TEXT:  
  Roguish Archetypes 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Spellthief 
  Spellthieves weave skill with arcana to drain the magic of 
  their foes and turn their powers against them. Your well of 
  magical energy is shallow compared to that of a wizard or 
  sorcerer, and you lack the brute strength of a fighter, but 
  you have the skills to adapt to any challenge, and the ability 
  to steal the tools necessary to adapt when you are without 
  them. 
  Rogue 
  Level 
  Cantrips 
  Known 
  Spells 
  Known 
  Spell 
  Slots 
  Slot 
  Level 
  3rd 
  2 
  3 
  2 
  1st 
  4th 
  2 
  4 
  2 
  1st 
  5th 
  2 
  4 
  2 
  1st 
  6th 
  2 
  4 
  2 
  1st 
  7th 
  2 
  5 
  2 
  2nd 
  8th 
  2 
  6 
  2 
  2nd 
  9th 
  2 
  6 
  2 
  2nd 
  10th 
  3 
  7 
  2 
  2nd 
  11th 
  3 
  8 
  2 
  2nd 
  12th 
  3 
  8 
  2 
  2nd 
  13th 
  3 
  9 
  3 
  3rd 
  14th 
  3 
  10 
  3 
  3rd 
  15th 
  3 
  10 
  3 
  3rd 
  16th 
  3 
  11 
  3 
  3rd 
  17th 
  3 
  11 
  3 
  3rd 
  18th 
  3 
  11 
  3 
  3rd 
  19th 
  3 
  12 
  3 
  4th 
  20th 
  3 
  13 
  3 
  4th 
  Spellcasting 
  When you reach 3rd level, you gain the ability to cast 
  spells. See chapter 10 for the general rules of spellcasting 
  and chapter 11 for the sorcerer spell list. 
       Cantrips. You learn two cantrips from the sorcerer spell 
  list. You learn another sorcerer cantrip of your choice at 
  10th level. 
       Spell Slots. You gain two spells slots, and an additional 
  one at 13th level. Your spell slots are all if the same level, 
  and always of the highest level that you can cast, as shown 
  on the Spellthief Spellcasting Table. You regain any 
  expended spell slots when you finish a short or long rest. 
       Spells Known. You know three 1st level spells from the 
  sorcerer spells list of your choice. The Spellthief 
  Spellcasting Table shows when you learn more spells of 1st 
  level or higher. Each of these spells must be at a level for 
  which you have spell slot. 
       Whenever you gain a level in this class, you can replace 
  one of the sorcerer spells you know with another spell of 
  your choice from the sorcerer spell list. The new spell must 
  be of a level for which you have spell slots. 
       Spellcasting Ability. Charisma is your spellcasting 
  ability for your sorcerer spells, since you command the 
  power of magic though your force of personality. Use your 
  Charisma score whenever a spell refers to your spellcasting 
  ability. In addition, you use your Charisma modifier when 
  setting the saving throw DC for a sorcerer spell you cast 
  and when making an attack roll with one. 
  Spell save DC = 8 + your proficiency bonus + your 
  Charisma modifier 
  Spell attack modifier = your proficiency bonus + your 
  Charisma modifier 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spellthief Spellcasting Table 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spell Stealing 
  Starting at 3rd level, when you Sneak Attack a creature that 
  has the Spellcasting or Innate Spellcasting features, you can 
  forgo half Sneak Attack damage dice (rounded down) to 
  siphon away their arcane energy. If you do so, you gain a 
  single filled spell slot of the level you are capable of 
  casting and you temporarily learn one spell of your choice 
  that the creature was capable of casting. This spell must be 
  a level for which you have spell slots. The spell slot you 
  gain and the knowledge of this spell last until you complete 
  long rest. The creature also loses its spell slot, or one use of 
  a spell it is capable of casting, as appropriate. 
       The spell slot you gain with this feature increases in 
  level as you gain levels, as shown in the Spell Level 
  column of the Spellthief Spellcasting Table. 
       As a bonus action, you can also take magic from a 
  willing creature within your reach that has the Spellcasting 
  or Innate Spellcasting features. When you do so, that 
  creature expends spell slots whose combined level is 
  greater than or equal to your spell slot level, and you regain 
  an expended spell slot. You can also learn a spell that the 
  creature was capable of casting until you complete a long 
  rest. 
  Arcane Sight 
  By 9th level, you can innately detect magical auras. You 
  can cast the spell detect magic as a bonus action without 
  expending a spell slot. 
  Spellgrace 
  At 13th level, you can add your proficiency bonus to all 
  saving throws you make against spells that don’t already 
  add your proficiency bonus. 
  Total Conversion 
  By 17th level, when you steal a spell, you not only gain a 
  new spell slot, but you also can regain an expended spell 
  slot. Moreover, your target can't cast the spell that you 
  learn from them for 1 minute. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Spellthief.pdf