A little something that came to my mind and I decided to try and develop... Let's see what you guys think.
Spellthief
Stealing material things is fun and entertaining, but stealing the immaterial, well, that's all another game... And when you use that something immaterial you stole to our own benefit? Then is when things get real fun.
Arcane Stealing
Starting at 3rd level, whenever you succeed in a saving throw triggered by an hostile spell, you gain a number of Arcanum points equal to the level of the spell slot used to cast the spell. Your stored Arcanum points last until your next long rest, and you can have a maximum number of Arcanum points equal to half your Intelligence score. Starting at 7th level, when you fail a DEX saving throw against a spell, you still gain Arcanum points equal to half the spell slot level used (minimum 1). Alternatively, you can absorb Arcanum from a magic item that has charges. You gain 1 Arcanum point per charge absorbed; the item loses the absorbed charge until its normal recharge cycle, but should you absorb all charges from the item this way, the item will lose its magical properties forever.
Arcanum Luck
Starting at 3rd level, as a reaction, you can use your stored Arcanum points for a number of effects:
You can spend 1 Arcanum point to make one object no bigger than a short sword within 5 feet of you invisible for a number of minutes equal to your INT modifier;
You can spend 2 Arcanum to reroll a result of 10 or less on a D20 for any of your skill checks, but you have to use the new result;
You can spend 2 Arcanum points to gain advantage on the next attack roll;
You can spend 3 Arcanum points to gain advantage on your the next saving throw.
Arcanum Exchange
Starting at 9th level, as a bonus action, you can use your stored Arcanum points to produce one of the following effects:
You can spend up to 10 Arcanum points at once to recover, or have a willing creature recover, a spell slot of level equal to half the amount of Arcanum points spent, this feature does not allow to gain additional spell slots, but only to recover already used ones;
You can spend a number of Arcanum points up to your INT modifier to add that amount to the damage inflicted by your next attack;
You can spend a number of Arcanum points up to your INT modifier to subtract that amount from the next damage you receive.
Arcanum Reserves
Starting at 13th level you can store Arcanum points up to your full Intelligence score, and if you finish a short rest with no Arcanum points, you gain 2.
Arcanum Punishment
Starting at 13th level, when you completely avoid damage from a spell thanks to your Evade feature, you can spend any nymber of Arcanum points you already had before the triggering spell and inflict that amount of psychic damage to the caster.
Arcanum Preservation
Starting at 17th level your Arcanum points no longer reset with a long rest, allowing you to keep any remaining points before the start of the long rest.
Not sure I will include this one in my homebrew collection... guess it'll depend on the response I get.
As always, my mantra: any suggestion/opinion/comment/correction/feedback is extremely welcome. :)
Taking a quick look at this subclass, it seems pretty balanced. Its an interesting take off the Arcane Trickster's "Spell Thief" feature.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Taking a quick look at this subclass, it seems pretty balanced. Its an interesting take off the Arcane Trickster's "Spell Thief" feature.
Thank you DungeonLord58 :)
In all honesty, I had even forgot there was the "Spell Thief" feature in the Arcane Trickster XD Glad they just look similar and do not actually overlap, since they take things from pretty different points of view.
Let me know if after a more thorough look at it you spot anything that should be adjusted!
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
This is a highly specialized subclass. Some DM's don't use spellcaster enemies as effectively as they could and having the point system based on successful saves is just too specific. Having some other way to get Arcanum points will broaden the use of the subclass.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
This is a highly specialized subclass. Some DM's don't use spellcaster enemies as effectively as they could and having the point system based on successful saves is just too specific. Having some other way to get Arcanum points will broaden the use of the subclass.
Indeed, right now it is an extremely "situational" subclass.
Off the top of my head I can think of allowing the Rogue to maybe absorb charges from magic items, gaining one Arcanum per charge absorbed. Or even "turning off" a magic item's power they have on them for one round or so, and gain one Arcanum in the process...
Suggestions are welcome (I think I prefer the charges absorption better) :)
Added the following text to Arcane Stealing" while waiting for feedback on the mechanic:
Alternatively, you can absorb Arcanum from a magic item that has charges. You gain 1 Arcanum point per charge absorbed; the item loses the absorbed charge until its normal recharge cycle, but should you absorb all charges from the item this way, the item will lose its magical properties forever.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Perhaps after a long rest, the spelltheif has arcanum points equal their Int modifier. You could step slightly on the arcane trickster's territory and at an appropriately high level allow the spelltheif to counterspell or dispel magic and gain Arcanum points that way.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Perhaps after a long rest, the spelltheif has arcanum points equal their Int modifier. You could step slightly on the arcane trickster's territory and at an appropriately high level allow the spelltheif to counterspell or dispel magic and gain Arcanum points that way.
I'd prefer to keep the source of the Arcanum external to the Rogue, to keep the need for "stealing" the resource as much as possible. I do like the idea of Counterspell and Dispel Magic; I'll think how to properly weave that in.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I think arcanum exchange should have a cap on what level spell slot it can restore (maybe 5th to keep it in line with other spell slot restoration abilities) to prevent 9th lvl spells and the like from being cast too often. Otherwise it looks nice and very flavorful.
I think arcanum exchange should have a cap on what level spell slot it can restore (maybe 5th to keep it in line with other spell slot restoration abilities) to prevent 9th lvl spells and the like from being cast too often. Otherwise it looks nice and very flavorful.
Hi jGol, thank you for your feedback :)
It's a good point. I'll take your suggestion onboard and limit it to maximum 5th level slots!
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
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A little something that came to my mind and I decided to try and develop... Let's see what you guys think.
Spellthief
Stealing material things is fun and entertaining, but stealing the immaterial, well, that's all another game... And when you use that something immaterial you stole to our own benefit? Then is when things get real fun.
Arcane Stealing
Starting at 3rd level, whenever you succeed in a saving throw triggered by an hostile spell, you gain a number of Arcanum points equal to the level of the spell slot used to cast the spell. Your stored Arcanum points last until your next long rest, and you can have a maximum number of Arcanum points equal to half your Intelligence score.
Starting at 7th level, when you fail a DEX saving throw against a spell, you still gain Arcanum points equal to half the spell slot level used (minimum 1).
Alternatively, you can absorb Arcanum from a magic item that has charges. You gain 1 Arcanum point per charge absorbed; the item loses the absorbed charge until its normal recharge cycle, but should you absorb all charges from the item this way, the item will lose its magical properties forever.
Arcanum Luck
Starting at 3rd level, as a reaction, you can use your stored Arcanum points for a number of effects:
Arcanum Exchange
Starting at 9th level, as a bonus action, you can use your stored Arcanum points to produce one of the following effects:
Arcanum Reserves
Starting at 13th level you can store Arcanum points up to your full Intelligence score, and if you finish a short rest with no Arcanum points, you gain 2.
Arcanum Punishment
Starting at 13th level, when you completely avoid damage from a spell thanks to your Evade feature, you can spend any nymber of Arcanum points you already had before the triggering spell and inflict that amount of psychic damage to the caster.
Arcanum Preservation
Starting at 17th level your Arcanum points no longer reset with a long rest, allowing you to keep any remaining points before the start of the long rest.
Not sure I will include this one in my homebrew collection... guess it'll depend on the response I get.
As always, my mantra: any suggestion/opinion/comment/correction/feedback is extremely welcome. :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Taking a quick look at this subclass, it seems pretty balanced. Its an interesting take off the Arcane Trickster's "Spell Thief" feature.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
This is a highly specialized subclass. Some DM's don't use spellcaster enemies as effectively as they could and having the point system based on successful saves is just too specific. Having some other way to get Arcanum points will broaden the use of the subclass.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Added the following text to Arcane Stealing" while waiting for feedback on the mechanic:
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Perhaps after a long rest, the spelltheif has arcanum points equal their Int modifier. You could step slightly on the arcane trickster's territory and at an appropriately high level allow the spelltheif to counterspell or dispel magic and gain Arcanum points that way.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I think arcanum exchange should have a cap on what level spell slot it can restore (maybe 5th to keep it in line with other spell slot restoration abilities) to prevent 9th lvl spells and the like from being cast too often. Otherwise it looks nice and very flavorful.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games