Sorcerer
Base Class: Sorcerer

You have an innate mutability to your being granted to you by your bloodline, which gives you the power to transform in incredible ways. Perhaps you are descended from a powerful Changeling or Kitsune, perhaps an ancestor of yours received the ability to change their form from a god, or perhaps another powerful shapeshifter helped open you soul to allow you to embody the souls of others. Whatever the case you now have infinite possibilities as to what you can become, granting you a variety of abilities.

Shapeshifter Bloodline Quirks

 

At level 1, you can pick from or roll on the Shapeshifter Bloodline Quirks table to create a quirk for your character.

d6 Quirk
1 Your hair randomly changes color throughout the day.
2 Regardless of your appearance, your eyelids close sideways like a lizard.
3 Your sex changes every time you rest.
4 Your voice is uncharacteristically plain, so much that is very easy to forget.
5 You have a long tongue like a snake that flicks out between your lips instinctually.
6 Your blood is a vibrant, neon green.

Mutable Nature

 From 1st level, as a free action, you can make a small cosmetic change to your body like changing the color of your hair or growing a few inches taller. You can also choose to add one unusual trait to your body such as a tail or horns instead (or remove these features if you already had them), but they are not complex enough to provide any mechanical benefit.

Embody Alteration: When you reach 3rd level in this class, you learn the alter self spell, which doesn't count against your number of sorcerer spells known. You can cast this spell by expending a spell slot or for free once per day. You gain an additional free use of this spell per day at level 3, 6, 9, 12, 15, and 18. You no longer have to concentrate on the alter self spell but you can only have 1 Alter Self spell effecting you at a time.

Natural Thespian

At 1st level, you ability to change your appearance has giving you plenty of opportunity to perfect your ability to convince others that you are what you appear to be. When you are disguised as another creature, you have advantage on any CHA checks made to convince a creature that you are not disguised.

Improved Alter Self

Starting at 6th level, you gain the ability to better imbue yourself with the desirable characteristics of animals. You can have up to 2 Alter Self spells active on yourself at the same time. Additionally, you gain additional options to choose from when you cast the Alter Self spell. Some of these options require you to spend sorcery points to activate them.

  • Enhanced Senses: You exchange your humanoid senses for the heightened versions found in some animals. You gain advantage on perception and investigation checks that involve sight, hearing, or smell.
  • Agile Appendages: You transform your legs into appendages better suited for fast movement. Your movement speed increases by 15ft.
  • Climbing Claws: You grow a set of hardy, hooked claws suitable for climbing. Climbing no longer costs additional movement speed.
  • Amorphous Shape (1 SP): Your body becomes like that of an ooze, allowing you to pass through small gaps. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
  • Natural Armor (1 SP): You develop scales, a hard shell, or some other form of natural defenses. Your armor class increases by 2.
  • Additional Appendages (1 SP): You gain an extra arm or a tail that is dexterous and strong enough to manipulate objects and wield weapons. You can choose this alteration up to 2 times.
  • Spring-loaded Legs (1 SP): Your legs gain biological mechanisms similar to those found in grasshoppers or other insects, allowing you to jump great distances. Your jump distance is doubled.
  • Spider Climb (1 SP): You gain the abilities of arachnids to climb across unusual surfaces. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Wings of Flight (2 SP): You grow a pair of wings from your back, gaining a flight speed of 30ft.
  • Natural Camouflage (2 SP): You gain the ability to control the pigmentation of your skin to such a degree that you can become indistinguishable from the background. You can use a bonus action to become invisible for up to 1 hour. Any objects you are carrying or wearing are still visible.

Master of Transformation

At 14th level, your shapeshifting abilities improved so much that you easily flow from one form to the next, and your mastery over your own body has become absolute. The Sorcery Point cost of your additional Alter Self options from your Improved Alter Self feature decrease by 1 to a minimum of 0. As a free action on each of your turns, you can change the effects of one of your alter self spells to a different transformation.

In addition, your form cannot be changed unless you allow it to be and you can now have up to 3 Alter Self spells effecting you at the same time.

Ever Flowing Form

At 18th level, you unlock the true potential of your transformations. You can be affected by up to 4 Alter Self spells at once.

As a bonus action on your turn you may enter your Flowing Form, a swirling vortex of magic and blood, allowing you to rapidly cycle between transformations. While in your Flowing Form, you gain access to the following abilities.Once you use this feature, you cannot use it again until you finish a long rest.

  • Swift Shapeshifter: When you cast the Alter Self spell, you can cast it an additional time during that action if you have at least one free use remaining. Additionally, you can be under the effects of up to 5 Alter Self spells at once.
  • Gift of Change: You can use a bonus action on your turn to cast Alter Self on a willing creature within 5ft, treating Alter Self's range of "self" as a range of "touch."

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