One of the interesting consequences of the (proposed) new feature is that it scales in the bigfight of the day. When your allies are pouring out their resources, you do better yourself. That's new, at least, and not something we've seen before.
I'm finding your objections hard to follow, and they are starting to feel contradictory, or at least like the goalposts are moving.
If this is your standard, then you are assuming a rogue in melee, or at least being hit with melee attacks (and making a two-feat investment)...
...but here you...
It doesn't scale because it can benefit from things like Extra Attack, and the typical cantrip scaling is thought to be too much if you can do it twice or more a round.
I played a Wisdom Rogue who used Magic Stone with a sling, and it was a hoot. I never felt I was lagging, except beyond the...
You're not stealing the spells: your surfing on them. And you don't need to even attack the same target: the ally's spell goes off, you get to ride the magic into your sneak attack.
I agree that the language around it isn't elegant, but it is an effective ability, and works well with your team...
Seeing the Magic Stealer as a way to amp up the Arcane Archer is actually quite clever, especially if you allow one's own spells to count. (They do RAW now, but that might not survive). Getting extra damage dice on an arrow with SA after a spell is cast would be fun, and it's not something that...
That's fair. Investment of the Chain Master was already a bit of a hard sell; at the same time, the Pact options should be appealing beyond simply everyone taking Pact of the Blade, an I don't think this does that.
I am rethinking this, as I see the level 3 ability can key off an Ally's spell...
What I'd really like to see is in a Mystic subclass is a re-worked Horizon Walker (Ranger) -- someone who can eventually cross the planes without being dependent on DM-positioned portals. Find a way to let them cast Plane Shift 1/long rest as a ritual at level 11 with no Material component (yes...
As someone less invested in preserving old lore, I am thinking about the mechanics and the appeal of the mechanics classes:
Warrior of the Mystic Arts (Monk) seems fine: it feels plain, but I think it's an appealing structure that would see a lot of interest. Apart from rewording the level 17...
Primal Knowledge and Backgrounds.
While tying the skill bonuses through Primal Knowledge to Strength requires some special pleading to explain, as an ability it is effective but tightly controlled. Your range needs to be active, and all the skills (except perception) would normally take an...
Goblins and then Kobolds. I like the idea of a nuisance species that is presumptively bad, and I like the idea of a single individual rising from that to heroic status. It's a straightforward narrative, and it can play out so many ways, without the need to lean into the comedy.
I'll admit that...