The Tower

*(Back to Tarot Arcana)*

>
> "*But, I finally faced the fact that I was drinkin' to hide my true feelings. I feel so free now.*"
> —Mutatsu, *Persona 3*
>

The Tower Arcana represents pride, change, and falsehood. This arcana is often given to prideful characters or characters within false security. In some interpretations, this can often be ominous. Personas of this Arcana excel resisting physical damage. When you believe material objects are more powerful than spirit and mind, you start building up a Tower of falsehoods on a very unstable foundation. If, by some miracle of engineering, it does not collapse under its own weight, you will eventually push it over yourself. The Tower falls not because Fate says so but because something within can no longer endure the strain it must bear. Sooner or later it will give out. This is a humbling experience because its lesson is that no one is invincible. The problem for most people is that they concentrate on the negatives and ignore the great opportunity that has been given to them.

The fire of the Tower card burns away all that is negative and outdated, but it leaves behind all that is positive, all that is necessary to begin your life again and replace all that was lost. In essence, this is the energy of Death and Temperance combined, because sweeping-away and building-up both happen at about the same time on the Tower. As soon as the tumbling figures on the Rider-Waite card land on the jagged rocks of reality, they are greeted with the influx of wisdom that they need to survive.

Hit Dice: 1d10 per Persona User level

Hit Points at 1st Level: 10 + Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Persona User level after 1st

## Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, Shields

Saving Throws: Dexterity, Constitution

Skills: Choose three from Acrobatics, Deception, Nature, Sleight of Hand, Stealth, Survival

## Lucky Misfortune

At 1st level when you select this Arcana, you gain access to Abilities from the Physical and Curse Categories. Your Wisdom modifier is your Spellcasting Modifier.

## Tower's Trade off

At 3rd level, 18-20 is a critical success for you and 1-2 is a critical failure for you.

## Falling Up

At 5th level, you now gain access to abilities from the Electric and Almighty categories.

## Bringer of Sudden Change

At 9th level, whenever you damage a hostile creature in combat you may choose and have your Persona summoned, you may choose to halve your HP to impose a Charisma Saving throw. On a failed save they take 3d10 Force damage and Are banished as per the banishment Ability, on a success they take the full amount of damage but do not get banished.

## C-C-C-Changes

At 11th level, You may temporarily disguise yourself and 6 creatures of your choosing for an hour while in The Other World. During this time, you are safe from Shadows. Additionally, you and those under this effect who are within 30 feet of you, have advantage on Stealth checks.

You can use this ability a number of times equal to your proficiency modifier, of which you regain all uses after a short rest.

## Pride Cometh

At 13th level, you Have advantage on all checks so long as you haven't failed a check. After failing any check, you lose the advantage until you take a long rest. Additionally, you may add half your proficiency bonus to skills that you are not already proficient in.

## Been There Done That

At 17th level, you have advantage on saving throws against Non-permanent effects such as status ailments and Conditions.

## Downward Spiral

At 20th level, you gain your Ultimate Persona and you can use the ability Downward Spiral. This passive ability reduces the price of all Abilities you have equipped to 1/4 (Rounded Up) the normal AP Cost. This effect lasts until You miss an attack or you target in some way dodges the ability. This costs 20 AP. However when Downward Spiral is inactive, your Curse and Physical Abilities cost 1/2 rounded up.