The Thief (5e Subclass)

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The Thief[edit]

Enamoured with the powers of others, you are not content with merely learning from them; you want to take what you feel owed. Warlocks who make a pact with the Thief risk their patron taking more than what they agreed, however the warlocks themselves are no stranger to theft. Ultimately, the Thief wants to have all that belongs to their warlocks, but they're content to toy with their marks. Most warlocks who enter a pact with the Thief believe they can trick them into giving up more than they take, but only one warlock in history has bested the Thief.

Expanded Spell List

The following spells are added to the warlock spell list for you.

Thief Expanded Spells
Spell Level Spells
1st disguise self, sleep
2nd pass without trace, knock
3rd clairvoyance, nondetection
4th arcane eye, greater invisibility
5th seeming, modify memory
Borrowed Presence

At 1st level, you know the charisma score of creatures within 30 ft. of you. As an action, you may focus on a creature within 30 ft. of you, forcing it to make a charisma saving throw against your spell save DC. On a failure, you gain proficiency in any charisma-based skills that that creature is proficient, and you may use that creature's charisma score if it is higher than yours for 1 minute. Additionally, the target has disadvantage on charisma checks for the duration. On a success, the creature is immune to this feature for 24 hours. You may use this feature a number of times equal to your charisma modifier, and you may end the effect early using no action.

Misdirection

At 6th level, you gain proficiency in the Sleight of Hand and Stealth skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies, and you may use either your dexterity or charisma modifier for them.

Leech Energy

At 10th level, you can cast spells using other creatures' spell slots. When you cast a spell of 1st level or higher, choose a creature within 30 ft. that is able to cast spells, and choose a spell slot level to steal. It must make a saving throw using its spellcasting modifier against your spell save DC. It gains a bonus to its saving throw equal to half the slot level. On a failure, you use its spell slot and cast a spell you know at that level. If it doesn't use slots to cast spells (such as through the Innate Spellcasting feature), the creature expends one use of a spell the same level as the slot you wish to steal, chosen by the DM. This feature fails if the target cannot cast spells of the level you chose, or if it has no remaining slots or uses of that level. You may use this feature once between short rests.

Steal Spells

At 14th level, you can cast other creatures' spells. As an action, choose a creature within 60 ft. that can cast spells, and choose a spell you think it can cast. The spell you choose must be of a level you can cast. The target must make a saving throw using its spellcasting modifier against your spell save DC. On a failure, the spell is added to your spell list until the end of your next long rest, and it is considered a warlock spell. The target may repeat the saving throw at the end of a short or long rest, ending the effect early on a success. It cannot cast the spell until the end of your next long rest, it succeeds on the saving throw, or you choose to end the effect early using no action.


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