A Diabolist is a specialist in magical circles and navigating the mystical pathways of the planes. The diabolist pursues a passion in artistry and script, as even the slightest of waver can change the meaning of a scribed circle.
|3rd||Tool Proficiency, Diablerist Spells, Circle of Power|
3rd-level Diabolist feature
You gain proficiency with calligraphy or painter supplies (your choice). If you already have this proficiency, you gain proficiency in one other type of artisan’s tools of your choice.
3rd-level Diabolist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Diabolist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
|3rd||protection from evil and good, sleep|
|9th||hunger of Hadar, magic circle|
|13th||banishment, death ward|
|17th||planar binding, teleportation circle|
Circle of Power
3rd-level Diabolist feature
Through training in tracing magical wards, you can quickly draw arcane symbols on the ground empowered by sigils – symbols of power. As an action, you can create a circle of power with two distinct sigils of your choice (described below) in your space or an unoccupied space within 5 feet of you. A circle of power remains for 10 minutes or until all of its sigils are triggered.
You can create one circle of power, and regain the ability to do so when you finish a long rest, unless you expend a spell slot of 1st level or higher to make another. When you reach certain levels in this class, you can create additional circles: two at 6th level and three at 15th level.
5th-level Diabolist feature
You can choose one spell from the abjuration or conjuration school that appears on the cleric, warlock, or wizard list which counts as an artificer spell for you. The spell must be of a spell level you can cast artificer spells. You may cast a spell from this feature once using a spell slot, and must finish a long rest before you can cast it using a spell slot again.
You can choose another abjuration or conjuration spell from the cleric, warlock, or wizard list when you reach 9th and 15th level. When you gain a new level in this class, you can replace a spell you know from this feature with a different spell under the same constraints.
9th-level Diabolist feature
You can cast magic circle once without spending a spell slot, and after casting it this way you must finish a long rest before you can cast it again or use a spell slot to cast it normally
Additionally, when you cast magic circle or place a circle of power, you can select one school of magic. Whenever an ally occupying the same space as the circle casts a spell of that school, its spell save DC or spell attack modifier is increased by 1.
15th-level Diabolist feature
You can create a circle of power as a bonus action. As long as you are within the area of the magic circle spell or within 10 feet of one of your circles of power, you have damage resistance to spells and can’t be charmed or possessed.
Additionally, when you cast the magic circle spell, you can center the spell on you, allowing it to move with you.
Sigils are symbols that hold magical power. Whenever a sigil calls for a saving throw, it uses your spell save DC. The sigils are presented in alphabetical order.
Bless. This sigil blesses a creatures. Once during its turn as long as the creature remains within the circle, when it makes an attack roll or ability check, it can reroll the d20 and choose which roll to keep.
Curse. Dark magic curses a creature. When a creature other than you enters the circle, it is cursed for as long as it remains within the circle and for 2 rounds after leaving it. A cursed creature rolls a d4 whenever it makes an attack roll or ability check and subtracts the number rolled.
Empower. A creature within the circle is empowered. Once each turn while it remains within the circle, the damage it deals to one target with a weapon, spell, or power is increased by an amount equal to your proficiency bonus.
Explode. When a creature other than you enters the sigil’s space, it will trigger. When you create the circle, choose one damage type, which must be acid, cold, fire, lightning, poison, slashing, or thunder. When the sigil is triggered, each creature within its space and each space within 5 feet of it must make a Dexterity saving throw. On a failed save, the sigil deals your proficiency bonus d6 damage of the chosen damage type to the triggering creature. On a successful save, only half the damage is dealt. A creature outside the sigil’s space takes 1d6 damage on a failed save, or no damage on a successful one.
Restore. A creature within the circle is rejuvenated. At the start of each of its turns, it regains 1d4 hit points. Once a number of hit points equal to four times your level in this class have been regained, the sigil triggers, removing the poisoned condition from each creature within the circle’s space and 5 feet from it. You can also choose to trigger the sigil as a bonus action.
Spell Trigger. Choose an artificer spell you have prepared, which must be banishment, blindness/deafness, dispel magic, faerie fire, grease, silence, sleep, snare, or web. The spell slot needed to cast the spell is consumed when you place the circle. Whenever a creature enters the circle’s space, the spell you placed is triggered. It doesn’t require concentration and lasts for its duration. If the spell targets a space, it target’s the circle’s space. Regardless of the spell slot level spent, only one creature can be targeted by the sigil.
Trap. This sigil magically binds its target. When a creature other than you enters the sigil’s space, it triggers. The creature must succeed on a Strength saving throw or be trapped within the circle’s space for 1 minute. The creature can use its action to repeat the save. A trapped creature can’t move from the circles space, and makes melee attack rolls with disadvantage.
Ward. This sigil protects a creature within the circle. When you create the circle, choose one damage type, which must be acid, cold, fire, lightning, poison, or thunder. A creature within the circle has damage resistance to the chosen damage type.
Weaken. Magic weakens a target within the circle. When a creature other than you enters the circle, it is weakened for as long as it remains within the circle and for 2 rounds after leaving it. A weakened creature has its damage reduced by two times your proficiency bonus.