Base Class: Rogue
Magic isn’t just something for prodigies, book worms, and traders. Sometimes, if you aren’t exactly one for paying the full price, It can just as easily be taken by force. This particular belief is very familiar to you since you have yourself stolen powers that weren’t meant to be yours. Perhaps you liberated an item of great arcane affinity from its neglective previous owner. Or perhaps you swindled and deceived a potentially powerful patron into granting you magical capabilities. However you came upon your newfound powers, there certainly isn’t any way that you’re going to be returning them. All there is left to do is to find and take more of it.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots. The Kleptomancer 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.
| Rogue Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — |
| 7th | 3 | 5 | 4 | 2 | — | — |
| 8th | 3 | 6 | 4 | 2 | — | — |
| 10th | 4 | 7 | 4 | 3 | — | — |
| 11th | 4 | 8 | 4 | 3 | — | — |
| 13th | 4 | 9 | 4 | 3 | 2 | — |
| 14th | 4 | 10 | 4 | 3 | 2 | — |
| 16th | 4 | 11 | 4 | 3 | 3 | — |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the Enchantment, Illusion, or Evocation spells on the sorcerer spell list.
The Spells Known column of the Kleptomancer Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or evocation 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an Enchantment, Illusion, or Evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into 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 sorcerer 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Surprise Caster
At 3rd level, you are able to skillfully and stealthily use your arcane attacks for combat in highly advantageous situations. You can add your rogue sneak attack damage as an additional part of your damaging sorcerer cantrips’ initial damage if you are in a position for sneak attack to be applicable to the target and the duration of that cantrip is instantaneous.
For cantrips that are ranged spell attacks, sneak attack damage is applicable if the attack rolls have advantage (such as surprising the target, being hidden from the target before attacking, etc.) or if there is another conscious enemy of the target within 5 feet of it and you don’t have disadvantage on the roll.
If the targeted creature must make a saving throw to bypass the cantrip’s damage, then sneak attack damage is applicable if the target has disadvantage on the saving throw, if you were hidden from the target immediately before casting the damaging sorcerer cantrip, if your casting of the damaging sorcerer cantrip was a surprise to the creature, or if there is another conscious enemy of the target within 5 feet of it and they don’t have advantage on the saving throw. The target must still fail the saving throw to receive sneak attack damage.
All sorcerer cantrips that you cast that can directly cause damage to creatures do not require their verbal components to be cast.
If you cast a any spell that directly causes damage to a creature of 1st level or higher using a Kleptomancer spell slot that surprises its target, you can roll and add half of your sneak attack damage as part of the initial damage of the sorcerer spell. You may only apply this halved sneak attack damage to the damage of the spell if the creature targeted by the spell was unaware of any danger to it before the spell was cast.
Arcane Pocket
At 9th level, you have honed your arcane abilities to help you magically snatch certain items from a distance. As an action, a single object you can see within 30 feet of yourself that can fit in a 5 foot cube and weighs as much as or less than 15 pounds, which you can physically carry, can be teleported into your hands. Items that you teleport that contain other items have their contents teleported along with them, as long as the total weight is still 15 pounds or less.
If the object you are trying to teleport is being worn or held by another creature that wouldn’t willingly give the item to you, you may only teleport it if you are hidden from the creature and must successfully make a slight of hand check against the creature’s passive perception. You have advantage on the role if the creature has no idea of your presence or of any present danger to it. If you fail the slight of hand check, the item stays with the creature and they are now aware of your attempt to magically take the item.
You may use this ability after a long rest for a number of times equal to your Charisma modifier.
Spellblade
At 13th level, when you use your action to cast a sorcerer cantrip or spell with your Kleptomancer spell slots, you may choose to make a melee weapon attack with a light weapon as a bonus action. If the weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
Additionally, you don’t have disadvantage on ranged spell attacks that are cast within melee range of the target anymore.
Expropriate
At 17th level, you have learned how to swiftly unravel and pull the raw magic around your enemies to hijack their power. You are now capable of extending your will through the magical weave to reach for and steal spells from other spellcasters in the process of casting their spells, however the small window of opportunity and the deft speed at which one must act, makes it a particularly risky and strenuous mental maneuver.
Whenever you are aware of a creature within 50 feet of you casting a spell, you can use your reaction to quickly attempt to negate the spell’s effects and add the spell to a list of Stolen Spells. The spell can be from any class and any school of magic. You may only have up to 3 different spells on your Stolen Spells list at a time. You must not be restrained and have at least one hand free to try to steal a spell.
When you use this ability, the creature that casts the spell makes a saving throw, adding their spellcasting ability modifier, against your spell save DC. The creature has advantage on the save unless you make a DC 15 Dexterity check. If the creature casting the spell succeeds on their saving throw, the spell is unaffected and your mind temporarily freezes. You are now considered paralyzed until the end of your next turn and cannot attempt to steal spells from the same creature for 8 hours. If the creature fails the saving throw, the spell’s effect is negated and they can’t use the spell again until they complete a long rest. You can also then add the negated spell to your Stolen Spells list or swap it out with a spell already on it.
You can cast spells on your Stolen Spells list by using Kleptomancer spell slots. If the spell is of a level higher than you have spell slots for, then you can cast it once per long rest. You may only add a spell to your Stolen Spells list using Expropriate once per long rest.
Previous Versions
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9/12/2019 2:23:20 AM
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