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The Symbolist
\pagebreak ## 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.
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##### 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
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## 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. \pagebreak ### 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. \columnbreak ### 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. \pagebreak
\columnbreak ## 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.* \pagebreak ### 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
\pagebreak ### 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.
\pagebreak ## 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. \columnbreak ### 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. \pagebreak ### 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) \pagebreak ## 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 \columnbreak ### 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**