Artificer
Base Class: Artificer

All Cleptomancers share one dark secret: They did not create any of the marvelous items they carry their own, instead taking them from others. Some would simply call them "thiefs", others "masters of their trade". Those that value the artifacts of their ancestors as sacret heirlooms fear them as "Fate Stealers". Cleptomancers realy do not care, as long as they can make your most valuable items their own.

 

Cleptomancers have such an intrecate knowledge of the workings of magical artifice that they can sever the connection between a magical item and its owner and even take whole suits of armor while their target is still wearing it. And while most fights with a Cleptomancer end before they even beginn, as their enemy retreats to the next changing room, their huge collection of magical treasure makes any Cleptomancer a formidable foe.

Treasure Wielder

 You gain proficiency with martial weapons and heavy armor.

You also learn Thieves' Cant (as in the Rogue feature).

 

 

Cleptomancy

 As an action, you can magically try to steal an item from a creature: make a Meele Spell Attack contested by a Strength (Athletics) or Dexterity (Acrobatics) check
(the target chosses) of a target creature within 5 ft of you. On a success, you steal one item of your choice from that creature, unattuning it in the process, and may
instantly don the item (instantly doffing and dropping any item that is currently in that slot if no appropriate slot is free).
For one minute, you ignore any class, race, level or spell restrictions and any attunement required to use that item.

You can not steal worn armor except shields this way.

Once you successfully use this feature on a creature, it is immune to it for 24 hours.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Magical Sneakiness

Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
The attack must use a magical weapon or a weapon that was summoned by magic.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated,
and you don't have disadvantage on the attack roll.

The additional damage increases to 5d6 at level 9 and to 8d6 at level 15.

 

Eye of the Cleptomancer

 You learn to read and interpret the magical energy of magical items:
As a bonus action, you can learn if and what magical items a creature of your choice is wearing or carrying.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Also, you can cast "Locate Object" as a ritual.

 

Advanced Cleptomancy

If you successfully steal an item from a creature using your "Cleptomancy" feature, you may deal 10d6 force damage to that creature.

This damage increases to 16d6 at level 15.

You may also temporarily steal a creatures armor with "Cleptomancy", in which case the item is shunted into an extradimensional space until the start of your next turn,
when it reapears and is instantly doned by the creature.

 

Expert Cleptomancer

If you do not have any uses of your "Cleptomancy" feature left at the start of combat, you regain one use.

Creatures do note become immune to "Cleptomancy" after you have succesfully stolen an item from them.