- Magic Stealer should be able to hold a number of magical motes equal to their proficiency bonus and expend them when desired. (Motes are lost after a certain time perhaps.) - Drain Magic should work on unwilling creatures as well to steal their concentration spells. (Helps level Martial vs Caster divide) - Drain Magic should be worded better; Clarify it can end Hostile Spell Effects on allies, Beneficial Spell Effects on enemies, or Concentration spells - Can choose to refund spell slot to target or pick an ally within 30 feet to give spell slots or steal it as a mote. (Encourages teamplay) - Drain Magic should have a number of uses equal to proficiency bonus. One time use is too restrictive.
Basically, buff Drain Magic because it would give Rogues a really fun playstyle that feels supportive to allies and helps that "Mage Slayer" feel. No need to keep it so restrictive since Rogues often struggle in late game. This ability would keep them competitive.
I agree that drain magic feels like it has potential that it's missing out on. The only applications it really seems to have right now are ending bad effects on allies and letting them get their spell slot back if they cast a buff on themselves but don't need it anymore while the duration is still active.
Being able to sneak up on a foe and drain away their mage armor or something like that sounds awesome.
I dunno, for multi-class. Doing something like bonus action spell (level 5 say?) then action attack for +5d6 sneak attack? Or like, for free, bonus action spell (blur) +2d6 sneak attack damage. Combat ends, get blur back for free. once per short rest. I dunno. seems pretty good.
I don't know. It's one use per short rest which can be pretty good since it is returning a spell slot (It could be Rogue or another character).
Abjurer Wizard casts Mage Armor and gains Arcane Ward Effect
Combat!
Magic Stealer uses Drain Magic to end Mage Armor and restore level 1 spell slot.
Abjurer Wizard casts Mage Armor and gains Arcane Ward Effect
Short Rest
Combat!
Repeat.
I would be interested in whether this could be used to restore the spell slot from Potent Dragonmark.
If it can be used more often, it may be good to restrict it to returning a spell slot of 1 lower than the effect drained and giving one or more alternative effect as options. However, even just ending a spell can be pretty good. It's an automatically successful Dispel Magic available at class level 3 instead of 5 but only handles one spell at a time and is restricted to level 1-2 or 1-3 spells (level 13).
Also, some options are just mean. Did a Warlock just Hex your ally? Drain Magic just ends the 1-hour to 24-hour spell and they have to expend one of their two spell slots on it. It read it as Hex would just end and the Warlock would not be able to choose a new target. Bane would end the spell only on one creature. Crown of Madness, Blindness/Deafness, and Cause Fear suck and being able to just flat out end them is pretty cool in its own right. I think getting spell slot back is just icing on the cake.
- Magic Stealer should be able to hold a number of magical motes equal to their proficiency bonus and expend them when desired. (Motes are lost after a certain time perhaps.) - Drain Magic should have a number of uses equal to proficiency bonus. One time use is too restrictive.
Doing thing PB times gets a little dicey because of multiclassing. Someone who’s a rogue 3/fighter 12 would be as good at doing it as a rogue 15, which feels wrong. I think that’s why they’ve really been dialing back that mechanic.
I’d rather see one of those lines like you can do it 2 times per long rest at level 3, and that number increases to 5 at level 7 in this subclass kind of thing. Or makes the number increase as part of more advanced subclass powers. Of course, rogues have that huge gap in when they get subclass powers, but that’s a different problem.
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- Magic Stealer should be able to hold a number of magical motes equal to their proficiency bonus and expend them when desired.
(Motes are lost after a certain time perhaps.)
- Drain Magic should work on unwilling creatures as well to steal their concentration spells. (Helps level Martial vs Caster divide)
- Drain Magic should be worded better; Clarify it can end Hostile Spell Effects on allies, Beneficial Spell Effects on enemies, or Concentration spells
- Can choose to refund spell slot to target or pick an ally within 30 feet to give spell slots or steal it as a mote. (Encourages teamplay)
- Drain Magic should have a number of uses equal to proficiency bonus. One time use is too restrictive.
Basically, buff Drain Magic because it would give Rogues a really fun playstyle that feels supportive to allies and helps that "Mage Slayer" feel. No need to keep it so restrictive since Rogues often struggle in late game. This ability would keep them competitive.
I agree that drain magic feels like it has potential that it's missing out on. The only applications it really seems to have right now are ending bad effects on allies and letting them get their spell slot back if they cast a buff on themselves but don't need it anymore while the duration is still active.
Being able to sneak up on a foe and drain away their mage armor or something like that sounds awesome.
I dunno, for multi-class. Doing something like bonus action spell (level 5 say?) then action attack for +5d6 sneak attack?
Or like, for free, bonus action spell (blur) +2d6 sneak attack damage. Combat ends, get blur back for free. once per short rest. I dunno. seems pretty good.
I don't know. It's one use per short rest which can be pretty good since it is returning a spell slot (It could be Rogue or another character).
I would be interested in whether this could be used to restore the spell slot from Potent Dragonmark.
If it can be used more often, it may be good to restrict it to returning a spell slot of 1 lower than the effect drained and giving one or more alternative effect as options. However, even just ending a spell can be pretty good. It's an automatically successful Dispel Magic available at class level 3 instead of 5 but only handles one spell at a time and is restricted to level 1-2 or 1-3 spells (level 13).
Also, some options are just mean. Did a Warlock just Hex your ally? Drain Magic just ends the 1-hour to 24-hour spell and they have to expend one of their two spell slots on it. It read it as Hex would just end and the Warlock would not be able to choose a new target. Bane would end the spell only on one creature. Crown of Madness, Blindness/Deafness, and Cause Fear suck and being able to just flat out end them is pretty cool in its own right. I think getting spell slot back is just icing on the cake.
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My houserulings.
Doing thing PB times gets a little dicey because of multiclassing. Someone who’s a rogue 3/fighter 12 would be as good at doing it as a rogue 15, which feels wrong. I think that’s why they’ve really been dialing back that mechanic.
I’d rather see one of those lines like you can do it 2 times per long rest at level 3, and that number increases to 5 at level 7 in this subclass kind of thing.
Or makes the number increase as part of more advanced subclass powers. Of course, rogues have that huge gap in when they get subclass powers, but that’s a different problem.