Rogue
Base Class: Rogue

Your rogue training revolved exclusively around killing magic users. Perhaps you're a political assassin, or maybe you hold a specific grudge against someone. Either way, the Mage Lock is a nightmare for any spellcaster to deal with.

By stealing their magical potential, you use their own abilities against them to become the ultimate mage killer.

Mana Cage

When you reach 3rd level, you gain the ability to absorb and manifest magic in unique ways. You can retain a pool of mana points up to your Rogue level.

Absorption

When a spellcaster targets you with a spell, you can use your reaction to convert the latent magics into a number of mana points equal to the level of the spell (Cantrips provide no benefit). You can do this a number of times equal to your proficiency bonus. You regain all uses of this trait when you finish a long rest. When you hit 9th level in this class, you can also automatically halve the damage received from these spells if the damage type is fire, lightning, cold, thunder, or acid.

Surging Strike

After you hit with an attack, you can choose to expend one or more of your mana points to empower your strike. For every mana point expended, roll an additional 1d6 Force damage.

Counter Magic

As a Bonus Action, you can attempt to temporarily muddle the mind of a target spellcaster. You may expend two mana points to force a spellcaster concentrating on a spell to roll a concentration check. The target creature must roll a concentration check against your spell save DC.

Limited Power!

If you are struck by a spell while your mana pool is full, or if your use of Absorption would put you beyond your maximum, you must roll on the Wild Magic Surge table.

Mana Casting

Starting at 3rd level, you can use your mana pool to cast spells based on the conversion below.

Spell Slot Level Mana Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You can use your mana points to cast the spells below once you reach the appropriate level. Casting spells using your mana pool does not require verbal or material components.

Syphoning Touch

Starting at 9th level, if you attempt to hit a creature with a melee Sneak Attack, you can instead utilize your Syphoning Touch to pull the Weave out of a target spellcaster. The target takes Necrotic damage equal to your roll of Sneak Attack dice. The target also loses a number of spell levels equivalent to half of the rolled dice for your Sneak Attack and you gain as many mana points, not to exceed your maximum.

You may take this action a number of times equal to your proficiency bonus. You regain all uses of this trait at the end of a long rest.

Arcane Convergence

At 13th level, you can choose one ability score and give yourself advantage on saving throws against spells using that ability (Intelligence, Wisdom, Charisma). In order to do so, you must expend 3 mana points and choose to do so before rolling. You may choose a different ability score option at the end of a short rest.

Spell Deflection

At 17th level, you gain the ability to deflect spells back at your enemies.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can expend 4 mana points and use your reaction to force the creature to make a saving throw with its spellcasting ability modifier against your spell save DC. On failure, the spell is negated, and you can deflect it as if you casted the spell yourself. The spell cannot be of a level higher than you can cast.

Once you use this feature, you can’t use it again until you finish a long rest.

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