attack roll.
9-10 All allied creatures including yourself gain a bonus 1d4 bonus to attack rolls and saving throws until the end of your next turn.

Treasure Sense

Starting at 13th level, you may immediately sense if something valuable is hidden from you. Make a DC 20 Wisdom (Perception) check. On success, you will find the location of the treasure and gain +1d4 bonus to checks made to lockpick chests.

Fatal Guard

Starting at 15th level, as a reaction to an ally taking damage that would knock them unconscious, you may choose to negate the damage. You may only use this feature once per long rest.

Starting at 18th level, the ally will gain temporary hit points equal to your Wisdom or Intelligence modifier × 10.

 

 

Suits / Minor Arcana

What are Suits?

Think of suits as your Persona’s class. Your Suit will determine your Persona’s stats and will allow you to select a feature at 4th, 8th, 12th, and 16th level. There are 4 non-limited suits available to all races: Cups, Pentacles, Swords, and Wands. There are 3 suits limited to specific races.

  • Human: Compass

  • Human & Shadow: Reversal

  • Robot & Vessel: Aeon

When determining your Persona’s ability modifiers round to the nearest whole number.

Persona Stats

Power (PWR)

This will change based off of your character’s Strength ability score. Your Persona’s damage bonus for strike-type physical skills.

Agility (AGL)

This will change based off of your character’s Dexterity ability score. Your Persona’s damage bonus for blast-type physical skills. You may use Agility instead of Power for the attack rolls of strike-type physical skills.

Endurance (END)

This will change based off of your character’s Constitution ability score. The amount of damage reduction granted to you when your Persona is summoned. This does not apply to damage types you are weak or strong against.

Technique (TEQ)

This will change based off of your character’s Intelligence ability score. The amount of damage reduction your attacks will go through and amount of additional stat points granted per level up.

Luck (LUCK)

This will change based off of your character’s Wisdom ability score. A bonus added to your reward rolls. You may make a Luck check in replacement of any other check or save as long as the GM permits it.

Magic (MAG)

This will change based off of your character’s Charisma ability score. Your Persona’s damage bonus for all magic spells.

Level Up

On each character level up, you gain 1+(TEQ or CHA, your choice) stat points which you may allocate into any Persona stat of your choice besides Technique.

Multi-classing

In order to multi-class, you must take the average of your Persona’s stat multipliers.

Cups

The suit of cups or hearts represents emotion. Personas of the Cups suit excel at supporting their comrades through the use of healing or support magic.

Persona Stats
PWR STR ×1
AGL DEX ×1.1
END CON ×1
TEQ INT ×1.2
LUCK WIS ×1.2
MAG CHA ×1.5

Divine Waters

Cost: 2 SP

You may make a DC 15 Magic check, granting one of the following effects to any willing creatures for 1 minute on success:

  • The creatures gain the ability to walk on water as if it were sand.
  • The creatures gain the ability to breathe underwater for the duration.
  • The creatures take on the form of water which will immediately end when they would attempt to attack a creature.

Haprima

Cost: 5 SP

As an action, you may force a hostile creature to make a Wisdom save against your Magic DC. On failure, the hostile creature may not attack you for 3 rounds.

Amrita Drop

Cost: 8 SP

As an action, select a single willing creature within your line of sight. They will be cleared of all status conditions currently affecting them.

Ward Rune

Cost: 12 SP

As an action, select a single willing creature within range. You will apply a rune to this target. When this creature would be attacked, the rune will explode, dealing 2d4+MAG of your Persona’s damage type to the attacker.

 

 

Pentacles

The suit of pentacles or diamonds represents worldly possessions and the material body. Personas of the Pentacles suit excel at tanking hits and stealing for the purpose of monetary gain.

Persona Stats
PWR STR ×1.1
AGL DEX ×1.1
END CON ×1.3
TEQ INT ×0.9
LUCK WIS ×1.5
MAG CHA ×1

Backstab

When damaging a surprised enemy with a dagger or other melee piercing weapon, you may force the weapon deeper, dealing an additional 1d6+1 piercing damage.

Knock-Knock!

When faced with a locked door or blocked passageway, make a DC 12 Agility or Luck check. On success, the passageway is cleared/opened. On a roll of 19 or higher, the move is muffled and will not alert any nearby hostile creatures.

Veil of Fog

You create a screen of fog in which enemies can slightly see in. If there were no routes of stealth before, there now are.

Luck of the Draw

Once per long rest, you may hope for a change. You must roll a DC 18 Luck check, bringing forth a change in reality. This change will be completely random and will not necessarily create a noticeable change, however the change will always benefit you or your allies.

Swords

The suit of swords or spades represents action and intellect. Personas of the Swords suit excel at striking down targets with precision and have the most potential.

Persona Stats
PWR STR ×1.3
AGL DEX ×1.3
END CON ×1.1
TEQ INT ×1.2
LUCK WIS ×1
MAG CHA ×1

Infuse Weapon

Cost: 3 SP

You may use your bonus action to imbue your weapon with an element you have access to. The weapon will gain a +1 bonus to damage rolls and deal that damage type.

Intimidate

You may make an Intimidation check against a hostile creature as a bonus action.

Stagger

Cost: 5% HP

When using a physical skill, instead of dealing damage, you may force the target to make an Agility save. On failure, they will be knocked prone and will be incapable of using bonus actions on the next turn they use to get up.

Counterstrike

Cost: 5% HP

As a reaction to being targeted by a physical strike skill or melee attack, you may make a melee attack roll compared to theirs. If yours is higher, you will negate the damage and instead deal your own.

 

 

Wands

The suit of wands or clubs represents willpower and creativity. Personas of the Wands suit excel at overpowering enemies with powerful physical and magical attacks.

Persona Stats
PWR STR ×1.3
AGL DEX ×1.2
END CON ×1.1
TEQ INT ×1
LUCK WIS ×1
MAG CHA ×1.3

Pulse

Cost: 2 SP

When making an attack, you may use your movement action to deal additional 1d6+1 damage of the same type.

Pierce

Cost: 5 SP

When making an attack, you may use your movement action to roll an additional d20. If the result exceeds your Spell Save DC, the attack will ignore any type of resistance.

Home

Cost: 2 SP

When making an attack, you may use your movement action to make the attack at advantage.

Charged Attack

Cost: 9 SP

When making an attack, you may instead use your full turn action to increase the damage die and save dc by your star level.

Compass

A special suit only accessible to Humans. The suit of the compass represents a guide. Personas of the Compass suit excel at guiding their allies through the different planes.

Persona Stats
PWR STR ×1
AGL DEX ×1
END CON ×1
TEQ INT ×1.2
LUCK WIS ×1.2
MAG CHA ×1

Deduce

Cost: 5 SP

Select one of the following features;

  • Choose one hostile creature and list four damage types you’d like to know about. The GM will tell you if they are weak or resistant to those damage types.
  • Locate weaknesses in a building or structure.
  • Find the direction or general area of an object.

Assurance

As a reaction to watching an ally miss an attack, you may roll a d20 and guide their attack. The ally may use that roll instead of their previous one.

Levitate

Cost: 7 SP

Your party gain the ability to float. They may only move horizontally and descend and are limited to an amount of flight equal to half of their movement speed.

At 10th level, you grant your party members the ability to ascend.

Sanctuary

Cost: 10 SP

Once per long rest, you may generate a Safe Room for yourself and your allies for an amount of minutes equal to their level. You may use the Safe Room to reassess or retreat to the Real World. Only one player generated Safe Room may be created at a time, however many people can perform a ritual to extend the time by an amount of minutes equal to their total level. When the duration reaches a half an hour, all creatures within the Safe Room gain the effects of a short rest.

 

 

Reversal

A special suit accessible to Humans and Shadows. The suit of reversal represents the downsides of the Major Arcana or the Trump Cards. Personas of the Reversal suit excel at debuffing enemies.

Persona Stats
PWR STR ×0.75
AGL DEX ×0.75
END CON ×0.75
TEQ INT ×1.5
LUCK WIS ×1
MAG CHA ×0.75

Domination

When you would impose a saving throw, you may force each target to make their saving throw at disadvantage. You may use this feature an amount of times equal to your proficiency bonus.

Bind

Cost: 9 SP

As an action, force all hostile creatures within a 20 ft. radius circle to make an Intelligence save. On failure, they will not be able to move or cast spells for 1 minute until they succeed the Intelligence save or leave the circle.

Slippery Slope

When a hostile creature would fail a saving throw you impose as a result of making the save at disadvantage, you may make a weapon attack against them as a reaction.

Proclamation

When you inflict an elemental status condition against a hostile creature, the next melee attack you make against that hostile creature will be a critical if they are still affected by the condition by the beginning of your next turn.

Wither

When making an attack against a hostile creature suffering a mental status condition, you increase the amount of damage die by 1.

Aeon

A special suit accessible to Robots and Vessels. The suit of the Aeon symbolizes Time, Birth, Renewal, and the liberation of hidden abilities. In order to take this class, your Persona must have the Judgment Arcana.

Persona Stats
PWR STR ×1.1
AGL DEX ×1.1
END CON ×1.1
TEQ INT ×1.1
LUCK WIS ×1.1
MAG CHA ×1.1

Inbuilt Weapon

Choose one weapon, the weapon loses it’s weight and you may not be disarmed of this weapon as it’s been bound to your body.

Discharge

When you would take an instance of damage, increase your stored attack power by 1d6 to a maximum of xd6 (x being your level). As a free action during your turn, make an attack roll, releasing the stored damage against a single target.

Orgia Mode

As an action, you may activate Orgia Mode. The duration of this feature is an amount of rounds equal to your Endurance modifier. You gain the following benefits;

  • As an action, you may make an attack against a hostile creature within 5 ft of you. On hit, you’ll deal 1d12 almighty damage, adding any one of your Persona’s ability modifiers to the result.
  • All attacks have a +5 damage bonus.
  • Your movement speed increases by 20.
  • Moving past an enemy does not provoke attacks of opportunity.

At the end of Orgia Mode, you will gain 1 rank of exhaustion.

Alteration

Prerequisite: Orgia Mode

You’ve made a permanent alteration to your body which may help you during Orgia Mode. You may choose an effect which you may only change after a long rest:

  • Airflow: At the end of Orgia Mode, you will not gain a rank of Exhaustion. However, you will always make Stealth checks at disadvantage.
  • Overclock: The damage bonus from Orgia Mode increases by +10. However, at the end of Orgia Mode, you gain an additional rank of Exhaustion.