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## Spellthief | Level |Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | 2 | — | — | — | | 4th | 3 | 4 | 3 | — | — | — | | 5th | 3 | 4 | 3 | — | — | — | | 6th | 3 | 4 | 3 | — | — | — | | 7th | 3 | 5 | 4 | 2 | — | — | | 8th | 3 | 6 | 4 | 2 | — | — | | 9th | 3 | 6 | 4 | 2 | — | — | | 10th | 4 | 7 | 4 | 3 | — | — | | 11th | 4 | 8 | 4 | 3 | — | — | | 12th | 4 | 8 | 4 | 3 | — | — | | 13th | 4 | 9 | 4 | 3 | 2 | — | | 14th | 4 | 10 | 4 | 3 | 2 | — | | 15th | 4 | 10 | 4 | 3 | 2 | — | | 16th | 4 | 11 | 4 | 3 | 3 | — | | 17th | 4 | 11 | 4 | 3 | 3 | — | | 18th | 4 | 11 | 4 | 3 | 3 | — | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 |
### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. You learn three cantrips of your choice from the wizard spell list. You learn another **Wizard** cantrip of your choice at 10th level. ### Spell Slots Each of these spells must be an **Enchantment** or **Illusion** spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. ### Spellcasting Ability **Intelligence** is your spellcasting ability for your **Wizard** spells, since you learn your spells through dedicated study and memorization. You use your **Intelligence** whenever a spell refers to your spellcasting ability. In addition, you use your **Intelligence** modifier when setting the saving throw DC for a **Wizard** spell you cast and when making an attack roll with one. \columnbreak ### Steal Spell Starting at 3rd level, you gain the ability to steal more than just material objects. While within 30ft of a spellcaster you can as a reaction pierce a creature's mind and steal the last spell the creature cast. Make an **Arcana check**, with a *DC = 12 + the spells level*. On a failure the creature is alerted to your presence. On a success they lose all knowledge of the spell and may no longer cast it for 1 minute, losing concentration if they are holding it on the same spell. You may cast the spell at its lowest level as a Wizard spell without expending a spell slot once within this minute. Once you cast the spell or the minute passes you forget how to cast the spell if you did not know it before, and the original owner regains the knowledge to cast the spell. You can steal up to a 2nd level spell at 3rd lvl, and can steal a spell of one level higher when you reach 3rd, 5th, 9th, 13th, and 17th level in this class. Starting at 6th level, you can use **Steal Spell**, twice between rests and its range increases to 60 feet. And 3 times at 13th level. ### Arcane Sense Additionally 3rd level as an action you can open your awareness to detect arcane energy. Until the end of your next turn, you know the location of any spellcaster within 60 feet of you that is not behind total cover and you learn their favored school of magic. Within the same radius, you also detect the presence of any magical object. You additionally learn *Detect Magic* which you can cast as a ritual. ### Pick At 9th level, you gain the ability to pick people the same way you pick locks. As an action, you may choose to end a condition that is on a creature within 30ft of you. The condition ends and is stored in your lockpick until your next long rest. While the condition is stored on the lockpick, the next time a creature fails a spell save against a spell you cast they suffer the condition stored on the lockpick on top of the spells effect. They suffer this condition for 1 minute and may attempt to end the condition at the end of their turn by completing a successful Wisdom saving throw against your spell save DC. If a creature succeeds its saving throw against one of the conditions, they also succeed at ending all other conditions afflicting on them by this feature. Initially you can use **Pick** twice between rests. And 3 times at 17th level. When you finish a short or long rest, you regain your expended uses. ### Arcane Dexterity Starting at 13th level, you may make a *Dexterity (Sleight of Hand) check*, use your *Thieves' Tools* to disarm a trap or open a lock, use **Pick**, or cast the cantrip **Pilfer** as a bonus action. Lastly, you can choose up to two random effects when casting the cantrip **Pilfer** instead of one. \pagebreak ### Arcane Greed Starting at 17th level, you bend the Weave of Magic for your own benefit. Whenever you cast a spell you can roll 1d4. If you get a result of 1-3 you regain one spell slot of a level equal to the result. If you get a result of 4, your next **Sneak Attack** within one minute deals an additional 4d6 damage. If you gain a spell slot that would go past your maximum amount of spell slots of its level, you instead regain the next lowest spell slot that you have expended. If none are available to restore, the spell slot is lost to the Weave. You can use this feature three times. You regain all expended uses when you finish a long rest. \pagebreak ### New Cantrips #### Pilfer *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** S, M (a lockpick) - **Duration:** instantaneous ___ The target must succeed a Wisdom save or suffer one of the following random effects. Roll 1d6. The result rolled determines the effect. If this cantrip rolls multiple dice, choose one dice result after they have been rolled. | Result | Effect | |:---:|:-----------:| | 1 | The target is silenced until the beginning of your next turn, and you may choose talk through the target until the beginning of your next turn. | | 2 | You gain advantage on your next Thieves' Tools check against the target or any property the target owns within the next minute. | | 3 | You gain advantage on your next Sleight of Hand check against the target. | | 4 | You swap places with the target. | | 5 | The targets AC is reduced by 1, and your AC is increased by 1 until the start of your next turn. | | 6 | The target takes an amount of *Psychic* damage equal to the results of the dice rolled as part of this cantrip. You regain hit points equal to half the damage dealt (rounded down). | You can roll one additional dice when you reach 5th, 11th, and 17th level. #### Shadow Garrote *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 30ft - **Components:** S - **Duration:** Instantaneous ___ With a subtle gesture, you carve a slice of shadow from the air around you and cast it toward your foe. It wraps around the creature’s neck and squeezes the life from it. Make a ranged spell attack on a creature within range. On a hit the target take 1d6 Necrotic Damage and it can't speak until the start of your next turn. If the target is in dim light or darkness you may apply sneak attack damage dice to this spell's damage roll. All of this damage is Necrotic. The spells damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and at 17th level (4d6) \columnbreak ### New Spells #### Shadow Blink *2nd Level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You become shrouded in shadow, and gain the ability to directly meld with darkness. While within dim light or darkness, you gain a climbing speed equal to your walking speed for the spell's duration, and can walk on walls and ceilings as if they were floors. If you are standing in dim light or complete darkness, you may use 5ft of movement to teleport up to 60ft to an unoccupied space that you can see that is also shrouded in dim light or darkness. Additionally, you may use an action to automatically succeed a stealth check while within dim light or darkness #### Counteroffer *3rd Level Enchantment* ___ - **Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you make an attack roll. - **Range:** 60ft - **Components:** V, S, M (a gold coin) - **Duration:** 1 minute ___ You attempt to finesse a creature making an attack into accepting a regrettable deal. Choose a creature making an attack roll; the creature must succeed a Wisdom saving throw determined by the quality of the deal offered. The *DC = 8 + your spell casting modifier + the slot level* expended to cast this spell. On a failure the creature is forced to accept the deal, gaining 10 temporary hit points, until your next turn, in exchange for attacking a different target you choose within its attacks range. If the creature is reduced to 0hp within a minute, you regain hit points equal to twice your spellcasting modifier.