Kleptomancy rework idea - EXPLICIT (mature audiences only)
The theme of this rework is simple: you literally steal items/gold from your opponent.
The mastery is now procced through just basic attacks (remove the spell usage aspect to prevent it from being busted on Ez/Gp).
New definition:
"Basic attacks on enemy champions have a chance of knocking an item/portion of gold/consumable out of the enemy's inventory to a nearby location around them. The orphaned item can be picked up by any champion that has a free item slot to accommodate it upon walking over it. Only items of 0-1000 Gold (based on level) can be dropped."
This rework does a few things. First, it makes the keystone inherently better on melee champions in a natural way: a melee champion is in a better position usually to pick up a stolen item since they will be closer to it (in melee range) and usually have better mobility. Second it makes for more interactive gameplay for both the player and the opponent since both parties have a chance to redeem the orphaned item with the opponent having a natural home field advantage. Third it's just more thematically satisfying since actual theft is at stake :D
I picture the most common drops would be control ward charges, basic ward charges, corrupting pot charges, pots, doran items (more rare), component items like long swords (medium-high rarity), and most rare of all 900 gold items like mortal reminder or bramble vest (very rare and only possible late game around levels 15-18). Also maybe as the levels get higher and people have less eligible items to drop, it could be possible that a satchel of 3 control wards could drop (assuming the enemy is holding 3) or multiple charges of basic wards.