Sorcerer
Base Class: Sorcerer

In your past, you were in some way involved in a magical experiment gone awry and as a result, were exposed to a means by which to channel magic. Whether it was a reaction of magical components, exposure to a primal source, or a failed ritual, the result was a surge of magical energy that fused with your very being. Now, you are a mutant anomaly, wielding the arcane energy which emerged from that experiment.

Arcane Mutation

Starting at 1st level, as a result of the experiment, you gain magical abilities that alter your body in unexpected ways. Choose two mutations from the following list of abilities.

Adhesion

Your body is able to adhere to any surface giving you a climbing speed equal to your walking speed.

Aero

You can concentrate in order to levitate off the ground giving you a fly speed equal to half your walking speed.

Enlargement

You can increase the size of your hands and feet changing the damage of your unarmed strike to deal (1d8) magical bludgeoning damage.

Hardening

Your skin becomes hardened and tough giving you resistance to nonmagical slashing and piercing damage.

Magnesis

You can manipulate metal objects weighing up to 10 lbs within a range of 40 ft to lift an object off the ground, open a lock, disarm a trap, retrieve a distant object, bridge a gap, or some other similar effect.

Senses

You gain heightened senses such as sight, hearing, and smell that gives you advantage on perception checks.

Shifting

Your skin can shift to camouflage with your surroundings granting you advantage on stealth checks. 

Supplety

Your limbs are elastic and can stretch a great distance allowing you to triple the range of your melee attacks.

Vigor

Your muscles become tough and rigid like iron giving you advantage on strength (athletics) checks and strength saving throws.

Instability

At 6th level, your magical abilities grow further granting you a heightened sensitivity to magic. You have advantage on saving throws against spells and other magical effects that target you directly. Additionally, when you make a successful saving throw against a spell you may choose to absorb some of the spell's energy and convert it into sorcery points equal to the spell's level.

Spell Breaking & Binding

At 14th level, your mutagenic magic allows you to become adept at molding spell energy into new forms. You can break incoming spells by dispelling some of their energy making you resistant to any spells or magical effects that don't directly target you (such as spells with areas of effect or that target multiple creatures.) In addition, you may fuse your own spell energy with another increasing the damage of that spell by a number of d20 equal to the spell slot level which you expend.

Arcane Fusion

At 18th level, your mastery over the fusion of mutant powers and arcane energy reaches its pinnacle. As an action, you can enter a state of Arcane Fusion for 1 minute that grants you resistance to all damage from spells or other magical effects and immunity to one damage type of your choice. 

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