Base Class: Sorcerer
Due to your exposure to strong Transmutation magical source, such as the Philosopher's Stone, your very existence changes as the structure of your body and your soul shifts and transforms. Because of this, you can tap into the grand equation and rearrange the building materials of the world to your likings.
Matter Manipulation
Due to your exposure to strong Transmutation magic source, you can tap into the very base of the universe and change the building blocks of the world around you. Starting at level 1, you can spend 1 minute to make an improvised weapon from nearby raw materials, such as rocks, woods, etc. The weapon made from this feature will only be ranging from 2-5 lbs, and it deals 1d6 damage instead of the regular 1d4. You can spend 1 sorcery point to give it either the Finesse, Reach, or Thrown properties. Only one of the properties can be applied at a time. The properties and the damage lasts for a number of minutes equal to your sorcerer level.
Arcane Augmentation
Beginning at 6th level, when you cast any spell of level 1 or higher that has damage, you can spend 2 sorcery points to choose either to add 2d6 extra damage, or give the target 1 Condition (choose between Blinded, Deafened, Frightened, Poisoned, or Prone) for 1d4 rounds. You can use this feature a number of times equal to your Charisma modifier (minimum of 1).
Cellular Replacement
Beginning at 14th level, you gain mastery of your own body through your morphing magic at a cellular level. As an action, you can heal yourself for 4d6 + your Charisma modifier + half your Sorcerer level. You also remove any Conditions afflicting you at the moment. You can do this a number of times equal to your Proficiency bonus. You regain expended uses after you finish a long rest.
Reality Shift
At 18th level, you can rework the fabrics of reality to your whims. You gain the following benefits:
- You can negate one physical aspect of a creature for 1 minute. As an example, you can remove a creature's flying speed, darkvision, languages, etc. You can only do this if the creature has more than one of said physical aspect (i.e the creature has normal vision + darkvision, etc.), and you can only do this a number of times equal to your Charisma modifier (minimum 1). This feature benefits from your Metamagic.
- You can give yourself one physical aspect of a creature for 1 minute. You can do this a number of times equal to your Charisma modifier (minimum of 1). This feature benefits from your Metamagic.
- You can spend 2 sorcery points to turn critical hits made against you into regular hits.
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