My Documents
Support GM Binder!
# The Arcanist
##### Holders of the Arcana, Masters of the Persona ##### An unofficial Fan-Made class for Dungeons and Dragons: 5th Edition ##### ©Wizards of the Coast LLC.
\pagebreakNum
# The Arcanist
##### Table of Contents will be here someday #### For now just ignore this page :)
\pagebreakNum
# Arcanist Only appearing to be outnumbered, a quiet, old tiefling smiles as she is cornered by a pair of thugs. Fire begins to swirl about as a demon wielding a flaming sword manifests behind her, sending the poor bandits running with their tails between their legs. Soldiers in an inn tell the story of a mysterious healer. A human who showed up in just the nick of time to save the lives of the injured. They each recall seeing the presence of an angel working with this mysterious savior to spread their healing light. A half-elf clasps her hands together as a halo of light is placed around her eyes from a strange construct behind her. She sits still for just a moment before shouting and pointing out an enemy's weakness, allowing her allies to swarm the helpless foe. Arcanists are conduits, channelers of their mysterious Persona. Calling upon the Arcana, the power tied to fate and fortune, represented by the deck of Tarot Cards, they command their Persona to grant them and their allies the upper hand in battle, whether by defeating foes, supporting allies, or cunning strategy. ### Shadows When one enters the Astral Plane or dreams, one's innermost feelings, thoughts and secrets that they actively try to suppress may materialize and become a **Shadow** which attempts to get its host to accept it. If one cannot accept the Shadow Self, or if they refuse to acknowledge what they want to keep hidden most, the Shadow becomes enraged, transforming into a monster which attempts to kill the person it spawned from. If one can face oneself and admit to what the Shadow Self says, then the Shadow transforms into a Persona loyal to its user. Neither can be permanently destroyed without killing the creature the Persona came from, defeating one only sends it away or subdues it. \columnbreak
### Personas A **Persona** is a manifestation of the same feelings as a Shadow, but tamed and trained, refered to as a "mask" for an indivudal to use to face hardship. Personas even have an influence on physical and mental abilities, enhancing their users, for example giving them mastery over weapons or resistance to terror and madness. A battle using Personas is just as much a battle of wills as it is a battle of blades. The emotions of the arcanist, the bonds they form, and their ability to project their will onto the world all are reflected in their Persona's abilities and appearance. ### The Major Arcana **The Major Arcana** is represented by a deck of 20 **Tarot Cards**, though there are two cards that are are unique and exist outside the deck. The Fool is a card that represents the beginning of one's journey, and is number 0. The World represents the end of one's journey, and is number 21. Each arcanist is tied to a specific Tarot Card of the main 20, which effects themselves and the nature of their Persona. Those that have met their Shadows and overcame their weaknesses, turning them into Persona are mysteriously tied to these Tarot Cards. Each arcanist finds themselves specifically tied to one of the Major Arcana, which links them to their Persona. Similar to astrological signs, the Major Arcana represent different archetypes of arcanists and their Persona. Though the individual arcanist may not even know it, they are intrinsically bonded to one of these archetypes, which prophesize the journey that the arcanist will face, and the unique abilities that their Persona will grant them. The tamed Persona represent the arcanist's true self, as well as their ability to stand against life's hardships, rather than lashing out or giving up. The nature of this ability, the reasons they need to fight, and how they do so are all represented by their Major Arcana. ### Creating an Arcanist As you create an arcanist, the most important question to consider is which Arcana that you represent, and how you want your character to embody your chosen Arcana. The list of Arcana is at the bottom of this class. Once you've chosen an Arcana, consider your arcanist's relationship to their Persona. Did they come into contact with their Shadow willingly? Were they bestowed this power by a higher being? Was it random chance? Or Fate? How does your character interact with their Persona? Do they see it the same way a barbarian sees their axe? Or do they treat it like another member of the team? What are your character's ultimate goals? Do they have a special task in mind chosen by them or a higher being? Or are they striving to understand the nature of the Arcana and their place in the world? #### Quick Build You can make an arcanist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Charlatan or Hermit background.
Part 1 | The Arcanist
\pagebreakNum
##### The Arcanist | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Major Arcana | 2 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Awakening, Channel Arcana, Major Arcana Feature | 2 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | — | 2 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Persona Mastery (10 feet) | 3 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Channel Arcana (2/rest), Major Arcana Feature | 3 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | — | 3 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Persona Mastery (15 feet), Major Arcana Feature | 3 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 3 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | The Ties That Bind | 4 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Persona Mastery (20 feet) | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Persona Mastery (25 feet) | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | — | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Persona Mastery (30 feet) | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Channel Arcana (3/rest), Major Arcana feature | 5 | 19 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Ultimate Awakening | 5 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As an arcanist, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per arcanist level
**Hit Points at 1st Level:** 6 + your Constitution modifier
**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per arcanist level after 1st \columnbreak #### Proficiencies **Armor:** Light armor
**Weapons:** All simple weapons, shortswords, scimitars, hand crossbows, whips, longbows.
**Tools:** Tarot Cards
**Saving Throws:** Dexterity, Charisma
**Skills:** Choose two from Arcana, Acrobatics, Athletics, Deception, History, Investigation, Perception, Persuasion, and Religion
Part 2 | Class Features
\pagebreakNum
#### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a shortsword, (b) a scimitar, (c) any simple weapon, or (d) any martial weapon (if proficient) - (a) leather armor or (b) scale mail (if proficient) - (a) a longbow and 20 arrows, or (b) a hand crossbow and 20 bolts - (a) a priest's pack or (b) an explorer's pack - a deck of 22 tarot cards and a personal trinket that evokes memories Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. ### Spellcasting As a conduit for the power of the Arcana, you can cast arcanist spells. See chapter 10 in the PHB for the general rules of spellcasting and the bottom of this pdf for a selection of arcanist spells. #### Cantrips At 1st level, you know three cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table. #### Spell Slots The Arcanist table shows how many spell slots you have to cast your arcanist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the arcanist spell list. You learn an additional arcanist spell of your choice at each level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the arcanist spells you know and replace it with another spell from the arcanist spell list, which also must be of a level for which you have spell slots #### Spellcasting Ability Charisma is your spellcasting ability for your arcanist spells. The power of your spells comes from the strength to face one's Shadow and overcome one's weaknesses. You use your Charisma whenever a arcanist spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a arcanist spell you cast and when making an attack roll with one.
Spell save DC
= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier
= your proficiency bonus +
your Charisma modifier
#### Spellcasting Focus You can use a tarot card or personal trinket that evokes memories as a spellcasting focus for your arcanist spells. ### Major Arcana Choose one Tarot Card from the deck of Major Arcana: Magician, Priestess, Empress, Emperor, Hierophant, Lovers, Chariot, Justice, Hermit, Fortune, Strength, Hanged Man, Death, Temperance, Devil, Tower, Star, Moon, Sun or Judgement. Each Major Arcana is detailed at the end of the class description, and each one provides examples of personality traits and trials associated with it. Your choice grants you Major Arcana spells and other features when you choose it at 1st level. It also grants you additional ways to use your Channel Arcana feature when you gain it at 2nd level, and additional benefits at 6th, 8th, and 17th level. Lastly, each card in the deck is associated with a particular element. Whenever an ability refers to the element associated with your Major Arcana feature, that is the element that it is referring to. #### Major Arcana Spells Each Major Arcana has a list of spells—its Major Arcana spells—that you gain at the arcanist levels noted in the Major Arcana description. Once you gain a Major Arcana spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a Major Arcana spell that doesn't appear on the arcanist spell list, the spell is nonetheless an arcanist spell for you.
##### Changing your Major Arcana One is typically associated with the same Major Arcana at least until the end of their journey, unless you go through a powerful enough change of character (at the DM’s discretion). When doing so, all abilities and effects gained from your old Arcana are lost, and replaced with new ones of the relevant level. This can certainly be a harrowing experience, but that is mostly due to the events surrounding the changing of one's Major Arcana, rather than the process of changing the Major Arcana itself. Unlike a Paladin's Sacred Oath, or a Cleric's Divine Domain, your Arcana is a facet of your inner self and the consequences of changing yourself vary widely, as well as having the possibility to even be a positive thing.
Part 2 | Class Features
\pagebreakNum
### Awakening At 2nd level, you have awakened to a mythical Persona, a spirit with a size equal to yours and an appearance of your choice (though typically they are images of grand heroes, divine beings, powerful fiends, fey creatures, or elementals that relate to your memories, innermost thoughts and feelings, and your Arcana) completely under your control that exists within you, waiting to be summoned. As a bonus action on your turn, you can evoke your Persona, causing it to appear behind and above you (still occupying your space) and move it up to a number of feet equal to your walking speed to a place that you can see. Your persona lasts until the end of your turn. Alternatively, when you summon it you can choose for it to remain on the material plane for up to one minute by maintaining concentration (as per concentrating on a spell). Either way, it returns to the depths of your soul early if you use this ability again, you dismiss it on your turn (no action required), or you lose concentration (if choosing to keep it summoned). Evoking your Persona has a Verbal, Somatic and Material component (a mask, a tarot card, a personal trinket, or a spellcasting focus).
**While your Persona is summoned, you gain the following benefits and abilities:** - While in your space, your persona moves with you to remain there. Alternatively, as a bonus action on your turn you can command your Persona to move up to a number of feet equal to your walking speed to a space you can see as long as you are not silenced. It can move through objects and other creatures' spaces, treating it as difficult terrain but cannot end its turn in another creature's space or object. It disappears if it is ever more than 60 feet away from you. You can also choose for it to return to your space at the start of each of your turns (no action required). - While your Persona is not in your space, it can be targeted. Its Armor Class is 10 + your Dexterity modifier + your Charisma modifier and it makes saving throws using your modifiers. It does not have hit points, but if it takes any damage you must make Concentration saving throws as if you took the damage yourself. - When you cast an arcanist spell or use one of your Major Arcana features, you can do so as if you were in your Persona's space, but must use your own senses. If you cast a cantrip in this way, you can choose for the spell to deal the damage type associated with your Major Arcana rather than the damage type it normally deals. - As an action, you can have your Persona attack a creature you can see within 5 feet of it. This is treated as a melee spell attack. On a hit, it deals 1d10 + your Charisma modifier as force damage, or as the damage type associated with your Major Arcana. The damage of this attack increases to 2d10 at 5th Level, 3d10 at 11th Level, and 4d10 at 17th Level. ### Channel Arcana At 2nd level, you gain the ability to channel internal energy directly from your persona, using that energy to fuel magical effects. You start with two such effects determined by your Major Arcana. Some Arcana grant you additional effects as you advance in levels, as noted in the Major Arcana description. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect from this class, the DC equals your arcanist spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. ### Persona Mastery Starting at 5th level you have gained even greater control over your Persona. When you use your bonus action to move it, you can move it an additional amount of feet as noted in the chart below. In addition, the distance your Persona can be from you before disappearing is increased by the same amount. ##### Persona Mastery | Arcanist Level | Additional Persona Movement and Max Range | |:----:|:-------------:| | 5th | 10 feet | | 8th | 15 feet | | 11th | 20 feet | | 14th | 25 feet | | 17th | 30 feet | ### Press Advantage At 10th level, the bonds you form with your Persona have hightened your senses to capitalize on any advantage you find in battle. When you use your action to make an attack and score a critical hit or deal damage your target is vulnerable to, you can make one melee weapon attack, cast one arcanist cantrip, or make one Persona melee attack against a creature in range using your reaction. Additionally, the bonds you form strengthen your body as much as they strengthen your mind. You gain resistance to the damage type associated with your Major Arcana. ### Ultimate Awakening Starting at 20th level, you have formed an ultimate bond with your Persona. When you take any action, you may do so as if in the space of your Persona, and may use a bonus action to swap places with it if you can see it. In addition, you gain invulnerability to the damage type associated with your Major Arcana.
Part 2 | Class Features
\pagebreakNum ## Major Arcana The term "Major Arcana" refers collectively to the 22 suits
of trump cards found in a 72-card deck of Tarot cards (the Minor Arcana forming the respective 56). The word
"Arcana", meaning "secret", is mostly used in reference to occult or divinatory usages of the deck. When viewed in order, the Major Arcana depict the "Fool's Journey", with each card representing a respective stage in life. Each of the Major Arcana encompasses a set of meanings relative to their part of the "journey", serving as a metaphor for the various aspects of life. "They are psychological images, symbols with which one plays, as the unconscious seems to play with its contents. They combine in certain ways, and the different combinations correspond to the playful development of events in the history of mankind. Those are sort of archetypal ideas, of a differentiated nature, which mingle with the ordinary constituents of the flow of the unconscious." Arcanists take this idea in earnest, assigning specific Arcana to different arcanists based on the archetypes
which best fit their personality and path in life.
The Arcana that one is associated with reflects many
factors about them: What their role is, how they'll
develop, what their past was like, and what they'll do in
the future. Just as well, each persona, shadow and fiend in the forgotten realms can be associated with a specific
Arcana. Arcana type can reflect the compatibility
between a Persona user and others around them,
including fiends and even their own Persona. Read through the description of each Arcana's
meaning and try to pick the one that you feel best
suits your character. An individual's Arcana isn't
something that one picks for themselves; it is
determined by the unconscious. Something
important to note is that though some “characters”
in the Arcana are given a certain gender (such as the
Priestess and Emperor), they are more meant to
embody “masculine” and “feminine” archetypes, not
concrete roles. There are no inherently "good" or "bad" arcana: each
suit has its own set of positives and negatives. The beautiful part of Tarot reading is that there aren't any truly wrong answers--only different interpretations. A character's Arcana may even change over time or after undergoing a significant development, so don't stress if the suit you chose doesn't seem to fit after a while. When interpreting the meaning of a Tarot card, drawing
it in the upside-down position can have different
connotations than when it is drawn right-side-up from
the deck. When considering your character's Arcana affiliation, you are free to take the reversed
interpretation into account if you so choose. When a card is reversed, its meaning may be seen
as the "flipside" or "mirror" of that Arcana's usual
meaning. It may also indicate that the "energy"
of the card is diminished, akin to a current
attempting to flow uphill instead of down. Reversed
readings are often negative, but do not necessarily
have to be as a rule.
Part 3 | Major Arcana Exposition Dump
\pagebreakNum
### 1. The Magician (Fire) The first of the Major Arcana (other than the Fool), the Magician is the first major step of the Fool’s Journey. The Magician arcana is all about energy. If the Fool represents “potential energy”, the Magician is “kinetic energy”: one who can turn inspiration into tangible ambitions and tackle them head-on. The Magician archetype is that of an opportunist and a showman, not so much a "master of the arcane" as a "master of sleight of hand". The infinity sign present at the top of the card represents a constant cycle of energy, a limitless source which the Magician is able to tap into. Thus, the flame held in the Magician card’s hands is not wizardry, but an illusion: the Magician’s secret is in knowing how to manipulate the energy at their disposal. This “manipulation” does not have to be inherently negative; the Magician is a charmer, one who knows how to use the energy found within the world around them and their own internal energy to achieve their dreams. They may be showy and a standout, putting on a mesmerizing performance to the end just as a stage magician would. The Magician symbolizes perseverance, control and psychological strength. Holders of the Magician Arcana are rather determined, focused, and willing to take action to obtain their goals. However, the reversed Magician can be manipulative, condescending, delusional, emotionally abusive, and sometimes unlucky. After all, a magician whose “magic” is revealed tends to come off as a con-man or an inexperienced fraud at best. Personas of the Magician Arcana are commonly Personas excelling towards Magic, particularly towards Fire-based element. As the name suggests, mythological figures associated with the Magician Arcana are often associated with magic themselves, though some are fire deities rather than magicians. ##### The Magician Arcana Spells | Arcanist Level | Spells | |:----:|:-------------| | 1st | Faerie Fire, Silent Image | | 3rd | Phantasmal Force, Spiritual Weapon | | 5th | Flame Arrows, Major Image | | 7th | Charm Monster, Fire Shield | | 9th | Flame Strike, Seeming | #### The Apprentice Starting at 1st level, you gain resistance to fire damage, but vulnerability to cold damage. If you take the dodge action, your vulnerability is temporarily nullified while you are dodging. At 10th Level, you lose this vulnerability. In addition, you learn the Green-Flame Blade cantrip as
an arcanist cantrip, and can choose to cast it using your Persona's melee attack instead of your own once you
awaken to one at 2nd Level. #### Favorite Trick Also at first level, you add your profiency bonus to
initiative rolls. Additionally, once you awaken to your Persona, if you
are surprised, you can take your first turn in combat
as normal, as long as the first thing you do on your turn
is summon it.
#### Channel Arcana: Enticing Flames Starting at 2nd level, you can use your Channel Arcana to harness the potential energy around you. As an action, you can cause illusory flames to blast out from you in a 30-foot radius. Each creature of your choice in the area of effect must make a Wisdom saving throw against your arcanist spell save DC or be charmed or frightened (your choice) for 1 minute, or until they take damage or a creature uses their action to shake them out of their stupor. While frightened or charmed in this way a creature's movement speed is reduced to 0. #### Channel Arcana: Magician's Finale Also at 2nd level, you can use your Channel Arcana to end your battle in a dazzling display of fire. As an action, you present your Tarot Card and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Dexterity saving throw. A creature takes fire damage equal to 2d10+your arcanist level on a failed saving throw, and half as much on a successful one. A creature that has total cover from you is not affected. #### Cunning Defense Starting at 6th level, you enter a trance when you guard your defenses in combat. When you take the Dodge action, you also gain advantage on Wisdom saving throws. #### Potent Fire Starting at 8th level, you add your Charisma modifier to damage rolls of arcanist spells you cast that deal fire damage. #### Magician's Inferno Starting at 18th level you can use your action to cause your Persona to eminate an aura of illusory flames that last for 1 minute or until you dismiss them using another action. It emits bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against spells that
deals fire damage.
Part 4 | Subclass Options | The Magician
\pagebreakNum ### 2. The Priestess (Radiant) The Priestess (or High Priestess) Arcana is a feminine archetype and is commonly represented by females, though like any other Arcana, it isn't unusual for a male or other gendered character to express the traits that fit one under the Priestess Arcana. The Priestess symbolizes wisdom and mental fortitude. Common positive traits include being highly intelligent, wise, and patient, along with having plenty of hidden potential within them. The Priestess is passive, but this is not an intrinsically negative quality--she is simply meditating, waiting for divine inspiration. Priestesses are deeply intuitive, and can trust their inner understanding of the universe to guide them. Those under the Priestess Arcana may be shy, reserved and modest, but this must not be confused for simple weakness. They are introspective and in-touch with their emotions. Serene and discerning, Priestesses are good at being sensitive yet objective at the same time. Possessing a keen sense of foresight, they are good judges of character and are able to perceive details about situations that many others might have missed. On the flipside, one under the Priestess Arcana may be calculating, have ulterior motives in mind, have frail emotions, or can come off as pitiable and weak in their passivity. The reversed Priestess may represent losing focus on one's internal guidance, an over-reliance on others for validation, or gaining superficial knowledge while losing sight of what's important. Though again, not inherently ‘bad’, an overly passive Priestess can be lead to improvidence; watching, waiting and ruminating while taking no action. They may feel stuck, as though they are spinning their wheels, needing a more proactive person to deliver them from their issues. The Priestess may anticipate things happening in advance, but despair at feeling unable to influence what they see. Personas of the Priestess Arcana are commonly associated with healing and support attributes. Mythological figures of the Priestess Arcana are usually crone archetypes, goddesses of wisdom, witches, female mages or priestess figures themselves. ##### The Priestess Arcana Spells | Arcanist Level | Spells | |:----:|:-------------| | 1st | Healing Word, Cure Wounds | | 3rd | Aid, Moonbeam | | 5th | Beacon of Hope, Dispel Magic | | 7th | Death Ward, Stoneskin | | 9th | Greater Restoration, Mass Cure Wounds | \columnbreak
#### The Acolyte Starting at 1st level, you learn the Spare The Dying cantrip if you do not already know it. In addition, you learn the Bless spell. It is treated as an arcanist spell for you but does not count against the number of spells you know. You can cast this spell once per long rest without expending a spell slot or having to maintain concentration. You can cast it again before completing a long rest, but must follow the normal spellcasting rules to do so. #### Devoted Healer Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. #### Channel Arcana: Divine Protection Starting at 2nd level, you can use your Channel Arcana to bolster the defenses of your allies. As an action, you can grant a number of creatures of your choice within 30 feet of you equal to your Charisma modifier (minimum of 1) resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. This resistance lasts for 15 seconds (3 rounds), ending at the start of your turn on the fourth round. #### Channel Arcana: Recarm Also at 2nd level, you can use your Channel Arcana to heal the badly injured. As an action, you present your tarot card and evoke healing energy that can restore a number of hit points equal to five times your arcanist level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. #### Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. #### Searing Radiance Starting at 8th level, you add your Charisma modifier to damage rolls of arcanist spells you cast that deal radiant damage. #### Salvation Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Part 4 | Subclass Options | The Priestess
\pagebreakNum
### 3. The Empress (Cold) The Empress Arcana is another card associated with the Anima, the feminine side of the psyche. Like the Priestess, the Empress Arcana is another card commonly associated with female characters, but can fit other genders as well. Where the Priestess is a passive feminine archetype, the Empress is a highly active one. The Empress is a queen--a powerful woman who deals discipline and enforces rules, but can also be a warm guiding hand to those beneath her. The Empress represents maturity, elegance, and also strongly embodies the archetype of motherhood, maternal feelings and instincts. Positive traits can consist of being polite, a source of authority, and having a sense of grace toward themselves and others. The Empress takes a motherly attitude towards others, whether or not she is a literal mother; she is a natural leader who draws others in with her magnanimous nature. The Empress is a nurturer on top of being a commander; she deeply cares for those she has taken beneath her wing, and strives to see those under her grow and become capable themselves, even if it requires some tough love. At the same time, the Empress can be rather cold, distant, and sometimes cruel. As a “mother figure”, the Empress is just as capable of giving love as she is of ripping it away. Reversed, the Empress may find it difficult to cooperate with others. An Empress may pile excessive responsibilities onto themselves, both distancing themselves emotionally while also making it difficult for themselves to cope without using others as emotional crutches. They may infantilize their peers in their pursual of leadership, making it difficult to truly connect with or understand them in the process of “mothering” them. Personas of the Empress Arcana are often Personas excelling in Ice-based attacks with healing powers also relatively common; they are usually important female figures, and many are queens and mother goddesses of some sort.
##### The Empress Arcana Spells | Arcanist Level | Spells | |:----:|:-------------| | 1st | Command, Healing Word | | 3rd | Snilloc's Snowball Swarm, Suggestion | | 5th | Fear, Sleet Storm | | 7th | Charm Monster, Ice Storm | | 9th | Cone of Cold, Mass Cure Wounds | #### The Queen Starting at 1st level, you gain proficiency in the Persuasion and Intimidation skills, or expertise if you already have proficiency. In addition, you learn one language of your choice. Lastly, you gain proficiency with rapiers. #### Harisen Recovery Also at 1st Level, when you cast a spell and heal a creature, you can also end one spell effect on that creature of a level equal to or less than the spell you cast to heal them. #### Channel Arcana: Ice Breath At 2nd level, you can use your Channel Arcana to exhale freezing wind, freezing enemies and the terrain. As an action, you present your Tarot Card and freeze a 30 foot cone originating from you. Each creature in the cone must make a Constitution saving throw against your spell save DC, taking 2d10 + your Arcanist level cold damage on a failed save, or half as much on a successful save. The ground is considered difficult terrain for 1 minute or until exposed to significant heat, and any water in the area is frozen for the same duration. #### Channel Arcana: Marin Karin Also at 2nd Level, you can use your Channel Arcana to attempt to charm one creature. As an action you target one creature within 60 feet of you, forcing it to make a Wisdom saving throw against your spell save DC. The target has advantage if you or your allies have dealt damage to it in the last 24 hours. On a failed save, it is charmed for 1 minute. The creature can repeat the saving throw each time it takes damage. #### Channel Arcana: Snap Freeze At 6th level, when you deal cold damage to a creature you can use your Channel Arcana to force them to make a Constitution saving throw against your spell save DC or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of their turns, and the effect also ends early if they take fire damage. #### Absolute Zero Starting at 8th level, you add your Charisma modifier to damage rolls of arcanist spells you cast that deal cold damage. #### Angelic Grace Starting at 18th level, you gain proficiency in Wisdom saving throws, or your choice between Charisma and Intelligence saving throws if you are already proficient.
Part 4 | Subclass Options | The Empress
\pagebreakNum
### 4. The Emperor (Lightning) The Emperor Arcana, the fifth in the major deck. A male counterpart to the Empress, the Emperor is associated with authority and power. Being the flipside of the Empress, other genders can likewise bear the Emperor arcana; where the Empress reflects the Anima--the feminine archetype, the Emperor is the Animus, the masculine. The positive sides of those under the Emperor is that they are usually rather determined, but in a more physical sense when compared to the mental perseverance of the Magician. They are also kind and rather extroverted most of the time. They are passionate and welcome the challenges that life brings. The Emperor is a provider, and is highly protective of those under his care. Like the Priestess, the Emperor is a card which represents wisdom and knowledge, but of a more experience-oriented sort than the Priestess’ intuition. The Emperor concerns himself with empirical knowledge, acting based on what the events in his life have taught him. He can be counted on to provide security and stability to those in his “family”, literal or not. The Emperor easily takes the role of leader, preferring to guide others in an organized and sensible way. Though they can be strict, Emperors have good intentions. They seek law and order, and they lead by respect--firm, but fair. They know when to put their head over their heart and make decisions based on rational thinking rather than emotions, when to focus and push through a situation with the judgment they know is best even though they may have strong feelings toward the issue. Unfortunately, Emperors may err into seeking control over everything, to the point of obsession, and tend to be very aggressive when angered. When reversed, the Emperor can be rigid in thinking, domineering and authoritarian. It may indicate an insecure masculinity, needing to throw one’s weight around to feel as though they are in control. A lack of order can cause chaos and panic for them. The Emperor must take care not to become oppressive, as it is far too easy to tip the scales from structure into despotism. Personas of the Emperor Arcana are Personas typically excelling in lightning-based and physical attacks; these Personas are almost always kings or emperor figures, but may simply be important male figures and deities.
##### The Emperor Arcana Spells | Arcanist Level | Spells | |:----:|:-------------| | 1st | Command, Absorb Elements | | 3rd | Hold Person, Dragon's Breath | | 5th | Call Lightning, Crusader's Mantle | | 7th | Elemental Bane, Freedom of Movement | | 9th | Destructive Wave, Holy Weapon | #### The King Starting at 1st level, you gain proficiency in medium armor and martial weapons. In addition, your hit point maximum is increased by 1 for each level you take in this class. Lastly, you gain proficiency in persuasion or intimidation (your choice) if you do not already have it. #### Voice of Authority Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. #### Channel Arcana: Royal Guard At 2nd level, you can use your Channel Arcana to assemble your guards. As a bonus action, you present your Tarot Card and each creature of your choice that you can see and is within their walking distance to you can use their reaction to move up to their walking speed as long as they end their movement closer to you than they started. This movement does not provoke attacks of opportunity. #### Channel Arcana: All Out Attack Also at 2nd Level, you can use your Channel Arcana command your allies (or guards) to eliminate any potential threats. As an action, choose one creature that is prone, has a movement speed of 0, or is otherwise incapacitated. Each creature of your choice that can see or hear you within their weapon's normal range of the target can use their reaction to make a single melee weapon attack against the target. If your Persona is in range, you can use your reaction to have it make an attack against the same creature as well. #### King's Orders Starting at 6th level, when you roll initiative you can use your reaction to swap rolls with one willing creature that you can see or hear. #### Shocking Justice Starting at 8th level, once per turn you can deal an additional 1d8 lightning damage when you hit a creature with a melee weapon attack or your Persona's melee attack. In addition, any attack made using your Voice of Authority feature deals an extra 1d8 lightning damage. At 14th level, both of these damage rolls increases to 2d8. #### Lightning Strikes Twice Starting at 18th level, if you deal lightning damage to a creature on your turn, you can brand that creature until the start of your next turn. The next time one of your allies hits the branded creature with an attack, the
target also takes 2d8 thunder
damage, and the brand ends.
You can brand a
creature in this
way only once
per turn.
Part 4 | Subclass Options | The Empress
\pagebreakNum
### 5. The Hierophant (Psychic) The Hierophant Arcana is to the Priestess as the
Emperor is to the Empress--a masculine counterpart
which symbolizes authority, wisdom, and logic. In keeping with this, this card is sometimes called the High Priest. Likewise, someone female or otherwise can fall under the Hierophant Arcana. Tradition is of utmost importance to the Hierophant.
They believe in spreading and following the teachings of society, engaging with a strong, shared group identity. Although they can and do think for themselves, following an established order is comfortable for them. They can be deeply spiritual, and trust in the wisdom of their elders and ancestors. The Hierophant is proud in his ways, and will gladly share his knowledge with any interested parties. The positives that a Hierophant can show are self-preservation, strong will, and creativity. Like the Priestess, they may be reserved, but the Hierophant possesses great conviction. They can be naturally curious and inquisitive; the card is strongly associated with the concept of sharing knowledge with others and getting an education. This does not necessarily mean an academic education, but engaging and identifying with a group that will bring growth and learning to the individual. Though they follow tradition, Hierophants nonetheless seek to understand why things are the way they are. This can however mean that a Hierophant can be inflexible. They tend to focus on any past mistake or fault, and can become very stern and aloof in fear of harming others. The reversed Hierophant may find themselves in a crisis of faith, feeling alone and insecure without a group to call their own. They can also struggle with their personal sense of freedom and initiative versus maintaining the status quo. Hierophant Personas tend to mirror Priestess figures, being male priests, gods of wisdom or divine beings. ##### The Hierophant Arcana Spells | Arcanist Level | Spells | |:----:|:-------------| | 1st | Detect Magic, Identify | | 3rd | Augury, Suggestion | | 5th | Clairvoyance, Speak With Dead | | 7th | Arcane Eye, Divination | | 9th | Legend Lore, Scrying | #### The Initiate At 1st level, you learn two languages of your choice. You
also become proficient in your choice of two of the
following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check
you make that uses either of those skills. #### Trust in Tradition Also at 1st Level, choose two 1st level arcanist spells
that you know. You can cast each of those spells once
per long rest without expending a spell slot. #### Channel Arcana: Rapport As an action, you can expend a use of your Channel
Arcana and choose any number of willing creatures within
30 feet of you. For 1 minute, you and the chosen creatures can communicate telepathically to a range of 90 feet.
#### Channel Arcana: Shared Understanding Also at 2nd Level, you can use your Channel Arcana to instantly share knowledge with an ally. When a creature within 60 feet of you that can see or hear you makes an ability check or saving throw, you can use your reaction to grant them a bonus on the roll equal to twice your proficiency bonus. You can choose to use this ability after seeing the roll, but before any outcomes are declared. #### Magical Secrets By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Arcanist table, or a cantrip. The chosen spells count as arcanist spells for you. #### Bell Ringer Starting at 8th level, you add your Charisma modifier to damage rolls of arcanist spells you cast that deal psychic damage. #### Visions of the Past At 18th Level, once per short or long rest, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Object Reading.
Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading.
As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Part 4 | Subclass Options | The Hierophant
\pagebreakNum
### 11. Strength (Force) The Strength Arcana represents discipline and... strength. The Strength is shown by courage, self-control, patience, and honesty. But deep inside, it also shows a lack of integrity, will, control, and actual power. Strength Arcana is associated with the morality about the stronger power of self-control, gentleness, courage and virtue over brute force. It can also represent creative or physical energy that needs to be or is about to be unleashed, sometimes out of desire to be recognized. Those of the Strength Arcana are often very strong, but have an innate need for recognition. Portrayed as a young woman holding up a terrifying beast (more often a lion), the Strength Arcana symbolizes an imagery beyond the Beast And Beauty, and is associated with the morality about the stronger power of self-control, gentleness, courage and virtue over brute force. In tarot readings, it can also represent creative or physical energy that needs to be or is about to be unleashed, sometimes out of desire to be recognized. The card is also named Fortitude in some decks, further giving meanings revolving on courage. Personas of the Strength Arcana are commonly Personas excelling in Physical attacks. Archetypes embodied by Strength Arcana Personas are warrior figures and heroes, or are figures that embody strength of body or character. ##### Strength Arcana Spells | Arcanist Level | Spells | |:----:|:-------------| | 1st | Searing Smite, Wrathful Smite | | 3rd | Branding Smite, Ray of Enfeeblement | | 5th | Blinding Smite, Crusader's Mantle | | 7th | Guardian of Nature, Staggering Smite | | 9th | Banishing Smite, Holy Weapon | #### The Warrior Starting at 1st level, you gain proficiency in medium armor and martial weapons, and your Hit Point Maximum is increased by 1 point for each level you take in this class. Lastly, when you cast a smite spell, you can choose for it to apply to your Persona's next melee attack instead of your own once you awaken to one. #### Strength of Body, Strength of Mind Also at 1st Level, your smite spells do not require concentration unless your turn ends and the spell has not ended yet. In addition, once you awaken to one, you can summon and move your Persona as part of the same bonus action you use to cast a smite spell. #### Channel Arcana: Feat of Strength At 2nd level, you can use your Channel Arcana to enhance your physical might. When you make an attack roll, ability check, or saving throw using Strength, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
#### Channel Arcana: Blessing of War Also at 2nd Level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Arcana. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. #### Mirage of Steel At 6th level, you and your Persona fight with speed and strength. When you take the Attack action on your turn, you can make two attacks instead of one. In addition, you can replace one of the attacks you make whenever you take the Attack action with a Persona melee attack. #### Brave Blade Starting at 8th level, once per turn you can deal an additional 1d8 force damage when you hit a creature with a melee weapon attack or your Persona's melee attack. In addition, any attack made using your Press Advantage feature deals an extra 1d8 force damage. At 14th level, both of these damage rolls increases to 2d8. #### Ali Dance Starting at 18th level, attack rolls made by nonmagical weapons have disadvantage against you.
Part 4 | Subclass Options | Strength
\pagebreakNum
# Arcanist Spell List ##### Cantrips (0 Level) - Acid Splash - Blade Ward - Chill Touch - Control Flames - Create Bonfire - Fire Bolt - Frostbite - Guidance - Gust - Lightning Lure - Minor Illusion - Poison Spray - Primal Savagery - Ray of Frost - Resistance - Sacred Flame - Shocking Grasp - Sword Burst - Thunderclap - Toll the Dead - Word of Radiance ##### 1st Level - Absorb Elements - Bane - Bless - Burning Hands - Cause Fear - Chromatic Orb - Color Spray - Command - Cure Wounds - Earth Tremor - Faerie Fire - Guiding Bolt - Healing Word - Ice Knife - Jump - Longstrider - Mage Armor - Magic Missile - Protection from Evil and Good - Puppet - Ray of Sickness - Shield - Shield of Faith - Silent Image - Sleep - Sudden Awakening - Tasha's Hideous Laughter - Tenser's Floating Disk - Thunderwave - Unseen Servant - Witch Bolt ##### 2nd Level - Aganazzar's Scorcher - Augury - Blindness/Deafness - Blur - Cloud of Daggers - Continual Flame - Crown of Madness - Dust Devil - Earthbind - Enlarge/Reduce - Enhance Ability - Flaming Sphere - Gust of Wind - Hold Person - Lesser Restoration - Levitate - Magic Weapon - Maximillian's Earthen Grasp - Melf's Acid Arrow - Mirror Image - Misty Step - Phantasmal Force - Pyrotechnics - Ray of Enfeeblement - Scorching Ray - Shatter - Silence - Snilloc's Snowball Storm - Suggestion - Web ##### 3rd Level - Bestow Curse - Dispel Magic - Enemies Abound - Erupting Earth - Fear - Fireball - Flame Arrows - Hypnotic Pattern - Lightning Bolt - Magic Circle - Major Image - Mass Healing Word - Melf's Minute Meteors - Phantom Steed - Protection from Energy - Remove Curse - Revivify - Sleet Storm - Slow - Stinking Cloud - Tidal Wave - Vampiric Touch - Wall of Sand - Wall of Water ##### 4th Level - Banishment - Blight - Compulsion - Confusion - Death Ward - Divination - Elemental Bane - Evard's Black Tentacles - Fire Shield - Freedom of Movement - Ice Storm - Phantasmal Killer - Stoneskin - Storm Sphere - Vitriolic Sphere - Wall of Fire - Watery Sphere ##### 5th Level - Cloudkill - Commune - Cone of Cold - Contact Other Plane - Dominate Person - Dream - Enervation - Geas - Greater Restoration - Hold Monster - Immolation - Legend Lore - Mass Cure Wounds - Mislead - Negative Energy Flood - Scrying - Seeming - Skill Empowerment - Steel Wind Strike - Synaptic Static - Wall of Force - Wall of Stone
##### 6th Level - Chain Lightning - Circle of Death - Disintegrate - Eyebite - Flesh to Stone - Globe of Invulnerability - Guards and Wards - Investiture of Flame - Investiture of Ice - Investiture of Stone - Investiture of Wind - Mass Suggestion - Otiluke's Freezing Sphere - Otto's Irresistible Dance - Sunbeam - Tenser's Transformation - Wall of Ice ##### 7th Level - Crown of Stars - Delayed Blast Fireball - Finger of Death - Fire Storm - Mirage Arcane - Mordenkainen's Sword - Plane Shift - Power Word Pain - Prismatic Spray - Project Image - Whirlwind ##### 8th Level - Abi-Dalzim's Horrid Wilting - Antimagic Field - Control Weather - Demiplane - Dominate Monster - Earthquake - Feeblemind - Incendiary Cloud - Power Word: Stun - Sunburst ##### 9th Level - Astral Projection - Foresight - Mass Heal - Meteor Swarm - Power Word: Kill - Power Word: Heal - Weird
Part 5 | Spell List
\pagebreakNum ## LEGAL DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All images pulled from [Megami Tensei Wiki](https://megamitensei.fandom.com/wiki/Megami_Tensei_Wiki "Megami Tensei Wiki") (created by Atlus Co., LTD) and used under the GNU Free Documentation License/GNU Public License for redistribution and documentation.
The Arcanist is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
### Footnotes This is 100% a work in progress. The spell list for sure is something I need to work on, but I would like to finish the spell lists for the subclasses before I decide which spells to start axing from the list. Please be patient! \columnbreak ##### Information and documentation pulled from: - [Persona Cataclysm](https://personacataclysm.tumblr.com/arcana "Persona Cataclysm") - [Megami Tensei Wiki](https://megamitensei.fandom.com/wiki/Megami_Tensei_Wiki "MegaTen Wiki") and [Persona Arcana Wiki](https://persona-arcana.fandom.com/wiki/Arcana "Persona Arcana Fandom") - [*Megami Tensei: Persona* Series](https://www.atlus.com/persona/ "Persona by Atlus") - [Carl Gustav Jung, Swiss Philospher](https://cgjungboston.com/about-carl-gustav-jung/ "Carl Gustav Jung") [(for the quote about Major Arcana)](https://www.openculture.com/2017/08/carl-jung-tarot-cards-provide-doorways-to-the-unconscious-and-even-a-way-to-predict-the-future.html "OpenCulture.com") ## Arcanists & Multiclassing Arcanists follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook. ### Multiclassing Prerequisites | Class | Ability Score Minimum | |:----:|:-------------:| | Arcanist | Charisma 13 | ### Multiclassing Proficiencies | Class | Proficiencies Gained | |:----:|:-------------:| | Arcanist | Arcana skill | ## Changelog - v 0.1.0 - Base Class made - v 0.1.1 - Flavor text dramatically reworked (Thanks Izzy!) - v 0.2.0 - Added first subclass, The Magician Arcana - v 0.3.0 - Added The Priestess Arcana and Strength Arcana - v 0.4.0 - Changed Persona to be a spirit instead of an illusion, requires you to be able to speak to command it, it cannot be dispelled but can be banished. (Thanks Sharkpuppy) - v 0.5.0 - Moved resistance/negating vulnerability to level 10, but can only choose one or the other - v 0.6.0 - Trying out a change to Strength Arcana capstone, imposing disadvantage on nonmagical weapon attacks rather than resistance against them, and letting them cast smite spells on their Persona. - v 0.6.1 - Reworded The Ties That Bind resistance/vulnerability negation for clarity (Thanks Sielic!) - v 0.7.0 - Added The Empress Arcana - v 0.8.0 - Added The Emperor Arcana - v 0.8.1 - Tweaked Strength Arcana - v 0.9.0 - Changed Ties that Bind to Press Advantage, Redesigned Strength Arcana, Remade Spell List, Redesigned Awakening feature (Thanks Eighnuss!) - v 0.9.1 - Revised Subclass Spell Lists - v 0.9.2 - Added The Hierophant
Part 6 | Addendum
\pagebreak ## Alternative Tarot Names You may wish to use these alternative names for the Tarot Cards if you wish to encorperate the Deck of Many Thing's interpretation of the Arcana. | Number | Major Arcana | Deck of Many Things | |:---:|:-----:|:-----------:| | 0 (21)| The Fool | The Fool | | 1 | The Magician | The Fates | | 2 | The (High) Priestess | The Euryale | | 3 | The Empress | The Gem | | 4 | The Emperor | The Throne | | 5 | The Hierophant | The Vizier | | 6 | The Lovers | The Key | | 7 | The Chariot | The Knight | | 8 | Justice | Talons | | 9 | The Hermit | The Idiot | | 10 | Fortune | Ruin | | 11 | Strength | The Comet | | 12 | The Hanged Man | The Donjon | | 13 | Death | The Skull | | 14 | Temperance | Balance | | 15 | The Devil | Flames | | 16 | The Tower | The Void | | 17 | The Star | The Star | | 18 | The Moon | The Moon | | 19 | The Sun | The Sun | | 20 | Judgement | Rogue | | 21 (22) | The World | The Jester |