Spell Thief
Sorcerer
Level 3: Spell Thief Sorcery Spells
When you reach a Sorcerer level specified in the Spell Thief Spells table, you thereafter always have the listed spells prepared
| Sorcerer Level | Spells |
|---|
| 3rd | Disguise Self, Shield, Counterspell, Detect Thoughts |
| 5th | Dispel Magic, Nondetection |
| 7th | Greater Invisibility, Freedom of Movement |
| 9th | Scrying, Telekinesis |
Level 3: Copycat
After you successfully use Counterspell to negate the effect of a spell, you have that countered spell prepared until the end of your next Long Rest, even if it is not normally on the Sorcerer spell list. The copied spell must be of a level for which you have spell slots, and you must still expend the appropriate Spell Slot to cast the spell.
Level 6: Arcane Disruption
When a creature you can see within 60 feet of you makes an attack roll, you can use your Reaction and expend 3 Sorcery Points to unleash a burst of disruptive magic.
The creature rerolls the attack at disadvantage, potentially turning a hit into a miss. You can use this feature after the attack roll is made, but before the attack's effects occur.
Level 14: Return to Sender
After you successfully use Counterspell to negate the effect of a spell, you can spend 4 Sorcery Points to cast the negated spell back at the caster, using your own Spell Attack Bonus or spell save DC when needed. A spell casted this way does not expend a spell slot. If you do not return the spell, you absorb the energy instead. During your next turn, the first damage you roll as part of a spell gains a bonus of the damage type equal to two times the level of the spell countered.
Level 18: Negate All
Once per turn while your Innate Sorcery feature is active, you can cast Counterspell at 3rd level without expending a Spell Slot. You must still use your Reaction to do so. When you cast Counterspell this way, it automatically negates spells of 3rd level or lower.