Spellthief (5e Class)
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- 1 Spellthief
- 2 Creating a Spellthief
- 3 Class Features
- 4 Wild Card
- 5 Card Seer
- 6 Multiclassing
You have spent years betting, calculating, and playing the odds to win it big, only to lose it all on the last hand. You now have nothing left except for the skills you acquired during your time playing, your newly found skills with cards with a hint of magic.
Creating a Spellthief
|"Sometimes playing the hand you're dealt can be deadly..."Source|
What motivates your character to choose this occupation instead of continuing to gamble? Is it fame, money, a realization of some sort, or something else? Think about what goals your character have in mind when creating a spellthief, and whether you were forced into this occupation or chose to be a spellthief.
- Quick Build
You can make a spellthief quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Constitution is a good stat as well. Second, choose the Gambler background. Third, choose a style of card you like (tarot, playing cards, or custom work well).
As a Spellthief you gain the following class features.
- Hit Points
Armor: Light and medium armor
Weapons: Runed Gloves, simple weapons
Tools: Thieves’ tools, One gaming set of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- runed gloves
- one simple weapon
- (a) hide armor or (b) leather armor
- A belt case with one full deck of 54 standard playing cards that deal slashing damage with a range of 20ft/50ft, jokers included, already attuned to you
- (a) thieves’ tools or (b) explorer pack or (c) gaming set
|Features||Card Damage||Gambling Points||Sneak Attack|
|3rd||+2||Deck Type||1d4||3 Points||1d6|
|4th||+2||Ability Score Improvement||1d4||4 Points||2d6|
|5th||+3||Extra Attack||1d6||5 Points||2d6|
|6th||+3||Deck Type Feature||1d6||6 Points||2d6|
|7th||+3||Spell Mimic||1d6||7 Points||3d6|
|8th||+3||Ability Score Improvement||1d6||8 Points||3d6|
|9th||+4||Enchanted Body||1d8||9 Points||3d6|
|10th||+4||Deck Type Feature||1d8||10 Points||4d6|
|11th||+4||Spell Shield||1d8||11 Points||4d6|
|12th||+4||Ability Score Improvement||1d8||12 Points||4d6|
|13th||+5||Greater Spell Mimic||1d10||13 Points||5d6|
|14th||+5||Deck Type Feature||1d10||14 Points||5d6|
|15th||+5||Resolute Mind||1d10||15 Points||5d6|
|16th||+5||Ability Score Improvement||1d10||16 Points||6d6|
|17th||+6||Stone Faced||1d12||17 Points||6d6|
|18th||+6||Deck Type Feature||1d12||18 Points||6d6|
|19th||+6||Ability Score Improvement||1d12||19 Points||6d6|
|20th||+6||Magic Absorb||1d12||20 Points||6d6|
The Runed Gloves are a seemingly mundane set of leather gloves, fingerless, with a single rune branded into the back of each hand and a series of ancient magical markings branded throughout the inside. They serve as an extension of and a focus for the spellthief’s magical ability, enabling her/him to enhance her cards using different effects.
The spellthief uses normal playing cards as their weapon. Magical energy from the runed gloves flows into the cards enabling them to do damage. The card's damage coordinates with the Card Damage chart above and deals slashing damage. Spellthieves can also infuse their cards with greater magical power, using Gambling Points to allow their cards to have extra effects, as detailed in the gambling feature.
In addition, while wearing the gloves, the Spellthief can attune to a new deck during a long rest.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack may only be done with a card, and is only applied once per turn on the target of the card.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the table above.
The spellthief gains Gambling Points at level 2, and gains another every level as shown in the Gambling Points column above.
These points, which are restored after a long rest, can be used to infuse cards with certain effects. You gain more effects the higher level you are, the effects are as follow;
Lv.2 Root (1 point) -As an action, you may throw a special card at a creature that deals no damage. On hit, the target must make a DC 8 + your proficiency bonus + your Charisma modifier Wisdom saving throw to avoid having their movement speed reduced to 0 until the start of your next turn.
Lv.4 Elemental Strike (1 point) - Upon hitting a creature with a weapon attack, your attack can deal an addition 1d6 cold, lightning, or fire damage of your choice.
Lv.6 Card Shatter (2 Points) - As an action, you may throw a special card at a creature that deals normal damage. If the card hits a creature, it then explodes, dealing the same amount of damage to every creature within 5ft. Sneak Attack damage applies to the original target, but not the surrounding.
Lv.8 Spell Store (4 Points) - When you successfully make a saving throw against a 3rd level or lower spell, you may store that spell in a card for 1 hour as a reaction. If the card containing the spell hits a creature, the spell is released centered on them.
Lv.10 Double Throw (2 Points) - You throw 2 cards instead of one at the same target, dealing normal damage.
Lv.12 Healing Draw (2 Points) - As an action, you may throw a card at the target, healing them for an amount equal to your Card Damage plus your Charisma modifier(minimum 1).
Lv.14 Doubling Down (3 Points) - You may gain advantage on a roll, you use this effect after you have rolled but before the result of the roll has been announced.
Lv.16 Greater Spell Store (7 Points) - When you successfully make a saving throw against a 6th level or lower spell, you may store that spell in a card for 1 hour as a reaction. If the card containing the spell hits a creature, the spell is released centered on them.
Lv.18 Elemental Protection (4 Points) - As an action, you may cast the protection from energy spell with no material components.
Lv.20 All In (12 Points) - As an action, you throw a card at the target with all your power making a normal attack roll against the creature. If it hits, it deals 8d10 magical slashing damage and can not deal critical damage.
At 3rd level, you may choose one of the two Deck Types: Wild Card or Card Seer. You gain additional features at levels 6, 10, 14, and 18.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, you may record a single 2nd level or lower spell that you have seen cast within the last minute on a card as an action. You may only have one spell mimicked with spell mimic at any time, and any attempt to mimic another spell for spell mimic removes the ability to cast the previous spell. Charisma is your spellcasting ability for this spell, and no material or somatic components are required. You may cast this spell once, and regain the ability to cast this spell after you finish a long rest.
At 9th level, you have attained a body enchanted by magic from your spell stealing, you are now immune to the effects of extreme heat and cold environments.
At 11th level, when a spell targets to you that deals damage or requires a saving throw, you gain temporary hit points equal double the spell slot level used to cast the spell.
Greater Spell Mimic
At 13th level, you may record a single 4th level or lower spell that you have seen cast within the last minute on a card as an action. You may only have one spell mimicked with greater spell mimic at any time, and any attempt to mimic another spell for greater spell mimic removes the ability to cast the previous spell. Charisma is your spellcasting ability for this spell, and no material or somatic components are required. You may cast this spell once, and regain the ability to cast this spell after you finish a long rest.
At 15th level, you gain advantage on Wisdom and Intelligence saving throws from magic.
By 17th level, you have completed mastered the art of deceit, add your proficiency bonus to your Deception skill checks even if you are already proficient, and creatures have disadvantage on Insight checks against you.
By 20th level, you have learned to absorb any magic, even breath attacks with your magic cards. You can negate the effect of any magic on you as a reaction. You regain the use of this feature when you finish a long rest.
Spellthieves who do whatever they want and enjoy playing life, just like a game of cards.
Beginning at 3rd level, before the results of a roll have been announced, you may add 1d4 to any roll you make. You may use this feature twice, and you regain all uses of this feature after you finish a long rest. The number of times you can use this feature increases to three at 11th level and four at 17th level.
Beginning at 10th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws that use magic to impede movement, such those created by the entangle spell.
Beginning at 14th level, you may alter what your humanoid form looks like at will, you may act as if you permanently have the disguise self spell on you, except that your illusion does stand up to physical inspection. Charisma is your spellcasting ability for this spell.
A spellthief who specializes in being able to see the truth of the world around them.
Eye For The Cards
Beginning at 6th level, you can throw a card up to 50 feet without disadvantage, and gain the ability to see and hear, through the card. You can perceive through the card for 1 minute. Once you use this feature, you can not use it again until you finish a short or long rest.
Beginning at 10th level, you have become one with your deck enabling you to weave additional magic into your cards through your fingertips. Your weapon attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beginning at 18th level, you have learned how to use a bit of magic yourself to find out what you want and may cast legend lore once without using a spell slot or consuming material components. You regain use of this feature at the end of a long rest.
Proficiencies. When you multiclass into the spellthief class, you gain the following proficiencies: light armor, medium armor, Runed Gloves and Thieves’ tools.