The Rogue, of course, already has a subclass that focuses on magic. The Arcane Trickster is a popular option as a 1/3 caster. But did you want to play a Rogue who could interact a lot with magic while not actually casting any spells themselves?
Like the Spellguard Paladin, the Magic Stealer (can't call it Magic Thief I guess because of the Thief subclass) has a kind of love/hate relationship with spellcasters, with some features that disrupt enemy spellcasters and some that can aid friendly ones.
Let's take a look:
Level 3:
Empower Sneak Attack
When a creature within 30 feet of you casts a level 1+ spell (I see we're using more efficient language here) you can use a reaction to absorb some of the spell's energy. Until the end of your next turn, the next time you hit with a Sneak Attack, you deal extra Force damage equal to a number of d6s equal to the spell's level.
You can take this reaction Int times per long rest (minimum 1).
So, on one hand, we have a similar issue with the Scion of the Three Rogue - a feature that is very cool, but also very limited in use. Not that it makes this better - arguably it makes it worse - but you might not encounter many enemies casting leveled spells, especially at early levels, but also depending on the foes you face. Against a Lich? This will be quite nice. Against an Elemental Cataclysm? Not so much. The damage boost is nice - Rogues honestly need a bit more damage-boosting in their subclasses, as the base class' damage output leaves something to be desired. But it's very limited use - likely 3 times per day until level 10 or so. Luckily, you get a second 3rd level feature, and this one's... maybe really good.
Drain Magic
As a magic action, you can touch a willing creature under the effects of a 1st or 2nd level spell. You end the spell's effects on them, and then that creature regains an expended spell slot of 2nd level or lower (their choice). You can do this once per short or long rest.
Make no mistake: this lets your friend level up a spell slot.
While it would obviously be best to use on some hostile spell - someone casts Blindness/Deafness on them, for example - the more likely way for you to use this is to have a, say, Wizard cast Detect Magic on themselves, and then right when the 10-minute duration is up, you end the spell six seconds early and give them a 2nd level spell slot.
The limit per short rest of course prevents you from going too crazy with it, likewise the spell level limitation (though check back in with me later,) but the ultimate fact here is that you're essentially turning a 1st level spell slot into a 2nd level spell slot, which is cool. And unlike the other feature, you're almost certain to be able to use this regularly in any campaign.
Level 9:
Magical Sabotage
You gain the following new Cunning Strike options:
Spell Susceptibility (cost 2d6): The target has Disadvantage on the next saving throw it makes against a spell until the start of your next turn.
While somewhat costly for our damage, this can set an ally up very nicely.
Disrupt Spell (cost 3d6): Whenever the target casts a spell before the start of your next turn, they must make an Intelligence saving throw or the spell dissipates, wasting the action/bonus action/reaction used to cast it, though if it was cast with a spell slot, the slot is not expended.
Couple things: First, this is essentially a preemptive counterspell that targets Int saves. Granted, while a lot of monsters don't have good Intelligence saving throws, spellcasters often can. However, this also works on all spells they try to cast before your next turn, so if they fail to cast a spell with their action, they still also have to save to cast a spell as a bonus action. Another nuance here that I think we need to figure out the ruling on for DMs is this: NPCs don't use spell slots anymore. When a Lich casts Chain Lightning as a 1/day spell, does it get to retain the spell slot if it's counterspelled or prevented with this feature? Or, because it's not a spell slot, is that use still expended? Is this meant to favor players? Or are we meant to treat those X/day spells as using spell slots?
Steal Resistance (cost 2d6): Choose one kind of damage. If the target has resistance to that kind of damage, until the start of your next turn, the target loses that resistance and you gain it.
This becomes way more powerful if you're fighting foes from pre-5.5 sources that have resistance to bludgeoning, piercing, or slashing damage made with non-magical weapons. That was everywhere in 5.0, and most monsters also didn't have magical weapon attacks. More likely, though, is doing something like grabbing a Demon's fire resistance.
One hitch here is that a lot of very elemental-themed monsters are fully immune to the damage they're associated with. This doesn't work if you use it on a Fire Elemental, both failing to make them any more vulnerable and failing to grant you resistance. I think my fix might be to say that if they're immune, they remain immune, but you still get the resistance.
Level 13:
Improved Drain Magic
You can now use Drain Magic as a bonus action. Additionally, you can now end 3rd level spells as well as 1st or 2nd as before. The target recovers an expended slot of 3rd or lower now.
3rd level spells are a pretty huge leap from 2nd, so this is a big bonus. Being able to turn a Mage Armor into a, like, Fireball, is a pretty huge deal. Also, by making this a bonus action instead of an action, it's much easier to use on detrimental spells (though I don't know how often you'll have 3rd or lower spells cast on your friends when you're level 13). Still, I think this is a good improvement to what is already the best feature for this subclass.
Level 17:
Eldritch Implosion
When you use Empower Sneak Attack, you can force the target to make a Con save (DC based on your Dex). On a failure, the spell dissipates with no effect and the target has the Stunned condition until the start of its next turn.
You know, I actually think this is a pretty cool capstone. A counterspell (though notably, unlike Counterspell 5.5, they don't get to keep the spell slot) that also stuns the target is pretty great. Again, you're only going to be able to do this a few times per day, and your foes are going to need to be casting actual spells for this to work.
But I like that this effectively disincentivizes them from casting spells - not only might it not work, but they might get stunned. That dragon might elect to stop casting spells as part of their multiattack.
Overall Thoughts:
Once again, like the Spellguard Paladin, I think this subclass could do very well in campaigns with a lot of spells flying around. But truly, I think Drain Magic has a lot of potential. Even if the subclass doesn't wind up being that powerful on closer analysis, I applaud that it truly feels very different from any other I've seen, even the Arcane Trickster.
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