Base Class: Sorcerer
Whether at birth or at some point in your life, your blood became magically flawed. Your magic is able to sustain you fusing with creatures and even gaining abilities from them even after you've broken your connection.
Flawed Blood
Starting at 1st level, your blood doesn't follow the same anatomy others do, you are immune to diseases and have advantage on saving throws against being poisoned.
Blood Coalition
At 6th level, your blood is able to mix and fuse with others for a short amount of time. As an action, you can touch a willing creature that isn't a construct made of inorganic material. Both you and the creature become one; using your combined hit points, spell slots and spells(using the higher spell save DC), traits and class features(if any), you can take a number of actions of each creature combined (ex: Multiattack plus your action equals three attacks, Cunning Action feature from a class plus you action equals two possible actions), your size also becomes large, and your speed is the higher of the two. You are able to telepathically communicate with the creature your fusing with, and your equipment fuses with the Creatures equipment for the duration using the average of your ACs. Your strength, dexterity, and constitution are the average of the creature and you. This transformation lasts for 10 minutes or until you dismiss the form, causing you and the creature to appear next to each other.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). After this you can't do so anymore until you take a long rest.
Physiological Adaptations
At 14th level, after your fusion with a creature ends, if the creature had any traits(class features do not apply), you can mimic up to 1d6 of these traits for one minute as if you had these traits.
Ultimate Blood Fusion
At 18th level, you are able to fuse with two other creatures instead of one, following the same statistics as before except you are now the size Huge.
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