Way of the Spell-Thief (5e Subclass)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the This subclass can be overpowered if played in the standard D&D game. Proceed with caution! rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
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Way of the Spell-Thief[edit]

Monk Subclass

The monks of Spellthief greatly master the arts of stealing the magical energy that channels within the soul of every magical user. These Monks study magic and train to take the magic that dwells with every creature making them idealists in the groundlines, easily being able to turn the tides of a battle. A Monk of the Way of Spell-Thief is unique as they take the spells of a magical user even though monks of this subclass does not possess enough magical ability to cast a spell but can maintain one.

Spell Thief[edit]

Starting when you choose this tradition at 3rd level, you can spend 2 ki points as an Action to steal a spell from a creature within 5 feet. The creature must make a saving throw using their spellcasting ability against your ki save DC. On a failure, you can choose one 1st-level spell that creature has and its correspondent spell slot.

You can hold the stolen spell for 1 minute or until you lose Concentration (as if you were concentrating on a spell). If the duration ends and you still holds the spell, or if your concentration is broken, each turn you start holding the spell, you take force damage equal to 2d10 + 1d10 per level of the spell slot above 1st + the spell slot level.

You can release the held spell by casting it using the appropriate Action, Bonus Action or Reaction. You use the original caster's spell save DC or spell attack roll when casting this spell.

You can steal spells of 2nd-level or higher by spending 1 additional ki point for each spell slot level higher than 1st. The maximum level of spell you can steal is 1st-level, but increases to 2nd-level at 6th level, 3rd-level at 11th level and 4th-level at 17th level.

Spell Enhanced Injection[edit]

At 6th level, you have become more trained to empower your spells while they are stored within you. When casting a spell you've stolen, you can spend ki points to enhance the release in two ways. You can enhance the spell save DC or spell attack modifier or enhance the spell's damage.

Enhance Spell's DC or Attack. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend up to your proficiency bonus in ki points to add the save DC of that spell in 1 per ki point spent. If the spell requires an attack, you gain a bonus to the spell attack of +1 per ki point spent.

Enhance Spell's Damage. When you choose this enhancement, the spell' damage increases by 1 die per ki point spent. You can't spend more ki points on this feature than your proficiency bonus.

Cantrip Grab[edit]

At 11th level, you have learned to be quick whilst taking a magical user's spell. While using "Spell Thief", if you successfully take a spell from the caster, you can use a bonus action to take one cantrip that the caster has and use it at the caster or another creature. If you do not use it within the turn you took it the spells magic is too weak to be cast. When using the cater's cantrip you also use the caster's spell save DC or spell attack modifier when using it.

Improved Spell Thief[edit]

At 17th level, you have mastered the art of a Spell Thief. When stealing a spell, you can now take two spells instead of one.

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