Rogue
Base Class: Rogue

The Spellthief is a rogue who specializes in stealing spells from other spellcasters. Through years of study and training, they have honed their ability to read magical energies and anticipate the movements of their opponents. Using their wits and stealth, Spellthieves are able to outmanoeuvre their enemies and seize the magical power that they seek. Whether fighting on the streets of a crowded city or infiltrating a heavily guarded wizard's tower, the Spellthief is a formidable opponent to any spellcaster who stands in their way.

 

                                            Spellthief Spellcasting                                                                                                                                     Spell Slots

Rogue Level

Cantrips Known

Spells Known

1

2

3

4

3rd

Mage Hand + 2

3

2

-

-

-

4th

Mage Hand + 2

4

3

-

-

-

5th

Mage Hand + 2

4

3

-

-

-

6th

Mage Hand + 2

4

3

-

-

-

7th

Mage Hand + 2

5

4

2

-

-

8th

Mage Hand + 2

6

4

2

-

-

9th

Mage Hand + 2

6

4

2

-

-

10th

Mage Hand + 3

7

4

3

-

-

10th

Mage Hand + 3

7

4

3

-

-

11th

Mage Hand + 3

8

4

3

-

-

12th

Mage Hand + 3

8

4

3

-

-

13th

Mage Hand + 3

9

4

3

2

-

14th

Mage Hand + 3

10

4

3

2

-

15th

Mage Hand + 3

10

4

3

2

-

16th

Mage Hand + 3

11

4

3

3

-

17th

Mage Hand + 3

11

4

3

3

-

18th

Mage Hand + 3

11

4

3

3

-

19th

Mage Hand + 3

12

4

3

3

1

20th

Mage Hand + 3

13

4

3

3

1

 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Spellthief 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 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 wizard spells of your choice on the wizard spell list.

The Spells Known column of the Spellthief 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.

Additionally, at 7th level, you learn the Snare and Switch spell and at 13th level the Misdirection spell. These spells do not count towards your spells known. 

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 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 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

Spell Steal

Starting at 3rd level, you gain the ability to steal spells from other spell casters. Whenever you successfully hit a creature with a melee attack, you can use your reaction to attempt to steal one of the target's prepared spells you have seen it cast or a spell slot of your choice of 1st level or higher the target possesses. Make an ability check using your spell casting ability. The DC equals 10 + the spell’s level (or spell slot level). On a success, you steal the spell or spell slot, which becomes available for you to cast as if it were one of your own.

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

Weave Lock

Starting at 9th level, you gain the ability to lock spellcasters from accessing the Weave. When you see a creature casting a spell you can use your reaction to interrupt it. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Additionally, the creature must make a Wisdom saving throw against your spellsave DC. On a fail, it is unable to cast spells for 1 minute. At the start of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

You can use this feature once per short rest. 

Guileful Jinx

By 13th level, you have learned enough about the workings of magic that you have improved your spell stealing ability. If the target of your Spell Steal feature is also subjected to your sneak attack, you instantly become aware of the spells it has prepared and are able to steal those spells without having seen the target cast it. You also gain advantage on the ability check to steal the spell. Additionally, the target is jinxed and is unable to cast the spell while it is in your possession. 

Arcane Seal

When you reach 17th level, you have become adept at sealing the weave from reality around you. As an action, you may suppress magic around you as if you are casting the Antimanic Field spell without concentration for 1 minute. The field emits from you until you use another action to dismiss it, or are incapacitated. After 1 minute, you are able to harness the sealed weave and gain the ability to cast one 9th level spell of your choice from the Wizard spell list. 

Once you use this feature, you are unable to do so again until you finish a long rest. 

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