Spellswipe
Starting at 1st level, as a reaction when you see a
creature within 60 feet of you cast a spell, you can
expend a spell slot to try to steal the spell. If the
spell slot you expended was equal to or higher than
the spell slot the creature used to cast the spell,
its spell fails and instead produces a momentary
harmless sensory effect of your choosing.
In addition, you can add the spell to your spell
vault. You can have a number of spells in your spell
vault equal to your Charisma modifier (minimum 1).
If adding a new spell to your spell vault would cause
you to exceed this maximum, choose one spell from
your spell vault to lose. All spells in your spell vault
count as warlock spells you know, and don’t count
against your warlock spells known.
As a final benefit of this feature, you can cast a
spell from your spell vault without expending a spell
slot. When you do, you lose the spell from your spell
vault immediately after you cast it. Once you cast a
spell this way, you must finish a long rest before you
can do so again.
Thieves Cant
At 1st level, your connection to an entity of mischief
personified allows you to understand thieves
cant, a secret mix of dialect, jargon, and code that
allows you to hide messages in seemingly normal
conversation. Only another creature that knows
thieves’ cant understands such messages. It takes
four times longer to convey such a message than it
does to speak the same idea plainly.
In addition, you understand a set of secret signs
and symbols used to convey short, simple messages,
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
or whether the people in an area are easy marks or
will provide a safe house for thieves on the run.
Trick is Trade
Also at 1st level, you can use a bonus action on your
turn to magically conjure a disguise kit, forgery kit,
or thieves’ tools. You add your proficiency bonus to
ability checks that use the conjured tool kit if you
aren’t already proficient with it. This tool kit remains
until you use
Steal Fortune
At 6th level, when a creature you can see within 30
feet makes an ability check, attack roll, or saving
throw, you can use your reaction to give that roll
disadvantage. When you do, one ability check, attack
roll, or saving throw of your choice that you make
within the next minute gains advantage. Once you
use this trait, you can’t use it again until you finish a
short or long rest.
Skeleton Key
At 10th level, you have advantage on saving throws
against being restrained and ability checks made
to escape a grapple. Additionally, you can cast the
knock spell at will, without expending a spell slot.
Two Steps Ahead
Starting at 14th level, you cannot be surprised.
When you roll for initiative, you can use your
reaction to position yourself for an ambush. When
you do, add +20 to your initiative roll, you have
truesight out to a range of 120 feet and turn invisible
until the end of your next turn, and can immediately
teleport to any unoccupied space within 120 feet.
Once you use this feature, you must finish a long
rest before you can use it again.
Comments