Diabolist

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.

Diabolist Features
Artificer LevelFeature
3rdTool Proficiency, Diabolist Spells, Circle of Power
5thDiabolic Secret
9thCircle Magic
15thSigil Mastery

Tool Proficiency

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.

Diabolist Spells

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.

Diabolist Spells
Artificer LevelSpell
3rdprotection from evil and good, sleep
5thblindness/deafness, silence
9thhunger of Hadar, magic circle
13thbanishment, death ward
17thplanar 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 one sigil of your choice, which are detailed under “Sigils” below, in your space or an unoccupied space within 5 feet of you. A circle of power remains for 10 minutes.

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 between rests: two at 6th level and three at 15th level.

Diabolic Secret

5th-level Diabolist feature

When you cast an abjuration or conjuration spell or a cantrip while within a circle of power or the area of a magic circle spell, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

In addition, you can choose one spell from the abjuration or conjuration school that appears on the cleric, warlock, or wizard list. The spell must be of a spell level you can cast artificer spells. You can 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. Otherwise, it is treated as an artificer spell for you.

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.

Circle Magic

9th-level Diabolist feature

When you trace a circle of power, you can choose to make its effects expand to a 5-foot radius around it.

Sigil Mastery

15th-level Diabolist feature

You have mastered tracing circles of power and using magical circles, gaining the following benefits:

  • You can create a circle of power as a bonus action.
  • While you are within the area of the magic circle spell or a circle of power, you have damage resistance to spells and can’t be charmed or possessed.
  • You can cast the symbol spell without expending a spell slot, without preparing the spell, and without material components, provided you use calligraphy or painters supplies as the spellcasting focus. You can only have one active symbol spell through this feature; casting the spell with this feature again ends the prior spell. Once you cast the spell with this feature, you can’t cast it with it again until you finish a long rest.

Sigils

Sigils are symbols that hold magical power. Each sigil, except Spell Trigger, has a weal effect that targets you and creatures you choose when you trace the circle and a woe effect that targets other creatures. Whenever a sigil calls for a saving throw, it uses your spell save DC. The sigils are presented in alphabetical order.

Energy

Weal. Choose one damage type. Targets within the circle have damage resistance to the chosen damage type.

Woe. Choose one damage type which must be acid, cold, fire, lightning, poison, slashing, or thunder. The first time a creature enters the circle it must make a Dexterity saving throw. The takes 1d8 + your level in this class damage of the chosen damage type on a failed save or half as much damage on a successful one.

Power

Weal. Targets within the circle increase the save DC of their powers, spells, traits, feats, and features by 2.

Woe. Targets within the circle and until the end of their next turn after exiting it decrease the save DC of their powers, spells, traits, feats, and features by 2.

Spell Trigger

Choose a number of artificer spells you have prepared no greater than one fifth your level in this class, rounded up, which must be banishment, blindness/deafness, cure wounds, dispel magic, faerie fire, grease, hunger of Hadar, Otiluke’s resilient sphere, silence, sleep, snare, or web. The spell slots needed to cast the spells are expended when you trace the circle, and if you choose a spell more than once you must expend a spell slot for each instance of it.

Whenever a creature enters the circle’s space, you can trigger one of the spells you placed using your reaction (you choose the spell) targeting that creature or centered on the circle based on the spell’s target. The triggered spell doesn’t require concentration and lasts for its duration to a maximum of 1 minute.

Once triggered, the chosen spell can’t be triggered again, and the circle of power ends early once each of the chosen spells has been triggered once.

Strength

Weal. Targets within the circle have advantage on attack rolls.

Woe. Targets within the circle and until the end of their next turn after exiting it deal only half damage with weapon attacks.

Ward

Weal. Targets within the circle can’t be grappled, poisoned, paralyzed, restrained, or knocked prone.

Woe. When a target enters the circle, it must succeed on a Strength saving throw or become confined within the circle for 1 minute. A confined target has disadvantage on attack rolls and Dexterity saving throws. As an action, the target can make a new Strength saving throw, freeing itself on a success. While a target is confined, creatures can’t move through its space.