Hermit

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>
> "*I will hold onto the freedom you gave me to the very end!*"
> —Jin Shirato, *Persona 3*
>

The Hermit represents reflection, solitude, and enlightenment. Unlike other Arcanas, this doesn't have a specific target to a demographic, though it does seem to favor characters who are different from society. Personas of this arcana specialize in mental-based ailments. When answers cannot be found in the real world, one must look to the spiritual. The Hermit is such a case who secludes himself from the world in order to take a spiritual journey to learn about his inner self. Alone, only the light from his lamp and the voice within himself can guide him.

Hit Dice: 1d6 per Persona User level

Hit Points at 1st Level: 6 + Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Persona User level after 1st

## Proficiencies

Armor: Light Armor

Saving Throws: Wisdom, Intelligence

Skills: Choose three from Arcana, History, Investigation, Medicine, Perception, Survival

## Unwanted Spotlight

At 1st level when you select this Arcana, you can choose Abilities from the Recovery and Support Category. You may choose your Wisdom or Intelligence modifier as your Persona Modifier. You cannot change these choices later on. Additionally, you may learn an additional number of Abilities from either Recovery or Support Category equal to your proficiency bonus that doesn't count against your Abilities known.

## Treasure Scan

At 3rd level, you gain advantage on Perception checks. Additionally, If you already had proficiency in perception, gain expertise instead.

## Hidden Support

At 5th level, whenever you use a Recovery Support Ability on an allied creature, you may use your reaction to target an additional allied creature within 10 feet of your first target.

## Position Hack

At 9th level, As a bonus action, you may teleport one allied creature within 50 feet of your Persona to an unoccupied space within the same range. You may also choose to swap the positions of two allied creatures within range instead. Additionally, you may roll a 1d100, on an even number, you successfully scan any Enemy/Enemies on the field and their Weaknesses and Affinities reveal themselves to you.

## Stealth Mode

At 11th level, you can use your action to become incorporeal and invisible. While using this feature, you have temporary hit points equal to half your Max HP. When your Temporary hit points reach 0, this effect ends. While using this feature, you may only use Support and Recovery Abilities. You may use your bonus action to end Stealth Mode on your following turns. You may only use this feature a number of times equal to your proficiency modifier per long rest.

## Omnipresent Aid

At 13th level, the AP cost of your Support and Recovery abilities are halved. (minimum of 1 AP).

## Elusive Boon

At 17th level, whenever your Persona uses a Recovery or Support Ability on an allied creature, they may gain one of the following benefits for until the end of their next turn:

* They have advantage on all attacks until the end of their turn.
* They gain the effects of Dodge.

## Steadfast Guardian

At 20th level, you gain your Ultimate Persona and you can use the Ability Final Guard. As a reaction, you can target any allied creature within 20 feet of you, their Hit Points cannot be reduced below 1 until the end of the next round. This Ability costs 30 AP. You may use this ability a number of times equal to half your proficiency modifier (Rounded down), regaining all uses after a long rest.