Rogue
Base Class: Rogue

Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes’ own powers against them. Because they have such a wide variety of abilities, spellthieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering arcane might of wizards nor the brute force of fighters.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard and sorcerer spell list.

Cantrips

You learn three cantrips of your choice from the wizard and sorcerer spell list. You learn another cantrip of your choice at 10th level.

Spell Slots

The Spellthief Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice from the sorcerer and wizard spell lists. These spells must be abjuration, divination, enchantment, illusion, or transmutation spells.

The Spells Known column of the Spellthief Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration, divination, enchantment, illusion, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the sorcerer or wizard spell lists. The new spell must be an abjuration, divination, enchantment, illusion, or transmutation spell.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since the power of your magic is derived from your ability to exert your will on the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellthief Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Steal Spell

Beginning at 3rd level, you possess the ability to siphon spell energy away from a target and use it yourself. When you hit an opponent with a successful sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from your target. If the target is willing, a spelltheif can steal a spell with a touch as an action.

The target of a steal spell attack loses one spell slot of a given level and the ability to cast the stolen spell for 1 minute. If the target has no remaining spell slots, this ability has no effect. You can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If you try to steal a spell that isn't available, the stolen spell is determined randomly from among those the target has available.

After stealing a spell, you can cast the spell yourself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. You can cast this spell even if you don't have the ability to normally cast the spell. You must supply the same components, including verbal, somatic, and material, required for the stolen spell. Alternatively, you can use the stolen spell power to cast any spellthief spell that you know of the same level or lower. You must cast a stolen spell or use its energy to cast one of your own spells within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As you gain levels, you can choose to steal higher level spells. At 3rd level, you can steal spells of up to 2nd

Absorb Spell

Beginning at 9th level, if you make a successful save against a spell that targets you, you can attempt to absorb the spell energy for later use. This ability affects only spells that have you as a target, not effect or area spells. You can’t absorb a spell of a higher spell level than you could steal with your steal spell ability.

To absorb a spell that targets you, you must succeed on a level check (1d20 + your rogue level) against a DC of 10 + the spellcaster’s level. Failure indicates that the spell has its normal effect. Success means that you suffer no effect from the spell and can cast the spell later (or use its energy to cast one of your own spells known) as if you had stolen the spell with your steal spell ability. Your normal limit of total spell levels stolen still applies.

At 20th level, you can choose to use the stolen spell energy as a reaction, either to recast the original spell or to cast one of your own spells using the stolen spell energy.

Steal Magic Resistance

Beginning at 13th level, you can use a sneak attack to temporarily steal a creature's resistance to magic. When you hit an opponent with a successful sneak attack and the target creature has the magic resistance trait, you can choose to forgo 2d6 points of sneak attack damage and instead steal the target's magic resistance trait. You also gain this trait yourself. If the target is willing, you can steal a creature's magic resistance with a touch as an action.

The stolen magic resistance lasts for a number of rounds equal to your Charisma modifier (minimum of 1) and then returns to the target creature. You can't use this ability on the same creature again until the creature's stolen magic resistance returns.

Steal Energy Resistance

Beginnig at 17th level, you can siphon off a target's resistance to an energy type (acid, cold, fire, lightning, or thunder). When you hit an opponent with a successful sneak attack, you can choose to forgo dealing 3d6 points of sneak attack damage and instead temporarily gain resistance or immunity to an energy type to which your target is resistant or immune. If the target is willing, you can steal energy resistance with a touch as an action.

Simultaneously, the target creature's resistance to that energy type is removed. A creature with immunity to an energy type retains that immunity.

If your target has more than one type of resistance to energy, you can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If you choose to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance you gain from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

You can use this ability multiple times, but its effects do not stack unless they apply to different energy types.

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