Star

*(Back to Tarot Arcana)*

>
> "*It's a strong card, one that gives hope to those on the ground below. It shines in times of need. But, eventually, it is destined to fall to the earth and disappear... Even I can feel the sadness of this inescapable destiny...*"
> —Margaret, *Persona 4*
>

The Star Arcana represents hope, faith, and joy. This is often associated with inspirational characters or characters of high resolve. Personas of this Arcana excel in resisting elements. The Star is a card of faith, both in your own power, and in powers greater than your own. When the Tower sweeps away all the negativity in your life, you once again need something to fill the void, and faith is a good place to start. What exactly is faith? It could be said that faith is a conscious belief in an unconscious experience, of which we may not be directly aware, but of which we can still feel the effects. This definition fits both belief in a deity and belief in your own abilities. Having faith in any power will allow that power to manifest in your life. Believing that something will happen is as sure a way as any to make it happen.

Hit Dice: 1d8 per Persona User level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Persona User level after 1st

## Proficiencies

Armor: Light Armor, Medium Armor

Saving Throws: Dexterity, Charisma

Skills: Choose three from Animal Handling, Arcana, Insight, Medicine, Nature, Persuasion

## Hopeful Manifestation

At 1st level when you select this Arcana, you gain access to Abilities from the Physical, Bless and Support Categories. You may choose either your Wisdom or Charisma modifier to be your Persona Modifier.

## Healing Hope

At 3rd level, you gain access to Abilities in the Recovery category.

## Winds of Hope

At 5th level, when your Persona uses a Bless or Support Ability, it can use another Bless or Support Ability as part of the action. This feature can only be triggered once per turn.

## Altruistic Determination

At 9th level, you can use your bonus action to inspire all allied creatures that can hear you. They can then add your Proficiency Bonus to their attack and damage rolls for 1d4 turns. You may do this a number of times equal to your Proficiency modifier, of which you regain all uses after a long rest.

## Star Gambit

At 11th level, you may use your reaction to follow up an ally's attack with either a Bless or a Recovery ability. You may do this as many times as your Wisdom modifier.

## Infinite Possibilities

At 13th level, you can store various trinkets and tools in your pockets. Once per day, you can use your action to roll 1d20 and use one of these tools, selecting one from the table corresponding to the result of the dice. If the item requires you to make a weapon attack, you are treated as proficient in the item.

## Enduring Inspiration

At 17th level, your Altruistic Determination feature would now instead last for 2d4 turns.

## Ultimate Miracle

At 20th level, you gain your Ultimate Persona and you can use Kamui Miracle. When you use this Ability, tell the DM what your character's praying for. Then, you must roll a 1d100. The effects of the Ability are determined by the DM relative to the result of the roll. This Ability costs 30 AP. Additionally, you can use Infinite Possibilities an unlimited amount of times.