The Magic Thief

Born with a unique talent for magic, the Magic Thief has, more than any other spellcaster, a sense for the subtle transformations of the Weave, which they then make their own. Through manipulations of the very essence of spells, they take control of all magic surrounding them, turning it to their own will. With a Magic Thief on your side, you won't have to fear any spells breaking through them, although whether or not they'll let you cast your own is up in the air.

Spell Stealing

Starting at level 1, when a creature within 60 feet of you casts a spell, you sense the subtle manipulations of the Weave and can quickly turn the tides and interrupt their cast. If you do so, you use your reaction to force the caster to make a Charisma saving throw against your spell casting DC. If they fail, you dissolve their spell into nothing, wasting their spell slot. You regain use of this feature when you finish your next long rest.

In addition, if your target fails the saving throw, you store the magic they used deep within yourself. If the spell you blocked is of a level you have spell slots for, you gain the ability to cast the spell once as a Sorcerer spell without using a spell slot of your own. However, due to the magic not being your own, you aren't able to apply your Metamagic to this casting of the spell. If you finish a long rest, you lose the ability to cast the stolen spell.

Shield of Force

Starting at level 1, while you have a spell stored from Spell Stealing, you can use some of its power to protect yourself. As a reaction when you are forced to make a saving throw by a spell and you have a spell stored, you can give yourself advantage on the saving throw. If you do so, the level of the stored spell is lowered by one. If the stored spell is at its lowest level when you use this feature, you lose access to the spell.

Controlled Destruction

Starting at level 6, you gain the ability to understand the raw magic of spells you steal. If you have a spell stored with Spell Stealing, you can spend 10 minutes to focus your power on disassembling the power that makes up the spell. By doing so, you lose the ability to cast the spell, but you gain Sorcery points. The amount of Sorcery points you gain is equal to the spell's level.

Having your spell stolen If a Magic Thief is in plain sight when he steals a spell, many casters will know what happened quickly. However, if they can't see the Magic Thief, than all they feel is a corruption of their own magical force, one that prevents them from fulfilling their plan as their strength is ripped from them. How this manifests is dependant on the sort of spellcaster that is the Magic Thief's victim: where a Cleric may feel their connection to their god interrupted or severed temporarily, a Sorcerer might feel like a part of themselves is disconnected from them at the moment of the theft.

Master of Theft

Starting at level 14, you gain deeper control of the very essence of magic, making any sort of spell truly your own. Whenever you cast a spell stolen by Spell Stealing, you may apply your Metamagic to it.

In addition, you feel more attuned to the Weave than ever. You regain use of Spell Stealing when you finish a Short Rest or if you use Controlled Destruction. If you use Spell Steal again while still having access to a previously stolen spell, you lose the ability to cast that spell.

Eye For The Weave

Starting at level 18, you become able to see the Weave itself and manipulate it better than ever. You gain the ability to cast Detect Magic at will without using a spell slot. If you cast it in this way, you also see a magical aura around spellcasters and can turn the Weave against them. By using an action to focus the control you have over the magic of the world on them, you lose the access to this feature until you finish a long rest, but you place a curse on them. For the next 8 hours, whenever you use Spell Stealing on the target, they have disadvantage on the saving throw.