Spell Siphon

The vast majority of humans, elves, dwarves, and other humanoids cannot touch or manipulate the Weave of magic any more than they can catch the wind. Some can reach out and bend the Weave to their will, either through intense study, inborn power, or divine intervention. But there are a few whose very body seems to be a vacuum for the Weave. These people, called Spell Siphons, can use their ability to copy or even steal the abilities of others.

Class Features

Hit Dice: d6

Hit points per level: 1d6 (or 4) + your Constitution modifier per Spell Siphon level

Prerequisites: 3rd level character, proficiency in Arcana

Level Siphon Points Features 1st 2 Absorb, Copy Skill, Copy Spell 2nd 3 Copy Armor, Copy Dodge 3rd 5 Copy Move, Copy Vision 4th 7 Copy Power, Absorb Improvement 5th 9 Copy Memory, Perfect Copy

Absorb

When you take this class, you can drain people of some of their energy. When you take the Attack action on your turn, you can make a melee spell attack against a creature within 5 feet. If you have Extra Attack, this attack replaces one of your attacks. On a hit, the creature takes 1d8 + your Charisma modifier psychic damage, and it must make a Wisdom saving throw or be susceptible to one of your Siphon features (described below). You use your Charisma score to determine the attack modifier, as well as the saving throw DC for this feature.

Absorb save DC = 8 + your proficiency bonus + your Charisma modifier



Absorb attack modifier = your proficiency bonus + your Charisma modifier

Starting at 4th level, when you hit a creature with your Absorb attack, you can spend 1 siphon point to heal yourself by the amount of damage dealt.

Siphon Points

Also at 1st level, you get 2 siphon points, which you may spend to copy the abilities of your enemies. You lose any powers gained through your Copy features after you finish a short or long rest, and you regain any spent siphon points at the same time.

Copy Skill

You can spend 1 siphon point to gain 2 weapon or tool proficiencies of the target of your Absorb attack. Alternatively, you can chose 2 skill proficiencies of the target and use their bonus instead of your own, or copy and use 1 natural weapon of the target. To copy a natural weapon, the target must be no greater than 1 size category larger than you.

Copy Spell

If the target of your Absorb attack has Innate Magic or Spellcasting, you can spend 1 copy point to steal a cantrip or at-will spell known by the target. You can spend additional copy points to steal a spell of 1st level or higher, as shown in the table below. A target whose spell has been stolen cannot cast that spell until it finishes a short or long rest.

Spell Level Siphon Points 1st 2 2nd 3 3rd 5 4th 7 5th 9

The ability modifier your target uses to cast that spell determines what ability modifier you use to cast that spell (so if you copy a lich's spell, you would use your Intelligence modifier, but if you copy a cleric's spell, you would use your Wisdom), and you must abide by the same restrictions as the creature you stole the spell from (for instance, if a creature can only cast jump on itself, you cannot cast jump on any creature besides yourself). You may cast any spell of 1st level or higher gained by this ability up to 3 times before your next short or long rest.

Copy Armor

At 2nd level, you can spend 2 siphon points to gain resistance from two damage types that the target of your Absorb attack has resistance to. Alternatively, you can spend 2 siphon points to copy the target's natural armor bonus.

At 4th level, you can spend 3 siphon points to gain an immunity to a damage type or condition your target possesses.