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