Rogue
Base Class: Rogue

Spell Swindlers use skill and arcane magic to drain the abilities of their opponents and turn their foes’ own powers against them. Spell Swindlers love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Due to their wide variety of abilities, Spell Swindlers can adapt themselves to overcome nearly any challenge, but they have neither the overpowering arcane might of wizards nor the brute force of fighters. Spell Swindlers never cast two spells when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn three cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots

The Spell Thief Spellcasting table shows how many spell slots you have to cast your sorcerer 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer spells of your choice The Spells Known column of the Spell Swindler Spellcasting table shows when you learn more sorcerer 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 sorcerer spells you know with another spell of your choice from the sorcerer 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 sorcerer spells, since you learn your spells through dedicated 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 sorcerer 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

Spell Swindler Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

3

—

—

—

4th

3

4

4

2

—

—

5th

3

4

4

2

2

—

6th

3

5

4

2

2

—

7th

3

5

4

3

2

—

8th

3

6

4

3

2

—

9th

3

6

4

3

2

—

10th

4

7

4

3

3

—

11th

4

7

4

3

3

—

12th

4

8

4

3

3

—

13th

4

8

4

3

3

2

14th

4

9

4

3

3

2

15th

4

9

4

3

3

2

16th

4

10

4

3

3

2

17th

4

10

4

3

3

3

18th

4

11

4

3

3

3

19th

4

11

4

3

3

3

20th

4

12

4

3

3

3

Spellstealing

Beginning when you choose this archetype at 3rd level, you can siphon magical ability away from your target and use it for yourself. When you hit an opponent with a successful sneak attack you can choose to forgo dealing sneak attack damage and instead attempt to steal a spell from the target. If the target is willing, you can steal a spell with a touch as an action, causing no damage. You can choose which spell to steal if it is known; otherwise, the DM determines the stolen spell randomly from the spell level you request. If you try to steal a spell that has no slots left, the stolen spell is determined randomly from among those the target has available. If the target is incapable of spellcasting, the attack deals sneak attack damage as normal.

You can steal a spell of a level you have slots for automatically upon hit. You can attempt to steal a spell of a higher level with a successful ability check using your spellcasting ability. The DC equals 10 + the spell level.

The target of a steal spell attack loses the ability to cast the stolen spell. For up to 1 hour, you can cast the spell once as an action without expending a spell slot. Once the spell has been cast or the time expired, the target regains the ability to cast the spell.

For example, at 5th level against a 5th level Sorcerer, you could attempt to steal Fireball, a 3rd level spell. Assuming the Sorcerer knows that spell and has 3rd level slots remaining, you make a Intelligence Check with DC 13. If successful, on a subsequent turn or at any time within 1 hour, you can cast Fireball without expending a spell slot. The sorcerer loses the ability to cast Fireball during that time.

At any one time, you can possess a maximum number of stolen spell levels equal 1 + your Intelligence modifier. If you steal a spell that would exceed this limit, you must choose to lose stolen spells sufficient to reduce the total number of stolen spell levels to no more than your maximum.

Siphon Resistance

Beginning at 9th level, you can siphon off a target’s resistance to a damage type. When you hit an opponent with a successful attack with a weapon, you can temporarily gain resistance to a damage type to which your target is resistant or immune. If the target is willing, you can steal damage resistance with a touch as an action.

Simultaneously, the target creature’s resistance to that damage type is temporarily suppressed. A creature with immunity to a damage type becomes a resistance. If your target has more than one type of resistance to damage, you can choose which to steal if it is known; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If you choose to steal a type of resistance that the target doesn’t possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance you gain from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

You can use this ability multiple times, but its effects do not stack unless they apply to different types of damage.

For example, throughout a long combat, you might use this ability to gain resistance to fire and cold, but you can not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature’s resistance to fire by twice as much).

You can use this feature a number of times equal to your proficiency bonus per short rest. 

Arcane Nullifier

At 13th level, you gain the ability to negate and nullify spells in your vicinity. You can cast once each, counterspell and dispel magic as if cast from a third level slot without expending a spell slot. Intelligence is your spellcasting ability for these spells. Once you do so, you can’t do so again until you finish a long rest. You also have both spells prepared, and they do not count against the number of spells known.

Counterfeit Effect

Starting at 13th level, you can siphon an active spell effect from another creature. When using your Spellsteal feature, you can instead steal a spell effect currently affecting the target. If the target is willing, you can steal a spell effect with a touch as an action.

You can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If you try to steal a spell effect that isn’t present, the stolen spell effect is determined randomly from among those currently in effect on the target. You can’t steal a spell effect if the spellcaster’s level exceeds your class level + their spell modifier.

Upon stealing a spell effect, you gain the stolen effect (and the original creature loses that effect) for 1 minute (or until the spell’s duration expires, whichever comes first). If the spell effect’s duration hasn’t expired by this time, the spell effect returns to the creature that originally benefited from it.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Mana Burn

Starting at 17th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force that creature to make a saving throw using it's spellcasting ability against your spell save DC. On a failure, the target must burn one of its spell slots. You always burn the lowest spell slot level on that creature. The burned slot causes damage to that creature, equal to 3d12 force damage per level of the spell. 

 You can use this feature a number of times equal to 1 + your intelligence modifier (minimum of one)

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