Small Size
Regeneration: You have a passive heal of 1 hit point every 1 round as long as you are conscious and above 1 hit point, and this does not go over your hit point maximum. This regeneration also functions how the spell Regenerate works in regards to severed limbs. Being hit with any Acid damage stops Regeneration for 10 minutes.
Plutonium Magics: You gain the Water Gun cantrip.
Water Gun
0-level Evocation
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You condense the liquid within your body and produce a water jet from your mouth. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage and is pushed back 5 feet.
This spells damage increase by 1d10 and feet pushed by increases by 5ft when you reach 5th level(2d10 and 10 feet pushed), 11th level(3d10 and 15 feet pushed) and 17th level(4d10 and 20 feet pushed).
Amphibious: You can breathe air and water.
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Languages: Common(Any Variant) and Deep Speech.
________________________________Cosmic Thread Sorcerer - Made by Carp
What separates the living from the inert? Where is the line where the inert and dead elements that make your being end, and the living, breathing creature begins? In that nebulous spectrum of life, lies the threads of the universe, breathing life into what was dead, and shaping it into the forms of beasts and mortals. For the cosmic thread sorcerer, control over these cosmic threads of the materium runs through your blood, and in turn, you may weave life and the body as you see fit. However, many find this power overwhelming and horrific, for unlike the other threads governing the universe, life is unpredictable and wild. While you may guide the transfiguration of flesh, many end up spawning abominations and crimes against nature, as life, finds a way.
Extended Spells
1: Primal Savagery, Cure Wounds, Inflict Wounds
3: Summon Beast, Barkskin
5: Animate Dead, Revivify
7: Aura of Life, Guardian of Nature
9: Greater Restoration, Contagion
Sculptor of Flesh
At first level, you are capable of transfiguring flesh and blood.
As an action, you may touch an organic creature to transfigure them. Whenever you do this, you expend a sorcery point and take one hit die worth of damage, a minimum of half of the maximum value. Every time you transfigure a creature, you must roll a d100. On a 35 or lower, the damage taken and number of sorcery points expended doubles.
Additionally, you must maintain concentration whenever you have one of these sculptures up, although this doesn’t affect the concentration held on any other spell.
You may have a number of these sculptures active equal to a quarter of your sorcerer level, a minimum of 1. Whenever you lose concentration, you may choose which sculpture to lose concentration on, and the other sculptures will remain active.
These sculptures last for one minute, and you may extend the duration by paying the price mentioned before (sorcery point and one hit die worth of damage, a minimum of half of the maximum value).
Whenever you touch an organic creature, you may choose one of the following effects to occur:
Sculpture of Homunculi
When touched, the surface touched will boil and bubble, as the screaming faces of creatures made from the flesh of the target will attempt to rip and tear at the skin to be released
Choose a physical save of the creature (Dexterity, Strength, or Constitution), whenever that creature makes a save with that ability, that creature has a penalty to their roll equal to your proficiency modifier.
If the creature fails the save by more than 7 or rolls a natural 1, that creature takes a number of d10s equal to your Charisma Modifier worth in magical piercing damage, and a homunculus belonging to you is spawned into an available space adjacent to the target creature
This Homunculus lasts for 8 hours
Sculpture of Agony
When touched, natural weapons of aberrant and horrific predators will burst from the skin of the target. Mantis arms, razor-sharp whips, and claws, spikes, and teeth where there should be none
Upon being touched, the target loses a limb. However, that limb is replaced with a natural weapon
1d14 slashing/bludgeoning/piercing damage (choose one)
You add either the target creature’s Strength or Dexterity to the damage or your Charisma
Likewise, you can choose to do this for their attack roll
This weapon is considered magical in terms of overcoming resistance
You may expend an additional sorcery point to make this weapon a +1 weapon, and can do so until +3
You may add one of the following traits to the weapon
Reach
Brutal: On a critical hit, you deal an additional die of weapon damage
Thrown (30/60)
Cleave: You make an attack roll against a creature within reach and adjacent to the original target. If you land an attack, you deal the damage die of the natural weapon on that creature
Sculpture of Resilience
When touched, thick scales and chitin will haphazardly form a suit of armor across the body
The target loses half of their movement while under the effect of the transfiguration, but in return, has advantage on Constitution Saving Throws and a +3 bonus to their AC
Additionally, as a reaction, they may add your Charisma modifier to their AC until the start of their next turn, but in doing so, they are unable to move or make a bonus action until the end of that turn
One Body and Soul
At sixth level, whenever you cast a spell, you may spend expend a sorcery point, and you may cast the spell from the position of a creature under the effect of a sculpture or a homunculus you control.
Additionally, should you take damage, then as a reaction, you may expend a sorcery point and have a creature under the effect of one of your sculptures or a homunculus take half of that damage plus 2d6 psychic damage for you instead.
Self-Embodiment of Perfection
At 14th level, along with controlling your physical age, you can now transfigure your own body to your desire. Every long rest, you may either choose 2 of the following features or roll 3d10 to determine which bonus you gain. At 18th level, you may choose 3 features or roll 4d10.
When rolling, you reroll if you get a result you’ve already had.
D1: You have the Changeling’s Shapechanger feature.
D2: You gain 2 additional spell slots of your highest level and 1 additional spell slot of your second highest level.
D3: You have immunity to non-magical bludgeoning, piercing, and slashing damage and resistance to their magical versions.
D4: Sculpture of Resisiliance is active upon yourself at all times, and is only dispelled early when you fall unconscious. Additionally, your movement speed is only reduced by 5 ft, and whenever a creature makes a melee attack against you, they take 2d6 piercing damage.
D5: You have Sculpture of Agony active upon yourself at all times, and is only dispelled early .when you fall unconscious. Additionally, if you have Sculpture of Agony active upon yourself, you may gain a second attack when you make an attack with this sculpture
D6: You may augment the homunculi formed from Sculpture of Homunculi to become a creature of CR 2 or lower instead.
D7: You have the Spiderwalk ability, ignore difficult terrain, and have +10 ft added to your movement speed.
D8: You no longer need to eat, drink, sleep, or breathe to survive.
D9: You gain +4 on an ability score of your choice and proficiency on saves of that ability score.
D10: You gain a breath weapon in a 30 ft line or 15 ft cone, dealing 3d6+Charisma+Constitution in a damage type of your choice. You may do this up to half of your proficiency modifier per short or long rest.
Wild Mutation
At 18th level, whenever you roll the d100 when transfiguring your target, and you proc the double damage, the sorcery point cost is now increased to 4, but you now roll an additional d8 die that will augment your sculpture.
D1: Reconstituted Price: Rather than taking damage and expending sorcery points when transfiguring, you instead gain the amount of health and sorcery points instead
D2: Cancerous Regeneration: At the start of their turn, the target of your transfiguration regains hitpoints 2d12 hitpoints. However, if they are at maximum health when the healing triggers, they gain a level of exhaustion. If they have taken fire or acid damage before their turn during the round, then they do not heal
D3: Aberrant Growth. Roll a d2. On a 1, the target’s size increases by 1 tier, on a 2, the target’s size decreases by 1 tier. On an increase, the target’s maximum health threshold is increased by half of your maximum HP. On a decrease, their unarmored AC increases by your proficiency modifier, up to 18 AC
In both instances, if the target was wearing armor, then they are no longer wearing that armor
D4: Shifting Humors: Roll 2 d6s, and you must add the value of one roll to an ability score of your target and subtract the value of the other roll to a different ability score from your target
D5: Twinned Transfiguration: When you transfigure a target, they randomly receive another sculpture with a d2, with the remaining sculptures as either 1 or 2 on a d2 and roll it. The result of the roll designates which sculpture is added onto your target. Concentration for the twinned sculptures will be treated as just one sculpture.
D6: Blood Rage: Your transfigured target expends health in exchange for advantage on attack rolls. Whenever your target makes a melee unarmed or weapon attack, they take damage equal half of the base weapon die damage plus their constitution modifier (½ x (Weapon die + CON)). In exchange, if they miss their attack, they may make another attack without the damage. If they have advantage on the original attack, then they still have advantage on the second attack. Additionally, if you are attacked by a creature within your melee weapon’s reach, then as a reaction, you may make an attack against them at advantage
D7: Flesh Simulacram: Your transfigured target splits into two copies of themselves, the copy landing in an unoccupied space adjacent to the original. Their maximum and current HP are split evenly between the two, and they share spell slots, class features, and abilities. Additionally, both have disadvantage to constitution saves and death saving throws. The copy takes their turn after the original’s, and is under the original’s control. Once the transfiguration is ended, either by dropped concentration, or when the time runs up, the copy will decompose into a soupy mess, their maximum HP threshold is returned to the amount before the transfiguration, and any remaining health from the copy is returned to the original
D8: Permanent Alteration: The transfiguration is now permanent. You no longer hold concentration on it and it doesn’t count for the number of sculptures you have active, but you don’t have control over the transfiguration or if it was the Sculpture of Homunculi, the homonculus formed and it instead serves the creature under the transfiguration. The only way for the transfiguration to be removed is under the Remove Curse spell at 7th level. During a long rest, you may gain sorcery points by increasing the threshold for Wild Mutation. You gain one sorcery point for an increase of 5 on the threshold (increasing the threshold to a 45 nets a gain of 2 sorcery points). This resets on the beginning of your next long rest.
18TH LEVEL: ARCANE APOTHEOSIS
You are now so suffused with magic that you can alter reality itself. You always have the Wish spell prepared, and if you undergo the spell’s casting stress, you have no chance of losing the ability to cast the spell. In addition, you can cast Wish to replicate a spell of 1st through 8th level without expending a 9th-level Spell Slot. You instead expend a slot of the replicated spell’s level. Once you use Wish in this way, you can’t do so again until you finish a Long Rest.
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Features & Traits