Passive Abilities

All Persona Users can take Passive Abilities as Persona Abilities so long as they meet the prerequisites. The Prerequisite "Have any before gaining (X)" means that you must have that skill before obtaining the new one. You may replace or keep the skill in the Prerequisite. The Prerequisite "Replaces (X)" means that you must not only have had the mentioned skill but you may not have them at the same time.

## Passive Abilities

### 1st - Dodge Attack:

Pick one damage type. You gain +1 AC and Saving Throws involving this damage type. Additionally, When you or are subjected to an effect involving that damage type and you must make a saving throw to take only half damage, you only half damage if you fail.

Prerequisite: 14 Strength/Dexterity/Constitution

### 1st - Dodge Effect:

Pick a condition except for Unconscious and Incapacitated. You and have advantage on checks and saves to avoid the effect.

Prerequisites: 14 Constitution

### 1st - Elemental Boost:

when attacking with one damage type of your choice(including almighty), you may reroll 1's and 2's on damage rolls but you must take the new roll even if it is a 1 or 2.

Prerequisite: 14 Wisdom or Intelligence

### 1st - Speed Demon:

On your first turn of combat, your speed is doubled.

Prerequisite: 14 Dexterity

### 1st - Fiery Spirit:

On your first turn of combat, add 1d4 to all your damage rolls.

Prerequisite: 14 Strength

### 2nd - Soul Touch:

You recover SP equal to your proficiency bonus when you perform a baton pass.

Prerequisite: 14 Constitution

### 2nd - Regenerate:

You recover 3 Hit Points at the start of each of your turns during combat.

Prerequisite: 14 Constitution

### 2nd - Invigorate:

You recover 3 SP at the start of each of your turns during combat.

Prerequisite: 14 Intelligence/Wisdom/Charisma

### 2nd - Life Bonus:

Your hit point maximum increases by an amount equal to half User level.

Prerequisite: 14 Constitution

### 2nd - Mana Bonus:

Your maximum SP increases by an amount equal to half User level.

Prerequisite: 14 Intelligence/Wisdom/Charisma

### 2nd - Apt Pupil:

Your critical range is reduced by 1. (For example, if you crit at rolls of 19-20, you crit at rolls of 18-20 instead.)

### 3rd - Counter:

When you take Slashing, Piercing, or Bludgeoning damage, you may deal 1d4 damage of the same type to the attacker. The Attacker must be within melee attacking range.

Prerequisite: 14 Strength/Dexterity/Constitution

### 3rd - Evade Attack:

Pick one damage type. You gain +2 AC and Saving Throws involving this damage type. Additionally, When you or are subjected to an effect involving that damage type and you must make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can only take this once.

Prerequisites: 14 Strength/Dexterity/Constitution

### 3rd - Evade Effect:

Pick a condition except for Unconcious and Incapacitated. You and have advantage on saving throws against those effects.

Prerequisites: 14 Constitution

### 3rd - Attack Master:

You can use Tarukaja on yourself as a reaction when combat begins.

Prerequisites: 14 Intelligence/Wisdom/Charisma, Have before gaining (Tarukaja)

### 3rd - Defense Master:

You can use Rakukaja on yourself as a reaction when combat begins.

Prerequisites: 14 Intelligence/Wisdom/Charisma, Have before gaining (Rakukaja)

### 3rd - Speed Master:

You can use Sukukaja on yourself as a reaction when combat begins.

Prerequisites: 14 Intelligence/Wisdom/Charisma, Have before gaining (Sukukaja)

### 4th - Revitalize:

You and recover 5 Hit Points at the start of each of your turns during combat, so long as you are above 0 Hit Points.

Prerequisites: 14 Constitution, Replaces (Regenerate)

### 4th - Meditation:

You recover 5 SP at the start of each of your turns during combat.

Prerequisites: 14 Intelligence/Wisdom/Charisma, Replaces (Invigorate)

### 4th - Life Gain:

Your hit point maximum increases by an amount equal to User level.

Prerequisite: 14 Constitution, Replaces (Life Bonus)

### 4th - Mana Gain:

Your maximum SP increases by an amount equal to User level.

Prerequisite: 14 Intelligence/Wisdom/Charisma, Replaces (Mana Bonus)

### 4th - Elemental Amp:

when attacking with one element of your choice (including almighty), you may roll the damage roll an additional time, and take the higher rolls.

Prerequisites: Have any before gaining (Element Boost).

### 4th - Fast Heal:

You have advantage on saving throws to end an condition that is affecting you.

Prerequisites: 14 Constitution

### 5th - Null Attack:

Pick a damage type. You and become Immune to that damage type.

Prerequisites: 16 Constitution, Replaces (Dodge Attack or Evade Attack)

### 5th - Null Effect:

Pick a condition except for Unconscious and Incapacitated. You and become Immune to that Condition type.

Prerequisites: 16 Constitution, Have any before gaining (Dodge Effect or Evade Effect)

### 5th - Endure:

When you are reduced to 0 Hit Points but not killed outright, you may drop to 1 Hit Point instead. You and can’t use this feature again until you finish a Long Rest(Each can use this once).

Prerequisites: 16 Constitution

### 5th - Survival Trick:

You and are Immune to the effects of the Hama and Mudo Ability Lines(Including Samsara and Purgatorial Wing/Die for Me/Abyssal Wings), Additionally your Maximum HP cannot be reduced.

Prerequisites: 16 Intelligence/Wisdom/Charisma

### 5th - Counterstrike:

When you take Slashing, Piercing, or Bludgeoning damage, you may deal 1d6 damage of the same type to the attacker.

Prerequisite: 16 Strength/Dexterity/Constitution, Have any before gaining (Counter)

### 6th - Auto-Mataru:

You may use Matarukaja as a reaction when combat begins.

Prerequisites: 16 Intelligence/Wisdom/Charisma, Have before gaining (Matarukaja or Attack Master)

### 6th - Auto-Maraku:

You may use Marakukaja as a reaction when combat begins.

Prerequisites: 16 Intelligence/Wisdom/Charisma, Have before gaining (Marakukaja or Defense Master)

### 6th - Auto-Masuku:

You may use Masukukaja as a reaction when combat begins.

Prerequisites: 16 Intelligence/Wisdom/Charisma, Have before gaining (Masukukaja or Speed Master)

### 6th - Touch and Go:

You automatically give anyone you baton pass to the effects of Sukukaja.

Prerequisites: 16 Intelligence/Wisdom/Charisma, Have before gaining (Relay Run)

### 6th - Soul-Chain:

When you perform a Baton Pass you gain an amount of SP equal to Modifier's score.

Prerequisites: 16 Intelligence/Wisdom/Charisma, Have before gaining (Meditation, Soul Touch or Invigorate) (Stacks)

### 6th - Sharp Student:

You may force an attacker to reroll a critical hit against you or . The attack will hit regardless of the result.

Prerequisites: 16 Strength/Dexterity/Constitution

### 7th - Repel Attack:

Pick a damage type. The attacks of this damage that target You and/or will have the damage reflected at the attacker when you are targeted. You do not take the damage.

Prerequisites: 18 Constitution, Have any before gaining (Null Attack, Evade Attack, or Drain Attack)

### 7th - Renewal:

You and recover 7 HP at the start of each of your turns during combat, so long as you have more than 0 Hit Points

Prerequisites: 18 Constitution, Replaces (Revitalize)

### 7th - Unification:

You recover 7 SP at the end of each of your turns during combat.

Prerequisites: 18 Intelligence/Wisdom/Charisma, Replaces (Meditation)

### 7th - Life Surge:

Your hit point maximum increases by an amount equal to two times User level.

Prerequisite: 18 Constitution, Replaces (Life Bonus or Life Gain)

### 7th - Mana Surge:

Your maximum SP increases by an amount equal to two times User level.

Prerequisite: 18 Intelligence/Wisdom/Charisma, Replaces (Mana Bonus or Mana Gain)

### 7th - High Counter:

When you take Slashing, Piercing, or Bludgeoning damage, you may deal 1d6+6 damage of the same type to the attacker.

Prerequisite: 18 Strength/Dexterity/Constitution, Replaces (Counter-strike, Counter)

### 7th - Pressing Stance:

During an enemy Surprise Round you have a +5 bonus to your AC and you are resist to all damage from attacks made from a distance greater than 10 feet away.

Prerequisites: 18 Strength/Dexterity/Constitution

### 7th - Magic Ability:

When attacking with any element, you may roll the damage roll three times, and take the highest of the set of rolls.

Prerequisites: 18 Intelligence/Wisdom/Charisma, Elemental Amp (will be then replaced by Tyrant's Mind).

### 7th - Tyrant's Mind:

When attacking with a weapon attack or Physical Ability, you may roll the damage roll three times, and take the highest of the set of rolls.

Prerequisites: 18 Strength/Dexterity/Constitution, Elemental Amp (will be then replaced by Tyrant's Mind).

### 7th - Divine Grace:

When you use a Recovery Ability, you may roll twice the healing die.

Prerequisites: 18 Intelligence/Wisdom/Charisma

### 8th - Enduring Soul:

When you are reduced to 0 Hit Points but not killed outright, you can choose to recover all of your Hit Points instead. You can only use this feature once per long rest.

Prerequisites: 20 Constitution, Endure or Survival Trick (Will be replaced by Enduring Soul)

### 8th - Drain Attack:

Pick a damage type. When you would receive damage of this damage type, recover the full amount in Hit Points or 1/2 the amount in SP instead.

Prerequisites: 20 Constitution, 20 Intelligence/Wisdom/Charisma, Replaces (Repel Attack, Evade Attack or Null Attack)

### 8th - Holy Whisper:

You recover 15 HP and SP at the start of each of your turns during combat.

Prerequisites: 20 Constitution, 20 Intelligence/Wisdom/Charisma, Have any before gaining (Renewal or Unification.)

### 8th - Spell Master:

All magical abilities may be used at half cost.

Prerequisites: 20 Intelligence/Wisdom/Charisma, Soul-Chain

### 8th - Arms Master:

All Physical Abilities cost half the original cost.

Prerequisites: 20 Strength/Dexterity/Constitution, Drain Attack.

### 8th - Insta-Heal:

You can automatically succeed up to 3 saving throws per day to end a condition that is affecting you. All uses are regained after a long rest.

Prerequisites: 20 Constitution, Fast Heal

### 8th - Angelic Grace:

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Prerequisites: 20 Strength/Dexterity/Constitution

### 8th - Ali Dance:

All incoming attacks made within 60ft of you are made at disadvantage until you are hit. After which all attacks against you apply normally until the start of your next turn.

Prerequisites: 20 Intelligence/Wisdom/Charisma

### 8th - Firm Stance:

All incoming attacks are made at advantage. Gain resistance to all damage types (including almighty).

Prerequisites: 20 Constitution