The Hijacked Magick (5e Subclass)
Hijacked Magick
Mortals can sometimes be outstandingly clever, outstandingly stupid, or both at the same time. During the pursuit for arcane secrets, those who consider themselves better than supernatural entities attempts on a great heist - to steal the magical power from their "sponsors." Not only is this absurd, but also highly suicidal, especially if done to those who value their power like nothing else in the multiverse. Some entities, either out of compassion for the mortal soul or out of the fun of it, ignore this ungraceful behavior and let their warlock get away with a freshly "stolen" power.
- Variant - Hijacked Magick by Otherwordly Trickster
Instead of the warlock himself/herself stealing the magic directly from his/her otherwordly patron, you can choose the magical power "fell of the back of an oxcart" - namely, an otherworldy trickster has stolen the magical power from its rightful owner, and bestowed the power upon the warlock. The tricksters responsible to this folly include Sheogorath, the Daedric Prince of Madness, from the pocket dimension of Shivering Isles; Prometheus, the Thief of Fire from Greek mythology; Loki, from Norse mythology; Coyote, from native American folklores; and other cunning delinquents and troublemakers.
Spell Heist
Starting at 1st level, choose one of the following class: cleric, druid, or sorcerer. You can choose one of the 1st-level spell you know and replace it with another 1st-level spell from that class's spell list. This spell is considered to be a warlock spell for you.
Additionally, when you reach 3rd level, and again at 5th, 7th, and 9th level, you can choose one of the spell you know and replace it with another spell from the chosen class's spell list, which also must be of a level for which you have spell slots. These spells are considered to be warlock spells for you.
Skill Heist
Starting at 6th level, whenever you take a short rest or a long rest, you can gain proficiency in one of the following skills: Arcana, Deception, History, Persuasion, Religion, or Sleight of Hand.
The effect of this feature lasts until you expend all of spell slots from your Pact Magic feature or when you take a short rest. Once you use this feature, you can't use it again until you finish a long rest.
Loophole in the Pact
Starting at 10th level, you can exploit the loophole in the pact by which your alledged patron bestows a gift upon you. You can use your action to temporarily forfeit your current Pact feature and choose another Pact feature of your choice. If you do this, all objects and creatures related to the original Pact feature are immediately lost into a pocket dimension, under the control of the entity from which you stole the magical power, until you regain your original Pact feature.
All invocations related to the original Pact feature are rendered powerless for the duration, but they still count against the number of invocations known. You cannot gain invocations that has the Pact feature other than your original Pact as a prerequisite.
You lose your new Pact feature and regain your original Pact feature when you take a short rest. You can also use your action to end this effect early. Once you use this feature, you can't use it again until you finish a long rest.
Spontaneous Spell Heist
Starting at 14th level, you can steal a number of spells for yourself even without trying. You can use your bonus action to temporarily add one spell from another class's spell list to the list of spell you know. The spell must be a 5th-level spell or lower from the spell list of a class you have chosen with Spell Heist feature. The spell does not count against your number of spells known, but is removed from the list of spell you know when you cast it or you take a short rest.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
First draft created on Jan 31, 2017. Please keep in mind that this subclass is not tested yet.
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