Sorcerer
Base Class: Sorcerer

Of all the disciplines one can practice in order to obtain power, many ignore a simple solution; to find within your natural talent. Talent you are born with, and can hone with your personality, dedication, and of course, ability. Students who take on this path are often unaware of their own capabilities; but nonetheless are trained to become something significant.

 

Transmuters change the quality of aura; similar to the famous lead to gold, transmuters make energy into something else. Most transmuters pick qualities that suit their tastes; for example, a basic use from a regular mage might be a cold fireball. In the transmuters place that definition is widened, allowing for a fireball made of almost anything.

Transmutation Aura

The aura you command falls quite far from the physical tank that is enhancement skills. While cloaked in aura, your armor class is 6 + your charisma modifier. However, you are permanently cloaked in aura, never needing or being able to completely turn it off. You'll need to rely on your powerful spells to defend yourself. This aura is turned completely off if you use a non-sorcerer class feature until you take a long rest.

Aura Quality

Starting at 1st level, you learn to use the transmute spell metamagic, far before any other mage can. While you have aura active once per long rest, you can use this metamagic without expending any sorcery points. Each time you level up, you can take 1 additional spell from the sorcerer spell list, as long as it is a transmutation spell.

Transfer Aura

At 6th level, you learn to use transmute spell for it's intended purpose: transmuting magic to truly be anything. You can use the following features while your aura is active, at the cost of 2 sorcery points.

Spells that deal damage can be transmuted to deal another type of damage from the same category: physical damage (bludgeoning, piercing and slashing) elemental damage (lightning, fire, acid, cold, thunder) or otherworldly damage (the rest). 

You can also transmute aura to become sticky or bouncy; when you are hit with a melee attack, you can either grapple that creature, or push them 10ft away from you. You can change your aura from sticky to bouncy as an item interaction on your turn.

when you cast a spell with a saving throw component that imposes a condition, you can transmute it to another condition (the creature cannot choose to fail the saving throw, nor can it not make a saving throw for this ability to be used). Doing this makes the condition end when the creature ends it's turn, and makes it immune to that condition for a minute.

Transmute Armor

At 6th level, you gain the ability to transmute armor to suit your aura.

If you are wearing armor, you can transmute it's magical effects into your aura. if it requires attunement it still does, and all rules of the effects are followed as if you were wearing the armor. However, the AC calculation of your aura stays the same. In exchange, your aura can catch projectiles. When you get hit by a ranged weapon attack while you have your aura, you can spend a hit die, reducing the damage dealt by that amount. If reduced to zero, you catch the projectile. When switching back to a bouncy aura, you can fire off that projectile, using your statistics for it (so a dex based attack uses your dex). 

Auramancer's Reclamation

Starting at 14th level, you can refine your transmutation aura into precise threads. As an action you can use these threads to heal a creature by rolling one of your hit die (adding con) and healing them for that amount. Any effects on them that causes them to bleed, or take damage at the beginning of their turn ends.

If used on yourself, it only requires a bonus action.

Transmute Soul

At 18th level, you learn to transmute the very essence of your body and soul. When you gain this feature, you decide on how you've warped your soul.

You choose your body's size, from tiny size to huge size. 

You choose your creature type. You gain a racial trait from any race that shares a creature type with the one you chose, and you are considered a member of that race as well as your original.

You gain an immunity to a damage type of your choice. You also gain an immunity to a condition of your choice, besides unconscious. 

You gain a special sight of your choice (30ft), and a special movement option of your choice (30ft). 

You gain expertise in a skill of your choice.

 You can change your physical appearance, as well as what clothes you are wearing using an action. This also allows you to reselect your size. You need not be humanoid in shape, but you cannot hold additional weapons, shields or other items.

You learn 7 separate languages of your choice. When you take a long rest, you may change one of these language options. 

You ignore all prerequisites in order to use items, take feats or boons (including race and class, but not unique), or use objects.

Your soul is not considered free for revival, nor for it being removed from you, short of a wish spell. If the wish spell is used to free your soul, you lose the Transmute Soul feature, until a wish is used to regain it.

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