Way of the Spell-Thief (5e Subclass)
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 use an action to spend 2 ki points to steal a creature's spell in a 5 ft range that they have. The targeted creature must make a save that corresponds with the creature's spell casting ability, but must beat your monk's save DC (Ex: A spell thief forces a warlock to make a save, that creature must beat the monk's save using his spell save DC (The monk's save is 14 and since the warlock's spell casting ability is charisma, he makes the save with his charisma modifier.)) on a fail, you take one 1st level spell from it of your choosing, when you take the spell you can maintain the spell for however many turns your constitution and proficiency modifier is. If you hold on to the spell for longer than the many turns you have, you take 3d10 force damage + the spell slot level per turn, the damage gains an additional dice if the spell slot 2nd level, then 3rd, etc. You can only hold one spell this way at a time. To discharge the spell requires an action regardless of whatever the spell's action type is required to use. When discharging the spell you also use the caster's spell save DC or spell attack modifier when using it. If you upcharge 3 more ki points at later levels (5 ki points) you can steal a 2nd level spell with that upcharge and if you upcharge even more (8 ki points) you can take a 3rd level spell. When taking spells, you cannot pick a concentration spell that exceeds your turn limit.
Spell Enhanced Injection[edit]
At 6th level, you have become more trained to empower your spells while they are stored within you. When discharging a spell using the "Spell Thief" feature, you can spend 4 ki points to enhance the discharge in two ways. You can enhance the spell save DC/ spell attack modifier or enhance the spell's damage. Read below for the information.
Enhance Spell's DC or Attack when you choose this enhancement, the spell's DC is increased by 1 or the spell's attack is increased by 1.
Enhance Spell's Damage When you choose this enhancement, the spell' damage increases by 2 hit dice.
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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