The Symbolist
The thief walked into the wizard's tower with a smug smile plastered over her face. With all the caster's myriad defenses and arcane traps, he neglected the most important part: locking the door. As soon as she steps inside, though, those traps begin to awaken with a deep, threatening hum. However, the woman calmly taps a few inscriptions on her arms and hands and walks through the foyer without a single trap, alarm, or effect activating. This was easier than she thought.
The man stands near the back, watching his fellow party members interrogate an indignant goblin. Before any of them notice, the goblin manages to cut its fetters, springing away from the group and sprinting into the forest. The party looks back at the man, and while a wry smile is shared between them, a bright yellow light extends from the symbols etched into his hands. After a brief touch to their shoulders, they disappear in a flash, off to catch their suspect.
The city guard watches as their summoned golem defends the city gates from a single assailant. They see the hooded individual extend their hand, from which a massive blast of lightning sprouts. They don't fear this spell all that much; such spells are much better against multiple enemies. However, the sprout of lightning freezes and retracts, resulting in a glowing mass of roiling electricity resting in the palm of his hand. The figure dashes up to the golem, and with a large jump, plants their palm on its head, blasting it to pieces. The guards grab their weapons, fearing for their lives.
All three of the individuals above are Symbolists, masters of bodily enhancements and arcane sigils, who manipulate their attacks with mystical patterns and shapes.
Meaning in Symbols
All Symbolists find their magic in the writing and bodily recording of spells. To pursue this goal, Symbolists incribe upon themselves Sigils, which act as a focus through which many different arcane effects can help them. Most Symbolists specialize in a further purpose in their symbols, between arcane nullification, augmentation, and condensation.
Masters of Sigils
Symbolists particularly excel in a field untouched by any other purveyor of the arcane: Sigils. Certain patterns, when inscribed on the skin in complex rituals, can provide constant magical benefits, requiring little to no energetic input by the user. Symbolists take advantage of these by covering themselves in them, allowing them to passively feel the benefits of many magical effects at once.
A World of Signs
Finding new symbols for spells can at first seem incredibly daunting and difficult, but it is quite the opposite. The many nations, species, and cultures that inhabit the world very often utilize symbolism to depict stories, locations, languages, and more in an artistic manner. To the properly trained eye, these symbols, through the meaning that they carry, are rife with magical potential.




The Symbolist
| Level | Proficiency Bonus | Features | Sigils |
|---|---|---|---|
| 1st | +2 | Enhanced Combat, Sigil Knowledge, Symbology | - |
| 2nd | +2 | Sigils, Inscription Seals | 1 |
| 3rd | +2 | Symbol Scribe, Pattern Feature | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Extra Attack | 3 |
| 6th | +3 | Symbology II | 3 |
| 7th | +3 | Pattern Feature | 4 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | - | 5 |
| 10th | +4 | Symbol Blur | 5 |
| 11th | +4 | - | 6 |
| 12th | +4 | Ability Score Improvement | 6 |
| 13th | +5 | Symbol Blur II | 7 |
| 14th | +5 | Symbology III | 7 |
| 15th | +5 | Pattern Feature | 8 |
| 16th | +5 | Ability Score Improvement | 8 |
| 17th | +6 | - | 9 |
| 18th | +6 | - | 9 |
| 19th | +6 | Ability Score Improvement | 10 |
| 20th | +6 | Pattern Capstone | 10 |
Class features
As a symbolist, you gain following class features.
Hit Points
- Hit Dice: 1d8 per Symbolist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per symbolist level after 1st
Proficiencies
- Armor: None
- Weapons: Simple Weapons, Shortswords
- Tools: Calligrapher's Supplies
- Saving Throws: Dexterity, Intelligence
- Skills: Choose three from Acrobatics, Arcana, Insight, Religion, History, Sleight of Hand, Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- • (a) a shortsword or (b) any simple weapon
- • (a) dungeoneer's or (b) explorer's pack
- • Inscribed Arcane Symbol
Quick Build
First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the Urban Bounty Hunter background.
Sigil Knowledge
1st-Level Symbolist Feature
You gain advantage on any skill checks surrounding arcane symbols and ancient magic languages.
You also gain proficiency in one language of your choice and in History, if you do not currently have it.
Enhanced Combat
1st-Level Symbolist Feature
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal 1d6 bludgeoning damage.
Additionally, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Symbology
1st-Level Symbolist Feature
Your understanding of the connection between writing and magical effects have allowed you to imbue your body with elemental energy.
As a bonus action, you may envelop your unarmed strikes with your runic magic. Choose a number of damage types equal to your Intelligence modifier from acid, cold, fire, lightning, poison, or thunder. For one minute, you may make your unarmed strikes using any of the chosen damage types and may add your Intelligence modifier to the damage.
You can use this ability once per short rest.
Sigils
2nd-Level Symbolist Feature
You have begun the long-taught process of transmuting your own body into an arcane canvas, utilizing Sigils.
Sigils can have multiple applied according to the Sigils table. Select one Sigil from the Sigil list. Whenever you gain a level in this class, you can replace one of the Sigils you know with another Sigil of your choice.
Inscription Seals
2nd-Level Symbolist Feature
Your knowledge of potent signs, which can be placed upon your body, leaves you with a unique ability. You gain one of the following features of your choice.
Seal of Warding
As a reaction, you can reduce incoming damage from a melee or ranged attack by 1d8 + your Intelligence modifier. This has a number of uses per long rest equal to your Intelligence modifier.
Seal of Striking
Increased damage of unarmed attacks to 1d8. This changes to a 1d10 at 9th level, and to 1d12 at 17th level.
Seal of Transference
In a radius of 20 feet around you, you grant +1 AC to yourself, as well as to a number of allied creatures up to your Intelligence modifier. As a reaction, when a creature you can see (other than yourself) is hit by an attack, you can end this effect to grant that creature resistance to all damage from the attack. Once this reaction has been used, no creature can gain the benefits of this Seal for one full round from when the reaction was used.
Symbol Scribe
3rd-Level Symbolist Feature
You gain proficiency in the Forgery Kit. You also gain proficiency in one more language of your choice.
Symbolist Pattern
3rd-Level Symbolist Feature
Your practice with the secretive arts of somatic magic have revealed to you numerous themes of symbolism, in which you can specialize. You choose a Pattern from Augmenter, Condenser, and Nullifier.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Extra Attack
5th-Level Symbolist Feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, your unarmed strikes are considered magical for the purposes of overcoming nonmagical resistance and immunity.
Symbology II
6th-Level Symbolist Feature
When you take the attack action, your first unarmed strike deals 1d6 more damage. Additionally, you are resistant to the chosen damage type of your final attack until the beginning of your next turn.
Symbol Blur
10th-Level Symbolist Feature
As a bonus action, you activate many symbols all over your body, creating a perplexing pattern of lights and visual effects. Until the end of your next turn, all melee attacks and melee spell attacks made against you are made with disadvantage. An attacker is immune to this effect if it doesn’t rely on sight or can see through illusions. You have a number of uses of this per Long Rest equal to your Intelligence modifier.
Symbol Blur II
13th-Level Symbolist Feature
Symbol Blur now has a duration of a minute. It ends early if you are stunned or incapacitated. Additionally, you do not provoke opportunity attacks while this is active.
Symbology III
14th-Level Symbolist Feature
When you take the attach action, your first unarmed strike now deals 2d6 more damage.


Symbolist Pattern
Each Symbolist finds significance and meaning through different recurring symbols in society and focuses their study to those patterns. Some may focus on the ability to support those around them, some learn spells themselves, and some study powerful antimagical properties.
Augmenter
Recognizing the utility of their Sigils, Augmenter Symbolists desire to apply that utility to those around them. Parties accompanied by an Augmenter Symbolist are renowned for their unpredictability, and are often recorded as moving impossible distances in the blink of an eye.
Conjoined Sigils
3rd-Level Augmenter Feature
You gain +10 to your movement speed.
You may apply the benefits of a Sigil currently applied to you to another creature up to two times per Long Rest. These Minor Sigils can be the same Sigil applied to different creatures, or two different Sigils applied to the same creature. They dissipate off them after 24 hours. This can be used once per long rest.
The number of sigils increases by one at 7th Level, and again at 15th and 20th.
Mantle of Speed
7th-Level Augmenter Feature
As an Action, you may cast Haste on up to two creatures at the same time. Additionally, creatures under the effect of this Haste do not suffer a wave of lethargy when the spell ends. The spell ends on both creatures if cast again. This can be used once per long rest.
Symbol Shield
15th-Level Augmenter Feature
For a number of uses per long rest equal to your Intelligence Modifier, you may use your Bonus Action (or Reaction, in the event that a creature you see is hit by an attack) to grant an ally temporary Hit Points equal to your Symbolist level. If they have been granted temporary Hit Points by this ability, they may not benefit from another use until after a Long Rest.
While an ally has Temporary Hit Points from this feature, they gain a +1 to AC.
Overclock
20th-Level Augmenter Feature
When you cast Haste, both creatures affected can utilize their second action as a full action with none of the restrictions detailed in Haste.
Condenser
Condenser Symbolists have the most intimate connection with their inscribed symbols, extracting from them so much arcane energy that they allow the Symbolist to cast magic themselves, and to empower their spells by compacting them into minute points of potent magical energy. Although not as versatile as other spellcasters, their synergy between spells and physical combat is unmatched.
Spellcasting
3rd-Level Condenser Feature
Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots The Condenser Pattern Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher: You know three 1st-level wizard spells of your choice.
The Spells Known column of the Condenser Pattern Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Compacted Range
7th-Level Condenser Feature
When casting a spell available to you, you may concentrate a spell down to the smallest size possible, concentrating all the mystical power in one point and delivering it at touch range. You may only use this ability to cast spells of a level equal to or lower than your Symbolist level divided by 5, rounded up.
As an action, make one melee attack. If this attack hits, deal the normal unarmed attack damage you would do, and immediately after, the spell takes effect on the target.
- If the spell requires a saving throw, consider it as if the target failed their save.
- If the spell targets an area, it only affects the target of the attack.
This can be used once per short or long rest, because of the bruises the compacted magic leaves to your body.
Enhanced Compacted Range
15th-Level Condenser Feature
You may now use Compacted Range as part of one of your unarmed strikes in your turn rather than as an action.
Arcane Overseer
20th-Level Condenser Feature
You learn the spell Disintegrate, which you may cast while using Compacted Range, once per day.
Condenser Pattern
| Level | Cantrips Known | Spells Known | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Nullifier
Nullifier Symbolists make it their goal to negate as many magic effects as possible. By imbuing themselves with potent antimagic, they are a force to be reckoned with.
Arcane Counterstrike
3rd-Level Nullifier Feature
Your strikes have the capability to momentarily cut off a caster from their magical potential. If a creature within 5 feet of you uses their action or bonus action to initiate a magical effect or spell, you may use your reaction to make an unarmed attack. If it hits, the caster must make a Dexterity Saving Throw against your Counterstrike DC, detailed below. If the spell being casted is of 5th level or higher, they have advantage on the save. If they fail, the magical effect or spell does not occur, and their related actions and spell slots are consumed as if it did. If they succeed, the spell attack associated with the spell is made at disadvantage, or the saving throw for those affected is made with advantage.
Counterstrike DC = 8 + Proficiency Bonus + Intelligence Modifier
You have a number of uses per long rest equal to your Intelligence modifier.
Magical Resistance
7th-Level Nullifier Feature
You gain the ability to push through spell effects aimed at you. You gain advantage on all saving throws against spells and other magical effects.
Additionally, your unarmed strikes deal an additional damage die to any creature with the Spellcasting feature.
Magical Prevention
15th-Level Nullifier Feature
You cover yourself in antimagical symbology to the extent that magical barriers do not impede your movement. You can now, using your movement, pass through any magical barriers that prevent physical movement through or across them, such as Wall of Force. You cannot pass through any physical barrier, regardless of its magical nature.
Antimagic Pinnacle
20th-Level Nullifier Feature
You have modified your physical self to such an extent that, for all intents and purposes, you do not exist to magic.
As an action, you may manifest an Antimagic Field around yourself, at a radius of 0 feet; you are exclusively affected by this effect. You may use an action to dispel this effect on yourself as well.


Sigils
Sigil of Arcanum
You gain proficiency in Arcana. If you already have proficiency in this, you instead gain expertise.
Sigil of Aquatics
You no longer need to breathe air and gain a swimming speed equal to your walking speed.
Sigil of Climbing
Your movement speed increases by 10 and you are under the effects of Spider Climb while conscious.
Sigil of Concealment
Prerequisite: 9th Level
You may cast Invisibility on yourself once per day.
Sigil of Knowing
You gain proficiency in History. If you already have proficiency, you instead gain expertise.
Sigil of Luck
Once per day, you may choose to reroll one attack roll, ability check, or saving throw.
Sigil of Mentality
Add Psychic damage to the list of damage types available upon the activation of Symbology.
Sigil of Parting
Prerequisite: 9th Level
After a successful hit, the target is marked until the end of their next turn. If the target willingly moves 5 feet or more while marked, the target takes force damage equal to your Intelligence modifier, and the mark ends.
Sigil of Performance
You add your Intelligence modifier to any Charisma checks you make.
Sigil of Shadow
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Sigil of Shining
You can use an action to emit bright light to 5 feet and dim light to 10 feet. It can be expelled from your body with a bonus action, causing all creatures that rely on sight within 5 feet of you to make a DC15 Constitution Saving Throw. On a failure, they are Blinded until the end of their next turn. If you do this, it cannot be activated again until you finish a Long Rest.
Sigil of Sight
You gain darkvision up to 60 feet and can see in magical darkness up to the same distance.
Sigil of Telepathy
You may speak telepathically with any creature within 60 feet that you can see and with whom you share a language.
Sigil of Transparency
Prerequisite: 9th Level
While Symbol Blur is active, you have advantage on Dexterity saving throws.
Sigil of Vitality
Increase all healing received from other creatures by 2. (Stackable 3)
Sigil of Reanimation
Prerequisite: 9th Level, Sigil of Vitality (3)
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Sigil of Dynamic Attack
Prerequisite: Seal of Striking
You may add Slashing and Piercing to the types granted by Symbology.
Sigil of Precision Strike
Prerequisite: Seal of Striking, 9th Level
You score a critical hit on a 19 or 20.
Sigil of Perpetual Protection
Prerequisite: Seal of Transference
Regardless of whether Seal of Transference can impart its benefits, the +1 AC bonus to yourself cannot be removed.
Sigil of Transference
Prerequisite: Seal of Transference, 9th Level
Once you use the reaction associated with Seal of Transference, you cannot use it again until the specified cooldown period ends, but the passive AC benefit to yourself and allies persists regardless of whether the reaction has been used or not.
Sigil of Grit
Prerequisite: Seal of Warding
If you roll the maximum number to reduce damage with Seal of Warding, roll 1 additional die.
Sigil of Material Abjuration
Prerequisite: Seal of Warding, 9th Level
Increase the size of the die associated with Seal of Warding to 1d12. If you roll a 1, reroll. The second roll must be used.
Sigil of Multitasking
Prerequisite: Augmenter Pattern
You may apply an additional Sigil to an ally when using Conjoined Sigils. (Stackable 2)
Sigil of Fractal Shielding
Prerequisite: Augmenter Pattern, 9th Level
Hitting an enemy with an unarmed strke grants Temporary Hit Points for one minute to one ally within 5 feet equal to half the damage dealt rounded down.
Sigil of Magical Knowledge
Prerequisite: Condenser Pattern
You may learn one additional spell from the Wizard Spell List. (Stackable 3)
Sigil of Compact Pressure
Prerequisite: Condenser Pattern, 9th Level
When using Compacted Range, you gain advantage on the associated attack roll.
Sigil of Magical Rebuke
Prerequisite: Nullifier Pattern
Once per day, you may cast Detect Magic as a ritual, at touch range. Use your Intelligence modifier for any checks associated with the spell.
Sigil of Spell Disclination
Prerequisite: Nullifier Pattern, 9th Level
You gain a +1 to all saving throws against spells or other magical effects. (stackable 3)
Art Sources
Ancient Rune Magic
by KypcaHT on DeviantArt
Destruction Apprentice Setting a Lightning Rune Trap
by Carcaneloce
Trailer Park Fae
by Dan dos Santos
Tayo, The Shieldmage
by Magali Villenueve
Constellation Door Cover Art
by Eagle Eat Chicks
This class has been made by Jfoy
Changelog
v.1.0
- First Draft!
- 3 Subclasses: The Counterspeller, The Haster and The Summoner.
v.2.0
- That last draft was bad.
- Overhauled: Wis/Dex martial class. Added Major and Minor Sigil system. Created 3 subclasses of Resistance, Assistance, and Potency.
v.3.0
- Now THAT last draft was bad.
- Major Sigils Removed, Core Class & Sigils reworked