Spellthief

Bonus Proficiencies

You gain proficiency in one of the following skills: Deception, Sleight of Hand, Stealth.
You gain proficiency in one of the following tools: disguise kit, poisoner’s kit, or thieves’ tools.

Fighting Style

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When you use spell combat, you may make an attack with your offhand weapon as part of casting a cantrip with a range of touch. Instead of making the spell attack normally allowed to deliver the cantrip, a magus can make one free melee attack with his weapon as part of casting this cantrip. If successful, this melee attack deals its normal damage as well as the effects of the cantrip.

Steal Spell

When you hit a spellcaster with two different weapons during the same round, you can spend 1 sorcery point to use your reaction to force the spellcaster to make a Charisma saving throw. If the spellcaster fails, you steal one of its spells. Make an Intelligence (Arcana) skill check with a DC equal to the spellcaster’s spellcasting ability score. If you succeed, you learn all the spells currently prepared or known by the spellcaster; you may choose which spell to steal. If you fail, you steal a random spell of a random level (including cantrips). The highest level spell you can steal is equal to half your magus level (maximum 9th level). You can cast the stolen spell once or choose to expend the stolen spell to cast a spell you have prepared of the same or lower level of the stolen spell. When you cast a stolen spell, you use your own spell saving DC or spell attack bonus, if applicable. You can maintain a number of stolen spell levels equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a spell in order to make room to steal a new spell; losing a spell requires no action.

Spellthief Spells

You add the following spells to your spellbook at the levels listed. These spells are always prepared and do not count against the number of spells you can prepare.
  • 3rd charm person, disguise self
  • 5th invisibility, pass without trace
  • 9th major image, slow
  • 13th greater invisibility, phantasmal killer
  • 17th seeming, telekinesis

Steal Resistance

At 7th level, when you hit a creature with two different weapons during the same round, you can spend 1 sorcery point to use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its resistance against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of resistance the creature has; you may choose which resistance to steal. If you fail, you steal a random resistance from the creature. When you steal a creature’s resistance, you gain resistance to that kind of damage until you finish a long rest or you choose to give it up. You can maintain a number of resistances equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a resistance in order to steal a different resistance; losing a resistance requires no action.

Steal Magic Resistance

At 11th level, when you hit a creature with magic resistance with two different weapons during the same round, you can spend 1 sorcery point to use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you gain magic resistance. When you gain magic resistance, you have advantage on saving throws against spells until you finish a long rest.

Steal Immunity

At 15th level, when you hit a creature with two different weapons during the same round, you can spend 1 sorcery point to use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its immunity against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of immunity the creature has; you may choose which immunity to steal. If you fail, you steal a random immunity from the creature. When you steal a creature’s immunity, you gain immunity to that kind of damage until you finish a long rest or you choose to give it up. You can maintain a number of immunities equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a immunity in order to steal a different immunity; losing an immunity requires no action.

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