Sorcerer
Base Class: Sorcerer

Steal Other Creatures Connection to Magic

The magic of an Absorption Sorcerer is not truly their own. These Sorcerers can sever another creature’s connection to magic removing their abilites to wield magic. They then steal that connection for themselves in order to wield powers of their victims and further increase their own strength. 

Level 3: Absorb Magic

You can sever another creature’s connection to magic. As a Magic action, you touch a willing or Restrained creature that has a connection to magic and expend one use of this feature to begin absorbing its magic. You can also target an Unconscious creature or one that died within the past minute.

You must maintain contact with the target and take the Magic action on each of your turns to continue the absorption. If the target is conscious, it makes a Charisma saving throw against your spell save DC. A willing creature can choose to fail the save. If the target is Unconscious or dead, you instead make a Charisma check against a DC determined by the DM.

On a failed save or a successful check, you gain 1 success. Otherwise, the target gains 1 success. The absorption is completed when you gain a number of successes determined by the DM, typically 3. The attempt fails if the target first gains 3 successes, if contact is broken, or if the target no longer meets the requirements of this feature. After an attempt fails, you can’t target that creature with this feature again for 24 hours.

When the absorption succeeds, the target loses the ability to cast spells except through magic items. The DM offers you up to three level 1 or higher spells that reflect the target’s magic, none of which can be higher than the highest-level Sorcerer spell slot you have. You choose one of those spells and store it using your Stolen Magic feature.

You can use this feature a number of times equal to twice your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: Stolen Magic

You can store a number of stolen spells equal to your Proficiency Bonus. If you exceed this maximum, you must choose one stored spell to lose. You can store only one spell of level 6 or higher at a time. A stored spell is always prepared for you, doesn’t count against the number of spells you have prepared, and counts as a Sorcerer spell for you. You can cast it once without expending a spell slot, after which it is no longer stored. You use Charisma as the spellcasting ability for it and must provide any Material component that has a cost or is consumed.

When you cast a stored spell, it is cast at its normal level or the level shown in the Stolen Spell Level table, whichever is higher.

Sorcerer Level Stolen Spell Level
 3–4 1
 5–8 2
 9–12 3
 13–16 4
 17–20 5

Level 6: Bestow Magic

You can implant stolen magic into another creature. As a Magic action, you touch a willing creature and transfer one of your stored spells to it. The spell is no longer stored within you and doesn’t count against the maximum number of spells you can store.

A creature can hold only one spell bestowed by this feature at a time, and you can have a number of spells bestowed at one time equal to your Proficiency Bonus. If you exceed this maximum, one previously bestowed spell of your choice dissipates. The target can cast its bestowed spell once without expending a spell slot, after which the spell dissipates. It uses your spell attack modifier and spell save DC for the spell, and the spell is cast at its normal level or the level shown in your Stolen Spell Level table, whichever is higher. The creature must provide any Material component that has a cost or is consumed.

In addition, as a Magic action, you can touch a willing creature and reclaim an uncast spell you bestowed upon it, provided you have room to store the spell.

Level 14: Devour Magic

You can consume a stolen spell and reshape its magic into raw power. As a Bonus Action, you can cause one of your stored spells to dissipate and regain one expended Sorcerer spell slot. The regained slot can be no higher than level 5 and can’t be higher than the level at which the stored spell would be cast.

In addition, when a creature makes a Charisma saving throw against your Absorb Magic feature, you can spend 1 Sorcery Point before the roll to impose Disadvantage on that saving throw.

Level 18: Perfect Vessel

Your capacity to contain stolen magic reaches its height. You gain the following benefits.

Greater Absorption. When you successfully use Absorb Magic, you can choose two of the spells offered by the DM instead of one. You must have enough room to store both spells, or you can choose to store only one.

Expanded Containment. You can store up to two spells of level 6 or higher at the same time.

Preserved Magic. When you cast a stored spell of level 5 or lower, you can prevent it from being lost. Once you use this benefit, you can’t use it again until you finish a Long Rest.

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