Spellthief, a Sorcerous Origin

Fyori reached into her pack, drawing forth the potion she had kept in reserve. Her ally Inojkl had fallen to the ogre, and she was next. Holding the potion tightly, she felt the arcane power within and drew from it. The now inert vial fell to the ground, worthless, as Fyori pointed and directed the magic at Inojkl. The magic infused him, allowing him to leap back into the fight, now behind the ogre.

Hundar looked at the magos facing him and his allies. As the casting began Hundar reached out to draw the magics that would allow him to counter it. Ah, a fireball. Hundar took the threads of countered magic and wove them together again, aimed at the magos.

While some sorcerers draw magic from inate power, or derive them from the wild magic of creation, you are different. You have the ability to draw the magic already present in the world and shape it again. You can draw from the ambient magic around you, but also to direct your powers to draw effects and strength from imbued items you come across, and spells cast in your presence.

Spellthief

Your magic comes from three distinct sources, the ambient magic remaining from mortal workings, the magic imbued into crafted objects, and active workings of magic in your presence. You might have found that exposure to magicians let you undertake your first workings. Possibly you held a heirloom, unknowingly drawing the magic out of it. Your discovery of your powers has lead you to reworking the magics of the world, regardless of if others like it or not.


Arcane Remnants

Starting when you choose this origin at 1st level, you can weave the leftover workings of magic into new forms. Whenever a spell that deals damage is cast within 60 feet of you, for the next minute any spell you cast that deals damage may use the damage type of the original spell.

Mystic Theft

Your powers allow you to take magics and redirect them to your own ends. Starting at 1st level, you may hold any consumable magical item and as an action, draw the magic out of it, either consuming a charge, or rendering it inert if it has no charges. As part of the same action, you may then either gain the effects of consumption yourself, or you may target a creature or location to gain the effects of consumption. The range of this is 30 feet or the range of the magical item, whichever is greater.

If you choose to not expell the magic of the item, and the item would cast a spell, you may regain sorcery points as if you were expending one of your spell slots equal to the spell level of the items effect. If the item would not have cast a spell on consumption, you gain sorcery points according to its rarity.

Mystic Theft Conversion
Rarity Sorcery Points
Common 1
Uncommon 3
Rare 5
Very rare 7

Expanded Metamagic

At 2nd level, you may spend sorcery points to apply metamagic to Mystic Theft.

Recycled Magics

You've become adept with destroying magics either in their creation or term of duration. The basic components can be repurposed to your own ends, either as tools or fuel.

At 6th level you learn counterspell and dispel magic. These do not count against the number of sorcerer spells you know. If you already know one or both of these spells, you may select a 3rd level sorcerer spell of your choice for each one you know.

If you successfully cast counterspell or dispel magic you learn the name and level of the spell that was being cast. As a part of the same action or reaction, you can spend sorcery points equal to the spell's level to redirect the spell that was countered or dispelled as if you absorbed it using Mystic Theft.

If you choose to not redirect the spell, you may choose to regain 3 sorcery points as if you converted one of your 3rd level spell slots.

Metamagical Interference

By 14th level you have become so used to warping and stealing the magics of others that you are able to apply your metamagical powers to their spells.

As a reaction, you may spend sorcery points and apply metamagical effects to spells cast by creatures that you can see. You may not change the inital target of the spell, but you may assign additional targets if you use twinned spell and the spell may succeed if you used distant spell and the target was out of range. All other metamagics apply as if you were the caster of the spell and may choose how the effects are applied.

Spell Deflection

From 18th level, you have learnt the ability to rapidly channel magics through yourself to new targets. Whenever a spell forces you to make a saving throw, if you succeed you may use your reaction to choose another creature within 60 feet to have been the target instead of you. Resolve the spell and all effects on the newly chosen target. The chosen creature may make a saving throw as normal.