Sun

*(Back to Tarot Arcana)*

>
> "*So... for me, or you, or anyone... the meaning of our lives is something we make but don't see.*"
> —Akinari Kamiki, *Persona 3*
>

The Sun Arcana represents wholeness, reliability, and success. These are generally given to characters who are inwardly happy and satisfied with their lives. Personas of this Arcana often excel in Light and Fire magic. In a reading the Sun can take on many meanings, though the most predominant one is that of success and completion. It can be a herald of joy, happiness, the birth of a child, a stable family, material prosperity or almost any other end that is positive - but above all it shows completion. One cycle is over and, before the next begins, there is a period of light and relaxation that you can and should properly enjoy. Success comes if you are confident and bold in the use of your creative energy. Glow with the vitality of the Sun whose light is unmatched and whose power is absolute.

Such power and clarity are within everyone's grasp, including yours, if you let the light of the Sun illuminate you. If there are areas of darkness lurking inside you, the Sun's rays will expose them so you can integrate them into yourself. Fogs of confusion are burned away with the Sun's fiery sword, and its flames drive away fear and all the terrors of the night. A seemingly hopeless situation will be hopeless no more once the Sun shines down upon the true path, the correct solution. When the Sun appears, let its power amaze and overwhelm you. But do not simply watch - reach up to grasp it, draw its power into yourself. The power of the Sun is true power indeed.

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, Medium Armor

Saving Throws: Constitution, Charisma

Skills: Choose three from Animal Handling, Arcana, Performance, Investigate, Perception, Persuasion

## Abundant Spirit

At 1st level when you select this Arcana, you can choose Abilities from the Bless and Fire Ability categories. You may choose either your Wisdom or Charisma modifier to be your Spellcasting modifier. You cannot change this choice later on.

## Solar Flare

At 3rd level, you can add your Charisma modifier to the damage rolls of Fire and Bless Abilities that your Persona uses.

## Days In The Sun

At 5th level, you gain access to the Recovery Ability category. In addition, you gain a number of additional hit die you may use equal to your Spellcasting modifier.

## Good For The Soul

At 9th level, you can spend one hit die to instead restore your AP an amount equal to the number you roll during a short rest.

## Doubly Good

At 11th level, you can use a single target Recovery ability twice, instead of once, whenever you use one on your turn without spending the AP again.

## Flashbang!

At 13th level, when using any Bless abilities against a hostile creature and it hits, the creature must also make a Constitution saving throw. On a failure, they become Blinded. They can repeat the saving throw at the end of their turns.

## Sun Block

At 17th level, you are now immune to both Fire and Radiant damage.

## Supernova

At 20th level, you gain your Ultimate Persona and you can use the Ability Bright Verdict. When you use this Ability, all hostile creatures within a 30 foot-radius must make a Constitution saving throw or take 10d10 Radiant damage as well as becoming blinded for 1d10 turns. On a success, they take half damage and will not get blinded. This Ability costs 30 AP. You may use this ability a number equal to your proficiency modifier halved (rounded down). You'll regain uses after a long rest.