Base Class: Sorcerer
Perhaps you were experimented on by a mad wizard as a child, or maybe your family has a rare and strange magical bloodline. In any case, you have a corrupted spark of magic that dwells within you, constantly seeking other types of magic to stitch to its already deteriorating composition.
Often feared and hunted, your powers; or rather, the powers you steal, are seen as a violation of magic itself that even the gods would never allow. Though who are the gods to tell you this? when to a siphon, their powers are as good as yours.
Siphoned Magyks
You learn additional spells when you reach certain levels in this class. All spells from this list count as sorcerer spells for you. When you gain a spell from this feature you can instead choose to learn another spell of the same level from the sorcerer, wizard, or warlock spell list as long as it is a spell from the divination, evocation, or enchantment school of magic. Each of these spells can be traded using the What's Yours is Mine subclass feature.
What’s yours is mine
At first level, you have gained the ability to siphon off spells from either friend or foe. When you touch a creature such as a pat on the back you can choose to permanently replace a spell you know with a spell you steal from them. You must know they can cast the spell and the spell you steal must be of the same level or lower than that of the one you trade. This trade ignores spell list limitations and any spell you steal counts as a sorcerer spell for you. If the creature you use this on is hostile towards you, make a melee spell attack, on a failure nothing happens, however, on a success, you may steal a spell as normal. They must succeed on an intelligence save versus your spell save dc to know that you have siphoned a spell from them. When you trade a spell in this way you lose the use of the spell you originally had. This can be done a number of times per long rest equal to your charisma modifier.
This permanent change, however, can be undone. At the beginning of a long rest, you may choose to forget the spell you siphoned from the caster. When you do this you regain use of the spell you originally traded.
Absorptive Touch
Also at first level, your siphoning abilities have started to manifest the power to steal thoughts, memories, and life force as well as magic. When you touch a creature they must succeed on a wisdom saving throw versus your spell save dc. If they succeed, nothing happens and they are immune to this effect for 24 hours. If they fail, however, you glean a piece of memory such as a vision, a piece of information known, a thought they have in their mind at the given time, or a spell they know may be revealed to you. Roll a d20 and add your spellcasting modifier. What you get from this ability is based on this role and up to the dm's discretion. You can use this feature a number of times per long rest equal to your charisma modifier. The person being siphoned always knows when this specific type of siphoning has occurred unless they are asleep or unconscious in which case the creature in question automatically fails their initial wisdom save and is left unaware of this theft. If you attempt to siphon a creature, you may also decide to make a melee spell attack, on a success you deal 1d8 necrotic damage to the target. When you deal damage in this way you regain a number of hit points equal to half of the damage done. This damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Searching Spark
Also at first level, you learn the spell detect magic and can cast it as a ritual or once at its lowest level without expending a spell slot. This resets when you finish a short rest. In addition, this spell illuminates any who can cast magic with a faint aura; when using this spell with a 4th level spell slot or as a ritual you can instead choose to search the aura of a living being, this will reveal to you one spell they know. Using Detect Magic in this way immediately ends the spell. This spell cannot be traded using the What's Yours is Mine feature. If you already know detect magic you may instead choose to obtain another sorcerer spell of the same level. When searching the aura of a creature each spell slot level above 4th shows you one additional spell the target can cast should there be any.
Selfish Siphon
At 6th level, when you touch a magic item you can choose to drain its magical essence directly into your corrupted spark itself. You gain its magical effect permanently or until forgotten. Your spark can hold a number of enchantments equal to your charisma modifier. When you have siphoned magical effects equal to your charisma modifier and wish to add another, you may choose to forget one of them in order to replace it with the new enchantment. Should these siphoned magics grant additional spells, they are added to your list of known spells permanently and do not disappear if you choose to forget the enchantment. When you chose to siphon a magic item in this way, the item loses all magical properties and simply becomes a regular item. In addition, you can choose to imbue an item with the effect as long as it is an enchantment you have siphoned and you currently hold the enchantment within your spark; doing this removes the effect from you permanently or until it is siphoned again.
In addition, you can use your newfound siphoning abilities to drain the magic of spells as well. When faced with a spell that affects an item or creature such as arcane lock, glyph of warding, or invisibility you can attempt to drain the magical essence of the spell itself into you. When you attempt to do this, you must make a charisma check the difficulty of which the dm decides based on the ability of the siphon, the complexity of the spell, and the talent of the original caster (this could simply be the original caster's spell save dc). when you successfully siphon the magic of a spell in this way you can choose one of two options. You can gain sorcery points equal to the spell's level and the spell itself is rendered inert and dissipates, or you can decide to take on the effect of the spell for yourself. If you choose to take on the effect of the spell, it immediately ends on the person or object it was cast upon and is applied to you for the spell's remaining duration. Your sorcery points can be increased above your maximum when you use this feature, however, they still reset to their original maximum after the next long rest. This feature has no effect on the spell antimagic field.
When you use this feature on a person or creature, however, you can choose to attempt to siphon a piece of the magic that lies at their very core. When a creature is under a class feature-like effect such as a barbarian's rage or a druid's wild shape, you can attempt to siphon off their power for yourself by spending 5 sorcery points. When you touch a creature and attempt to use this subclass feature, they must make a charisma saving throw versus your spell save dc. On a success, nothing happens, they are immune to this specific effect for the next 24 hours, and 2 of the sorcery points you spent are returned to you. On a failure, you gain a feature they have or an ability that is currently affecting them, and the effect that is on the creature ends. For example, if the druid in your party is wild shaped and you decide to use this feature on them, the wild shape currently affecting them would end and you would gain one use of the druid wild shape ability at the level you siphoned it at. This new ability is usable until your next long rest but disappears after that almost permanently even if unused. This class feature can be used once per long rest at 6th level, and twice at 18th level.
Corrupted Counter
At 14th level, you learn both counterspell and dispel magic. When you successfully counter a spell, you can choose to convert the spell into magic for yourself. This immediately grants you sorcery points equal to the level of the spell countered. If you choose not to do this you can instead spend 7 sorcery points to immediately reflect the spell back at the caster as if you had cast it. This does not use up one of your own spell slots but still wastes the one your opponent used to cast the spell. You can, in addition, instead choose to absorb the spell once properly countered. If you do this the spell is added to your spell list for a number of days equal to your charisma modifier and can be cast as if you know the spell. This feature can be used once per long rest.
Form of the Siphon
At 18th level as a standard action on your turn, you can enter the Form of the Siphon for 10 minutes. While in this form you have resistance to all magical damage, each time you take magical damage you regain one sorcery point, the die size of your Absorptive Touch feature increases by 1 (d10), you instead heal as much as the damage inflicted by your Absorptive Touch rather than half, and the spells you cast are immune to counterspell, dispel magic, and antimagic field. In addition to this, when in the form of the siphon, you gain something special. When you land your What's Yours is Mine or Absorptive Touch features you gain the Ungodly Touch ability. This ungodly touch manifests in a new power that is up to the dm's discretion. This could be anything from an ability score increase due to siphoning the athleticism of a barbarian, the breath weapon of a dragon, entirely vestigial bat wings that simply do nothing at all, or the peculiar ability to teleport from absentmindedly petting a blink dog. In any case, this ability is permanent until you decide to use your ungodly touch again in which case the previously permanent ability you gained is replaced by a new one.
In addition, while in the form of the siphon; you gain one use of each ability you have ever absorbed from another creature using your Absorptive Touch and Ungodly Touch features. These abilities do not stack in the way that if you had absorbed a druid's wild shape multiple times over the course of your journey, you still would only gain one use of this feature when entering the form of the siphon. If unused, these abilities dissipate after the 10-minute duration and you lose access to them until you use this feature again.
Previous Versions
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