Rogue
Base Class: Rogue

The Spellthief

While most rogues hunt for gold in heavy purses or secrets in locked ledgers, the Spellthief hunts the intangible. They are the nightmare of every high-walled academy and the silent end to every megalomaniacal archmage. To a Spellthief, magic isn't a holy gift or a scholarly pursuit—it is a resource to be hijacked, redirected, and ultimately extinguished.

They operate in the "dead zones" of the weave, moving through a battlefield of fireballs and lightning bolts as if they were nothing more than a light breeze.


The Art of the Siphon

A Spellthief doesn't just dodge spells; they dismantle them. By striking at the precise moment a caster weaves their somatic components, a Spellthief can "short-circuit" the arcane flow. This isn't just about causing pain; it’s about tactical negation.

  • Mute Gambit: Their strike doesn't just bleed their target; it severs the connection to the Weave, forcing casters to stammer through their incantations or lose their grip on maintained enchantments.

  • Spellthief: At the height of their mastery, a Spellthief can catch a spell mid-cast, momentarily trapping the energy within their own blade to be unleashed later—turning a wizard’s own fireball back upon them.


Why They Walk the Shadows

Spellthieves often arise from two distinct backgrounds:

  1. The Failed Apprentice: Those who had the intellect for magic but lacked the "spark," leading them to find more... physical ways to manipulate the arcane.

  2. The Mage-Hunter: Operatives for kingdoms or factions that fear the unchecked power of sorcery, trained specifically to act as the "Great Equalizer."

"A wizard thinks they are a god because they can command the stars. They forget that even a god can bleed if you cut them while they're reciting the prayer."


Tactical Profile

  • Role: Mage-Slayer, Disruptor, Scout.

  • Primary Stat: Dexterity (for the strike) and Intelligence (to understand the spells they are stealing).

  • Signature Move: Mute’s Gambit—A precise strike to the throat or hands that imposes a "Silence" effect on a single target, leaving them defenseless in a world of high-level threats.

Spellcasting

Spell Slots

The Spell Thief Spellcasting table shows how many spell slots you have to cast your Wizard 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 wizard spells of your choice.

The Spells Known column of the Spell Thief's Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Thief's 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

Mute Gambit

Your sneak attack silences the target until the end of it's next turn.

Arcane Siphon

Steal a portion of a caster's power when you land a Sneak Attack. If possible the target must make a Int saving throw against you spell save dc. On a fail you steal their lowest level spellslot. You may divide up that spells level as you wish

Backlash

When a creature that you can see within 15 feet of you casts a spell, you may use your reaction to create a feedback loop in the mana. The targeted creature must make a Intelligence saving throw against your spells save DC on a fail it takes 6d6 psychic damage and has disadvantage on it's next saving throw. On a success it takes half damage and manages to stabilize the Weave. Whether it fails or succeeds does not impact the targets spell cast.

Spellthief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

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

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