Base Class: Sorcerer
Your magic comes from the perverted amalgamation of other spellcaster's magic meshed with your own. You may have formed an incongruous bond of magic and blood by compressing arcane energy forcefully into your body, resulting in an artificial sorcerer whose magic is as interchangeable as a cog in a machine. However this ability came to you, you now possess the remarkable aptitude to mimic others magic. It's up to you if you choose to assist or violate those who have attained their magical abilities and use them for your own motives.
Hijack
At 1st level, you can use your action to make a ranged spell attack to produce an instantaneous arcane tether towards a spellcaster you can see within 60 feet. The tether is visibly bright and produces a loud sound but is intangible. The tether automatically fails on non-spellcasters.
Upon a successful tether, you can choose a spell to copy. You can copy a spell up to the highest spell slot level you have avalible for your current sorcerer level. You can only take a spell you know the caster possesses. You can accomplish this by seeing them cast a spell, probing their memory for information, asking them about their spells known or any other similar methods. If you are unable to specify what spell you want, you can instead take the latest spell they have cast that you have a spell slot level for.
Once a spell is chosen, you expend sorcery points equal to the level of the spell chosen (or zero points if the spell is a cantrip). Your arcane tether writhes violently, singling out the chosen spell in the caster's mind before hurtling back and bestowing a copy of the spell for you.
Add the chosen spell to your spells known; if it is not on the sorcerer spell list, it counts as a sorcerer spell for you, and you obey the usual requirements set by the spell. The spell remains on your spell list until you use this feature again. It does not count towards your number of sorcerer spells
Quell
Starting at 6th level, you learn counterspell, which doesn't count against your number of sorcerer spells known. If you successfully use counterspell against a spell, you can expend a number of sorcery points equal to half the level of the countered spell rounded down to temporarily add it to
your spells known, treating it as a sorcerer spell when you cast it. Holding the quelled spell requires concentration, losing concentration or casting the spell removes it
from your spells known. A quelled spell ignores all components.
Blowback
At 14th level, you can now have 2 copied spells to your spells known. When copying a third, you choose which of the two spells gets replaced. Additionally, when you
Hijack a new spell, you take the maximum amount from the die rolled. When you empower a spell in this way, you cant do so again until you finish a long rest.
Arcane Redistribution
At 18th level, when you successfully Quell a spell of 6th level or lower, you can instead choose to destroy the stolen spell, converting its energy into a number of sorcery points equal to the level of the spell quelled.
Previous Versions
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