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The Spell Thief

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n a busy marketplace a gnome sees a mage cast a A tiefling skulks along a ledge, watching a ritual take place.
spell to find a foe. That might be useful later on, he She watches, muttering to herself, and when the ritual
thinks. He taps his own magic and copies the mage’s completes, nothing happens. She sneaks away with a smile,
actions. You never know… and eyes burning with arcane power.
Spell Thieves can literally steal the mystical energies of
other spell casters. Some are employed by thieves guilds, and
In a pitched battle, an enemy Wizard sends a fireball serve their masters as spies and assassins. Others are
towards a group of adventures. A human stands up from stalwart adventures who know they are all that stands
behind a rock ledge and, tapping into the arcane weave, between their comrades and death. They are sneaky,
redirects the attack. deceptive, and confident.

The Spell Thief


Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellweaving 3 2 2 — — — —
2nd +2 Arcane Manipulation, Arcane Understanding 3 2 3 — — — —
3rd +2 Spell Thief Cabal 3 3 3 1 — — —
4th +2 Ability Score Improvement 3 3 4 1 — — —
5th +3 Arcane Insight 3 4 4 2 — — —
6th +3 Weave Hostage 4 4 4 2 1 — —
7th +3 Improved Arcane Manipulation 4 5 4 2 2 — —
8th +3 Ability Score Improvement 4 5 4 2 2 1 —
9th +4 Cabal Feature 4 6 4 3 2 1 —
10th +4 Melee Magic 4 6 4 3 3 1 —
11th +4 Un-Arcanny Dodge 5 7 5 3 3 1 —
12th +4 Ability Score Improvement 5 8 5 3 3 1 1
13th +5 Cabal Feature 5 9 5 3 3 2 1
14th +5 Sneaky Spell (+1d6) 5 10 5 4 3 2 1
15th +5 Mental Bastion 5 11 5 4 3 3 1
16th +5 Ability Score Improvement 6 11 5 4 3 3 1
17th +6 Cabal Feature, Arcana-vasion 6 12 5 4 3 3 2
18th +6 Sneaky Spell (+2d6) 6 13 5 4 4 3 2
19th +6 Ability Score Improvement 6 14 5 5 4 3 2
20th +6 Arcane Channel 6 15 6 5 4 3 2

Magic Stealers Game Changers


Spell Thieves are arcane robbers, learning how to use their Spell Thieves are rare, and thus highly sought after as
innate abilities to take mystic power by mimicry, and servants and allies. All Spell Thieves share a certain love of
redirection. They have strong minds and long memories. mischief, and trickery. This causes most to gravitate to the
Spell Thieves are handy to have in a fight, being nimble Chaotic alignments.
and powerful by nature. Medium and Heavy armors interfere Some follow the teachings of those gods who look
with their arcane might, so they tend to shy away from them. favorably on tricks and deceit. Garl Glittergold, Olidamara,
Spell Thieves are practical, and so train not only their minds even Kord or Corellion can inspire a Spell Thief. All Spell
to be flexible, but their bodies as well. Thieves enjoy the study of the arcane arts, but unlike
Wizards, they specialize not in one area, but in the See Chapter 10 in the PHB for the rules of spellcasting,
manipulation of all mystical energies. To them Magic is a and Spell Thief Spell List at the end of this class description.
commodity to be acquired and used.
Cantrips
At first level you know three cantrips of your choice from the
CREATING A SPELL THIEF spell thief spell list. You learn additional cantrips of your
As you create your Spell Thief, consider how your character choice at higher levels, as shown in the Cantrips Known
wishes to use their arcane ability. Do you come from a line of column of the spell thief table.
Wizards, and seek to show them up? Did you cause a ruckus
in a city, and need to lay low? Were you raised by a den of Spell Slots
thieves and taught to sneak and steal? The Spell Thief table shows how many spell slots you have to
How do you interact with other magic users? Do you learn cast your spells of 1st level and higher. To cast one of the spell
from them? Have lengthy debates? Do you seek to simply use thief spells you must expend a spell slot of that spell’s level or
their power to augment your own? higher. You regain all expended spell slots when you finish a
You might be driven by an intense desire to learn as much long rest.
as possible about the nature of magic itself, to defend the For example, if you know the 1st-level spell burning hands
world, or to increase your own might. and have a 1st-level and a 2nd-level spell slot available, you
can cast burning hands using either slot.
QUICK BUILD Spell Thieves use their slots differently than other casting
classes. Many Spell Thief abilities require the expenditure of
To quickly build your Spell Thief, Put your highest stat into additional spell slots beyond that of the spell being cast.
Intelligence, second into Dexterity. A high Constitution could
be very helpful to you as well, as could Charisma, depending Spells Known at 1st and Higher Levels
on your Cabal choice. Take the Charlatan Background. You know two 1st-level spells of your choice from the spell
thief spell list at first level.
Class Features The Spells Known column of the Spell Thief table shows
when you learn more spell thief spells of your choice. Each of
Hit Points these spells must be of a level for which you have spell slots.
Hit Dice: 1d8 per spell thief level For instance, when you reach 3rd level in this class, you can
Hit Points at 1st Level: 8 + your Constitution modifier learn one new spell of 1st or 2nd level.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Additionally, when you gain a level in this class, you can
modifier per spell thief level after 1st choose one of the spell thief spells you know and replace it
with another spell from the spell thief spell list, which also
Proficiencies must be of a level for which you have spell slots.
Armor: Light Armor
Weapons: Simple weapons, Scimitar, Shortsword, Whip, Spellcasting Ability
Hand Crossbow Intelligence is your spellcasting ability for your spell thief
Tools: None spells, since you learn your spells through observational
Saving Throws: Constitution, Intelligence study and memorization, either on your own or from other
Skills: Choose three from Sleight of Hand, Stealth, Arcana, magic wielders. You use your Intelligence whenever a spell
History, Investigation, Insight, Perception, Deception, refers to your spellcasting ability.
Persuasion In addition, you use your Intelligence modifier when setting
the saving throw DC for a spell thief spell you cast and when
Equipment making an attack roll with one.
You start with the following equipment, in addition to the Spell save DC = 8 + your proficiency bonus + your
equipment granted by your background: Intelligence modifier
(a) a shortsword or (b) a dagger Spell attack modifier = your proficiency bonus + your
(a) a component pouch or (b) an arcane focus Intelligence modifier
(a) an explorer's pack or (b) a dungeoneer's pack Spellcasting Focus
leather armor You can use an arcane focus (PHB Chapter 5) as a
SPELLWEAVING spellcasting focus for your spells.
You have found your ability to manipulate the arcane forces of ARCANE MANIPULATION
the world. Through study and practice you have learned what
you need to in order to cast spells. While you study the At 2nd level, you first gain the ability to manipulate the arcane
magical energies that exist throughout the world, you do not energies surrounding you. You can expend one of your own
put the intensive scrutiny into them that a wizard does. You spell slots, as a Bonus Action, to increase the damage of your
learn through practice and observation, as opposed to long spell by 1 damage die. You can expend multiple slots to
hours spent copying spells into a book. The result is that you increase this feature by 2 or more. For each damage die
cannot cast as many spells as your more studious beyond the first, you must expend 2 spell slots. For example,
counterparts, but you can do things through your arcane you can expend 5 additional spell slots to increase a fireball
manipulations that will frustrate and confuse other casters. spell by 3 damage dice. This must be done at the same time

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as the casting, before damage is determined. MELEE MAGIC
If used on a spell that has multiple attacks, such as
scorching ray, each attack gains the benefit of the expended Upon gaining 10th level, you learn how to cast a ritual that
spell slots. A concentration spell, such as flaming sphere, bonds your spellweaving to a single, one-handed melee
retains the benefits of the expended slots for the duration of weapon that you are proficient with. This ritual requires 75
that spell. gold worth of components and takes 2 hours to cast. You
You can only use this feature to manipulate spells of level 1 must have the melee weapon within your reach, and must not
or higher, and the spell must be capable of damage increase be distracted for the duration of the ritual, or else it fails, the
when cast at higher spell slot levels. You must be wearing components are consumed, and you may start again only after
Light or no armor to use this feature. a long rest.
After completing the ritual, your weapon edge shimmers
like a mirage and counts as a magical weapon, if it wasn't
ARCANE UNDERSTANDING already. When attuned to and wielding this weapon in one
Starting at 2nd level, you are able to immediately discern the hand, and nothing in your other hand, you no longer have
level of any spell cast on you. You also know the school of disadvantage when making Spell Attack rolls while a hostile
magic of that spell. creature is within 5 feet of you. Your DM may rule that some
weapons are unable to be bonded to.
You may only have one Melee Magic Weapon at a time. You
SPELL THIEF CABALS may perform the ritual on a new weapon, but doing so causes
When you reach 3rd level, you choose a Spell Thief Cabal to the previous one to blink out of existance and be shunted to
join. You can join either the Mimic, Absorption, or Oversight another plane of the DM's choosing.
Cabal, all detailed later in this class description. Your choice
grants you features at 3rd level and then again at 9th, 13th, UN-ARCANNY DODGE
and 17th level. Starting at 11th level when an attacker that you can see hits
you with an attack, you can use your reaction to half the
ABILITY SCORE IMPROVEMENT damage against you. You must be wearing Light or no armor
When you reach 4th level, and again at 8th, 12th, 16th, and to use this feature.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by SNEAKY SPELL
1. As normal, you can't increase an ability score above 20 Starting at 14th level you learn how to focus your spell
using this feature. attacks with precision and surprise. If you cast a spell attack
while you are stealthed or hidden, you can deal an extra 1d6
ARCANE INSIGHT damage to one creature you hit with the attack. You become
At 5th level, your Arcane Insight allows you to read the Weave visible again after you cast your spell. You must be wearing
of Arcane Magic a little closer. You are now able to use a Light or no armor to use this feature.
reaction to know the level and school of any spell cast upon The amount of extra damage increases to 2d6 at 18th level.
an ally you can see within 30 feet of you.
MENTAL BASTION
WEAVE HOSTAGE At 15th level, you gain advantage on concentration checks to
Beginning at 6th level, you are able to disrupt the Arcane maintain spell effects after taking damage.
Flow around your enemies. Once per short rest, you can
delay the activation of an enemy spell by 1 round as a ARCANA-VASION
reaction. The spell fires as normally at the beginning of the Beginning at 17th level, your familiarity with arcane energies
caster's next turn and counts as their attack action for that gives you early warning of certain area spell effects, such as
turn. You must be able to see the enemy casting the spell, and an ice storm spell. When you are subjected to a spell effect
you must be wearing Light or no armor to use this feature. that allows you to make a Dexterity saving throw to take only
This ability cannot affect spells from the Divination School half damage, you instead take no damage if you succeed, and
of Magic. half damage if you fail. You must be wearing Light or no
armor to use this feature.
IMPROVED ARCANE
MANIPULATION ARCANE CHANNEL
At 7th level, your experiments with your own spells have At 20th level, you have mastered the Arcane Energies that
allowed you some more mastery over your spell weaving. flow through the world. If a target of a spell you cast would
Once per long rest, you can expend spell slots to increase succeed on a saving throw, you can redirect your spell to
damage via your Arcane Manipulation ability at a one to one instead make the target fail that throw. This feature cannot be
ratio. For example, if you cast a fireball spell, you can expend used to counter Legendary Resistances.
3 spell slots to increase the damage by 3 damage dice, where Once you use this feature, you cannot use it again until you
normally you must expend 5. finish a short or long rest.
All other resitrictions of your Arcane Manipulation feature
apply.

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SPELL THIEF CABALS Cabal of Absorption
Spell Thieves gather in secret Cabals where they share the This Cabal focuses on stealing the magical energies of other
knowledge they have garnered over practice and time. casters. Absorbers use their intelligence to gain the upper
Different spell thieves choose different cabals based on how hand in battle and social situations.
they wish to learn to manipulate magical energies. Your
choice of Cabal is a representation on how you will interact Arcane Absorption
with magic in the world, but not an advertisement of your Starting at 3rd level, you can absorb an enemy’s spell energy.
abilities. As an action, once per round, you can expend a spell slot to
steal a spell slot of equal level from an enemy you can see
Cabal of Mimic within 30 feet of you. You then gain this stolen spell slot. The
You study the Verbal and Somatic components of other magic stolen spell slot must be of a level you can cast.
users as they cast their spells. You also learn how to use your If the target has no spell slot of the level you expend, you
natural charms to influence others and the world around you. gain nothing and your spell slot is still expended.

Stunning Specimen In-Depth Analysis


Starting at 3rd level, once per round you can use a reaction to At 3rd level, this Cabal grants you the ability to specialize in
make a Charisma Persuasion check to convince an enemy investigative research. You gain advantage on all Investigation
you can see within 30 feet of you to redirect their attack to checks in regards to magical devices, items, and spells.
another target. This is determined by an opposing Wisdom Magical Funnel
check. The enemy selects the new target, which may include At 9th level, you have learned how to absorb magical effects.
you. As an Action, once per round you can use your understanding
Arcane Mimicry of the workings of magic to negate one spell effect on one
When you choose this Cabal at 3rd level, you gain the ability creature, within 60 feet of you, absorbing it into your spell
to copy another spellcaster’s spell, provided you can see them energies. You must expend a spell slot, or number of spell
cast the spell. You can learn the spell they cast, as a reaction, slots, equal to the level of the effect causing spell in order to
and retain the ability to cast it until you finish a long rest. You absorb the effect. You can then use a Bonus Action to transfer
must be able to cast the level of the stolen spell, and you can that effect to another creature of your choice that you can see,
only mimic one spell at a time. This spell does not count within 30 feet of the originally affected creature. Any effect
towards your number of spells known. transferred in this way lasts for only one round, until the end
of your next turn, and no saves are granted by the transfer,
Spell Swap though the target may save on their turn as allowed.
At 9th level, you can use your Arcane Mimicry to copy a spell If you chose not to transfer the effect, or are unable to, then
of a higher level than you can cast. In order to cast the the effect is lost to the arcane currents of the world at the end
mimicked spell, you must expend spell slots equal to that of your turn, and your spell slot(s) is still expended.
spell’s level. All other restrictions from Arcane Mimicry apply. Expert Arcane Investigator
For example, a 9th level spell thief can mimic-cast a 6th level At 13th level, this Cabal has taught you how to discern
spell as an action, by expending either; 2 level 3 spell slots; 1 magical information. You can add double your Intelligence
level 3 spell slot and 3 level 1 spell slots, or; 1 level 2 spell slot modifier to any Arcana check.
and 4 level 1 spell slots, etc.
Spells beyond level 7 are extremely difficult for you to Arcane Sponge
mimic cast, as a result, any spell you copy beyond level 7 can At 17th level, you have learned how to read an enemy’s
only be mimic cast once per long rest before the nuances of magical aura. On a successful Investigation check, you can
the spell leave your memory. learn how many spells and of what level an enemy you can
Intelligent Thief see within 120 feet of you possesses. DC is determined by 12
At 13th level, you can add your Intelligence modifier to any + the enemy’s CR (minimum CR 1).
Dexterity Slight of Hand check, and any Charisma Deception If succesful on the check, you can choose to absorb one
check. magical effect the creature has, such as an Adult Dragon's
Frightful Pressence, for 1d4 rounds. The effects you are able
Mighty Cantrip to absorb are at your DM's discretion. This aspect of the
At 17th level, this Cabal has instructed you in how to have feature can only be used once per long rest.
your cantrips mimic stronger spells. All damage dealing
cantrips you cast as a Spell Thief have their damage dice Cabal Of Oversight
permantely increased by 1. For example, if a 17th level spell Members of this Cabal use their abilities to manipulate the
thief casts the cantrip Acid Splash, the damage increases flow of arcane energy from others. They are experts at the
from 4d6 to 5d6. exploitation of other magic users.
Arcane Expertise
The teachings of this Cabal, at 3rd level, make you an expert

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on arcane matters. You gain advantage on any Arcana checks
relating to spells.
Multiclassing as a Spell Thief
Flow Adept Because Spell Thieves shun the work that other
At 3rd level, you have been taught to read the arcane ebbs and casters put into their arcane studies, they have
flows in order to determine who an opponent targets with a difficulty changing their ways. Their experience of
spell. As a reaction when an enemy creature casts a spell, you manipulating the Arcane Weave leaves them
may make an insight check on that creature, provided you forever disconnected from the understandings of
can see it and it is within 30 feet of you. On a success, DC 10 other casters.
+ spell level, you can learn who the target(s) will be. If you have both the Spellcasting class feature
You can then expend a spell slot to give one target a +2 to and the Spellweaving class feature from the Spell
any save versus the spell and its effects until the end of the Thief class, you can use the spell slots you gain
from the Spellcasting class feature to cast Spell
caster’s next turn. This bonus only applies to the triggering Thief spells you know. However, you cannot use
spell and any associated effects. On a failure, you learn those slots to utilize Spell Thief abilities that
nothing. require you to expend spell slots, nor can you use
The range of this ability increases to 60 feet at level 12. your Spell Thief slots to cast any new spells you
learn or prepare from the class with the
Spellcasting class feature.
Flow Control To Multiclass as a Spell Thief requires an
At 9th level, you have learned how to redirect an enemy’s Intelligence score of 13, and you gain proficiency
spell. As a reaction, once per round, you can expend one spell in Light Armor and Simple Weapons.
slot to either: (a) add +4 per spell slot level to the saving
throw of either you, or any one allied creature that would be
affected by the spell, or (b) reduce the damage the spell does
to you or an ally by 5 per spell slot level. The allied target
must be within 60 feet of you. You can choose to apply this
feature after the dice are rolled, but before the outcome is
determined.
Magical Persuasion
At 13th level, you have seen and studied so much magic that
you can seemingly call to it and convince it to do something
else. Once per short rest, you can use your reaction to
attempt to interrupt a caster's spell. You must be able to see
the creature casting the spell. You expend a spell slot to force
the creature to make a saving throw using its spell casting
ability versus your spell save DC. On a failed save, the spell is
altered and becomes a 1st level cure wounds, affecting the
original target (if the altered spell is an area effect spell, it
affects the caster’s closest enemy), the creature’s spell is still
expended. On a successful save, the spell hits as normal and
your spell slot is still expended.
Redirectional Master
At 17th level, you have become a master of the magical
battlefield. Your Cabal has revealed closely held secrets unto
you. You are able to capture an enemy’s spell, and toss it back
at them. Once per round, as a reaction, when a creature you
can see casts a spell targeting you or your allies, you can
make a contest roll. You and the creature make an ability
check using your respective spellcasting ability modifiers. If
you succeed in the contest, you expend a spell slot of level 3
or higher, and capture the spell, redirecting it to target the
original caster. In the case of an area effect spell, such as a
fireball spell, the effect is centered on the creature who
originally cast the spell. The creature's spell is expended, and
it gets to make any saves the spell calls for as if you had cast
it using your spell save DC. If you fail, the spell hits as normal.

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SPELL THIEF SPELL LIST
Cantrips (0 Level) Detect Magic Misty Step Compulsion
Acid Splash Feather Fall Pass Without A Trace Dimension Door
Blade Ward Hex Silence Evard’s Black Tentacles
Dancing Lights Magic Missile Web Greater Invisibility
Eldritch Blast Tasha’s Hideous Laughter Otiluke’s Resilient Sphere
Fire Bolt Tenser’s Floating Disc 3rd Level Staggering Smite
Frostbite Thunderwave Blink Watery Sphere
Light Witchbolt Call Lightning Wall of Fire
Mage Hand Counterspell
Poison Spray 2nd Level Dispel Magic 5th Level
Prestidigitation Arcane Lock Fear Bigby’s Hand
Ray of Frost Blur Fireball Cone of Cold
Shocking Grasp Cloud of Daggers Fly Flame Strike
Vicious Mockery Darkness Gaseous Form Legend Lore
Darkvision Lightning Bolt Mislead
1st Level Find Traps Sleet Storm Modify Memory
Alarm Flaming Sphere Vampiric Touch Passwall
Burning Hands Heat Metal Water Breathing Telekinesis
Charm Person Invisibility Teleportation Circle
Chromatic Orb Locate Object 4th Level Wall of Force
Command Magic Weapon Arcane Eye

A class for Dungeons and Dragons 5th Edition


Created by DarkZomB
Made Using The Homebrewery

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