Sorcerer
Base Class: Sorcerer

The Spell Stealer is the manifestation of perverted arcane magic. They possess the ability to rip the very magic a caster brings into battle from their hands and to manipulate it in their own right. The act of 'stealing' a spell is a common misconception among people within the world. When the Spell Stealer outstretches a hand and casts an intangible grapple of arcane energy to rip a spell from a caster, it actually produces a perfect copy of a spell as opposed to outright taking it from a caster. Unfortunately for the Spell Stealer, this has had a morbid history in which stereotypes surface. Stories of a Sorcerer healing an injured cleric get overshadowed by the Sorcerer who overthrew a King with his own magic.

Having a spell stolen from you is not a harmful ordeal unless the Sorcerer desires it so. People have described it as being painless, some feel morally violated, some felt intense physical pain and some even rumoured that they were pulled from their very feet from the force. The truth of the matter is only something only a Spell Stealer would know.

Hijack

Starting at 1st level you can use your action cast a loud and bright intangible grapple of arcane energy to rip a copy of a spellcaster's spell that you can see up to 60ft away to use for yourself by using sorcery points equal to the spell's level. You can only take a spell you know the caster has available. You add this spell to your spell list and spells taken using this ability does not count towards your total spells known, you cast the copied spell using your spellcasting modifier. The spell you copied is replaced with a new one if you use this ability to take another spell. This feature instantly fails on non-spellcasters and you can not steal spells above 3rd level.

When you reach 3rd level in this class you learn the Counterspell spell which doesn't count against your number of sorcerer spells known. In addition, successfully quelling a spell allows you to cast it yourself if you use sorcery points equal to the previously quelled spell slot rounded down. Your next spell cast after using this feature must the same spell as the one you quelled, otherwise the stolen spell fades away.

Seizing Surge

Starting at 6th level, when stealing a spell using Hijack or Counterspell, you can additionally make the grapple of energy become tactile for a moment. The creature makes a saving throw based on their spellcasting ability vs your spell save DC. On a failure, they suffer force damage equal to your charisma + sorcerer level and are pulled up to 10ft towards you. On a success, nothing happens and you take the spell as usual.

Double Up

Starting at 14th level, Hijack's range doubles to 120ft and you can now steal spells up to 6th level.

Arcane Redistribution

At 18th level, when successfully blocking a spell no higher than 6th level using Counterspell, you can instead destroy the spell you stole and convert it into sorcery points equal to the spell slot it was cast at.

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