Base Class: Warlock
"You made me wait quite a while. You seek power, correct? Then let us form a pact. Since your name has been disgraced already, why not hoist the flag and wreak havoc...? The "other you" who exists within desires it thus...I am thou, thou art I...There is no turning back...The skull of rebellion is your flag henceforth!"
A Persona is a manifestation of a Persona user's personality, referred to as a "mask" for an individual to use to face hardship. A Persona is similar to a Sorrowsworn. Sorrowsworn are malevolent manifestations of one's inner thoughts, while a Persona is a manifestation of the same feelings but tamed and trained. A Persona can take the form of many things, an animal, a humanoid or even a vehicle. It's exact appearance is up to you. There are no rules as to what it can look like, just make sure your DM is okay with it.
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How Did Your Persona Manifest?
Persona's manifest in many different ways, here are some examples
| d4 | Origin |
|---|---|
| 1 | When a friend was in danger, my persona came to me and offered me a pact |
| 2 | I got in trouble with organised crime, and using my persona was the only way I could survive |
| 3 |
I fought my Sorrowsworn to awaken my persona |
| 4 |
Someone close to me lied to me my whole life, my anger awakened my persona. |
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The Persona Features
| Warlock Level | Feature |
|---|---|
| 1st | Persona Arcanum |
| 6th | Invoke Persona |
| 10th | Blooming Heart |
| 14th | Change of Heart |
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Expanded Spell List
The Persona lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Persona Expanded Spells | |
|---|---|
| Spell Level | Spells |
| 1st | Bane, Bless |
| 2nd | Augury, See Invisibility |
| 3rd | Bestow Curse, Sending |
| 4th | Dominate Beast, Freedom of Movement |
| 5th | Mislead, Dominate Person |
Persona Arcanum
At 1st level, your persona manifests within yourself. Pick one of the following Arcana for your persona, changing it's abilities.
|
Arcana |
Spell |
Feature |
|
Fool |
You learn the “Guidance” cantrip |
Once per rest, when you roll a 1 on a d20 on an ability check or saving throw, you can choose to take the result as if you rolled a 20 |
|
Magician |
You learn the “Prestidigitation” cantrip |
Once per rest, you can cast “Detect Magic” |
|
Priestess |
You learn the “Spare the Dying” cantrip |
Once per rest, when you stabilize a creature with 0 hit points, you can heal them a number of hit points equal to your warlock level. |
|
Lovers |
You learn the “Friends” cantrip |
Once per rest, you can use your action to gain advantage on a charisma check. |
|
Death |
You learn the “Chill Touch” cantrip |
Once per rest, you can use your action to discern the location of any undead within 60 feet of you. |
Whenever you complete a short rest, you can switch your persona's arcana, losing the benefit of your previous one and gaining the new benefits.
Invoke Persona
At 6th level, you can summon your persona from your heart. As a bonus action, you summon your persona behind you for 1 minute. The effect this has differs based on your persona's arcana.
The Fool: Once per turn, you can reroll one dice you roll, you must use the new result.
The Magician: You gain a +1 to spell attack rolls and a +1 to your spell save DC for the duration.
The Priestess: As an action, you can heal all friendly creatures within 30 feet 1d4 + your spell casting modifier + your profiency bonus
The Lovers: As an action, you can make a number of creatures up to your proficiency bonus make a wisdom saving throw against your warlock spell save DC or be charmed by you for the duration. They can repeat the saving throw at the end of their turn.
Additionally, when you make a Dexterity (Stealth) or Dexterity (Acrobatics) check, you may use your Charisma modifier instead of your Dexterity modifier. You also gain proficiency in Thieves' Tools.
Death: As an action, you circle a creature within 120 feet with dark energy, you can make a ranged spell attack against the target. On a hit, the target takes 4d10 necrotic damage and is paralysed until the end of their next turn. After a creature has been hit by this attack, they cannot be targeted by it again.
Blooming Heart
At 10th level, the link between you and your persona has deepened. You gain more benefits from Persona Arcanum.
|
Arcana |
Spells |
Feature |
|
Fool |
You learn the “Command” spell and can cast it once per rest without expending a spell slot |
When you finish a long rest, roll a d20 and record the result. Once before the next long rest, when you roll that number on any one ability check, you can treat that roll as a 20. If the recorded number is a 20, you can choose to treat any one ability check roll as a 20. You can only do either of these once per long rest. |
|
Magician |
You learn the “Magic Missile” spell and can cast it once per rest without expending a spell slot |
Once per rest, hen you cast a spell of 3rd level or lower using a warlock spell slot, you can choose to cast it at it’s base level. When you do this, you do not expend a spell slot when you cast it. |
|
Priestess |
You learn the “Cure Wounds” spell and can cast it once per rest without expending a spell slot |
Once per rest, when you deal damage with a warlock spell, you may use your reaction to heal either you or a creature within 15 feet of you half of the damage dealt. |
|
Lovers |
You learn the “Charm Person” spell and can cast it once per rest without expending a spell slot |
Once per rest, when you charm a creature, you may use your reaction to deal 3d8 psychic damage to any creature charmed by you within 60 feet. |
|
Death |
You learn the “Inflict Wounds” spell and can cast it once per rest without expending a spell slot |
You can cast “Animate Dead” once per rest. |
Change of Heart
Starting at 17th level, you can plunge a creature into an illusory palace representative of their flaws. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, known as a palace, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
While the target is inside the palace you can roll to change its heart by forcing them to make a Wisdom saving throw against your spell save DC, if they fai, the target has a change of heart and abandons the fight and attempts to atone for their sins whether it be assisting you in the battle finding a way to pay you back or turning themselves in peacefully.
You must finish a short or long rest before you can use this feature again.
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Posted Dec 11, 2024As a Persona fan: this is so awesome to see!
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Posted Jan 9, 2023My username is enough to show my approval.
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Posted Oct 28, 2022epic!!!
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