Hanged Man

*(Back to Tarot Arcana)*

>
> "*Since the moment I've gained my power, I've known the day I was going to die. Knowing that scared me, because I never really thought about dying, and it made me realize that I wouldn't be with you anymore...*"
> —Chidori Yoshino, *Persona 3*
>

The Hanged Man represents self-sacrifice, enlightenment, and acceptance. These are often given to characters who are self-sacrificial, or characters who are caught in two extremes. Personas of this Arcana excel in survivability. The Hanged Man is a card of paradox. In a world of war, the Hanged Man tells you to put down your weapon. In a world of the common, the card tells you to be different. In the world of running away, the card tells you to stop. Through the sacrifice of what is most comfortable to him in the physical realm, he gains freedom and enlightenment to the spiritual realm.

While this is such a simple concept, it's a lot harder to deal with when it applies to yourself. Giving up your comfort can be hard, maybe even dangerous. Though, once done, you gain something of equal value. Remember, sacrifice without intent is not what the Hanged Man is about.

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

Saving Throws: Dexterity, Constitution

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

## Scapegoat

At 1st level when you select this Arcana, You gain access to Abilities from the Physical, Almighty and Support categories. Your Wisdom or Constitution modifier will be your Persona Modifier. You cannot change these choices later on.

## Dismal Resistance

At 3rd level, you gain Resistance to necrotic damage and your choice of non-magical slashing, bludgeoning, or piercing damage. At 7th level, you choose another from the three that you haven't selected and at 14th level, you gain resistance to the final damage type not chosen.

## Hanging Strike

At 5th level, you can attack twice instead of once, when you take the attack action on your turn.

## Selfless Assistance

At 9th level, you can use your action to expend any amount of hit points to give an ally advantage on their next attack roll and heal them equal to the amount of hit points you spent.

## Human Shield

At 11th level, when an allied creature that you can see within 10 feet of you is attacked, you can use your reaction to make yourself the target of the attack instead, of which the damage you receive is halved (rounded down).

## Tightened Noose

At 13th level, if you are within 10ft of an allied creature, any hostile creature within 5ft of you or your ally cannot take the Disengage action and their speed is halved starting each turn they are within 5ft of you or your ally.

## Self-Determination

At 17th level, when you are reduced to 0 Hit Points but not killed outright, you may choose to fail a death save and automatically come back with 1 hit point instead. You can use this feature twice, and regain all uses on a long rest.

## Hanging Tree

At 20th level, you gain your Ultimate Persona and you can use the Ability Tree of Sacrifice. When you use this Ability, all creatures within 30 feet of your Persona take 6d12 Force damage and must make a Wisdom Save against your Ability Save DC, On a failure they are lifted 5 feet into the air and gain the Restrained Condition. At the start of every turn, the Restrained creatures may repeat the Wisdom Save against your Ability Save DC. Every turn that the creature is still lifted in the air, if the creature once again fails the saving throw, the creature takes 6d10 Psychic damage that cannot be Resisted. On a success, the creature is no longer Restrained and is no longer lifted. This Ability costs 50 AP. You may use this ability only once, regaining use after a long rest.