Spellthief

Level Abilities Spell Level Mana
1 Spellcasting 0 0+Int
2 - 0 1+Int
3 #Spellsteal 1 1+Int
4 - 1 2+Int
5 1 2+Int
6 #Spell Mastery 2 3+Int
7 2 3+Int
8 - 2 4+Int
9 #Monster Mastery 2 4+Int
10 3 5+Int
11 3 5+Int
12 - 3 6+Int
13 #Major ability TBD 3 6+Int
14 3 7+Int
15 4 7+Int
16 - 4 8+Int
17 #Major ability TBD 4 8+Int
18 4 9+Int
19 - 4 9+Int
20 - 4 10+Int

Rogue Archetype: Spell Thief

Rarely, some rogues are born with an innate gift for magic that can be honed and shaped by their lifestyle. These "spellthieves" can be a powerful boon to thieves guilds and secret societies in magically powerful civilizations, for they have the inborn ability to drain, bend, warp, and twist magic to their own ends.

;Difference from Arcane Trickster:

Basic Abilities

When you select this path, you gain the following abilities:

Spellcasting

When you first choose this path, you gain access to the #Spellthief Spell List and Mana casting mechanic as detailed below:

Spell List #Spellthief Spell List
Spell Slots Instead of spell slots, you have #Mana (1 per 2 levels plus Int bonus). Casting spells costs 1 Mana per level of the spell.
Cantrips known At 1st level, you know 2 cantrips of your choice from the #Spellthief Spell List. You learn additional cantrips of your choice from this list at a rate of 1 per 5 levels.
Spells Known and Casting You know all spells (of level 1 and higher) on your list and do not need to prepare.
Spellcasting Ability Intelligence is your spellcasting ability for your spells. 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 spellthief spell you cast and when making an attack roll with one. *Spell save DC = 8 + your proficiency bonus + your Intelligence modifier *Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellsteal

Starting at 3rd level, you gain the most defining ability of a Spellthief: the ability to steal spells.

You gain the following additional use of the Dexterity (Sleight of Hand) skill:

;Option: Normally, the spell stolen is determined randomly by the DM, from among all available spells of the designated level the subject has available. However, if you know what spells the subject has (perhaps by casting Scan, or having observed a spell being cast by the subject), you can "call" a specific spell before rolling your check; the DC increases by 2, but if you succeed, you steal the exact spell you specify.

;Option: Instead of stealing the spell itself, you may regain 1 point of Mana per level of the spell. The subject still loses the spell slot, but you don't gain a use of their spell, merely the Mana. You can exceed your maximum Mana with this method, but whenever your Mana is above maximum, the excess drains away at a rate of 1 per minute.

;Option: You can target a non-consumable magic item, draining its power temporarily to restore your Mana. The item is non-functional for 24 hours, and you gain Mana based on its rarity: 1 if uncommon, 3 rare, 5 very rare, 10 legendary. If the item is held by someone else who doesn't want you to drain it, they are allowed a Dex contest to avoid it.

;Clarification: If attacking a subject with Mana or Vitae, you can either steal a "spell slot" (gaining a single casting of one of their spells, and draining an equivalent amount of Mana or Vitae), or drain their Mana directly, in the manner described above.

Spell Mastery

Starting at 6th level, if you successfully steal a given spell from unwilling targets three times, and cast it each time, you have a chance to master it by passing an Intelligence (Arcana) check, DC 10 + 2 per level. If you fail, you can try again the next time you steal and cast the same spell. If you succeed, and the spell is of a level you are capable of casting, you permanently add the spell to your list of spells known.

Monster Mastery

Starting at 9th level, you may now use Spell Steal to steal the supernatural abilities of creatures. This follows all the normal rules of Spell Steal, except that you steal a random supernatural ability, not a spell, and the DC is 10 + the challenge rating of the creature (+2 if you're "calling" a specific ability you know about).

You can steal passive abilities, such as regeneration or darkvision, or active abilities, such as a breath weapon. You cannot steal legendary abilities. If the creature has a given number of uses per day, and has used some of them, you only get the remainder; if they've all been used, that ability is not subject to stealing.

Abilities that you steal remain available to you for 1 minute per Spellthief level. The creature loses the ability for the same amount of time.

You cannot use Spell Mastery on monster abilities.

It is up to the DM's discretion what constitutes a "supernatural" ability, as opposed to a natural one, because WotC removed the distinction between extraordinary and supernatural abilities in 5e for some stupid reason. Generally, an ability is supernatural if it violates the laws of physics (discounting anything that is clearly a bodily function, such as claw or tail attacks, despite physical unlikeliness of certain monsters).

Spellthief Spell List

Cantrips

1st-level

;Assault:

;Debilitation:

;Defense:

;Shaping:

;Utility:

2nd-level

;Assault:

;Debilitation:

;Defense:

;Utility:

3rd-level

;Mobility:

;Utility:

More spells are planned...

4th-level

;Mobility:

More spells are planned...

5th-level

Ideas