Aberrant Bloodline (5e Subclass)
From D&D Wiki
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Terrifying Visage. At 1st level, you gain proficiency in Intimidation if you do not already have it, otherwise you double your proficiency bonus. You also gain the acid splash cantrip. This does not count towards cantrips known in your sorcerer spell list. You are considered an aberration for the purpose of determining spell effects and may find yourself attracting unwanted attention in civilized society.
Telepathy. Additionally at 1st level, you can communicate telepathically with another creature that knows at least one language within a 30-foot radius. This creature doesn't need to share a language with you, but unless they have telepathy themselves they can only receive and respond but can't initiate or terminate a telepathic conversation. You must be conscious to use this trait and cannot telepathically communicate with more than one creature at a time. In addition, any deception rolls against you are made with disadvantage. At 14th level, you have advantage on Insight checks to determine if someone is lying.
Elongated Limbs. At 6th level, your reach increases by 5 feet whenever you are casting a spell with a range of touch. This ability does not otherwise increase your reach. At 14th level, this bonus to your reach increases to 10 feet. At 18th level, this bonus to your reach increases to 15 feet.
Shapechanger. At 6th lvl, as an action, you can spend 3 sorcery points to cast polymorph and transform into a Small or Medium humanoid, or back into your true form. Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying isn't transformed.
Magic Resistance. At 14th level, you gain advantage on saving throws against spells and other magical effects.
Advanced Shapechange. Additionally at 14th level, as an action, you can spend 3 sorcery points to cast alter self at will with any of the following additional options:
*Viscous Legs. Your legs become slimy, enabling you to move more easily. You ignore difficult terrain and leave a trail of
slime behind you. Any creature attempting to move across the slime must make a dc 15 acrobatics or athletics check to avoid
getting stuck. Upon failure, they are restrained for one round and may make additional checks to escape on their turn.
The slime dries after 3 rounds. *Rubbery. Your body loosens and your bones become rubbery. You can move through any space as small as 1 ft. in diameter without
incurring penalties for squeezing. Additionally, you may move through an enemy’s space as long as you start and end your turn
in an unoccupied space. *Eyes in the Back of Your Head. You grow an additional 3 pairs of eyes on any part of your body you choose. For the duration of
the spell, you can see normally through these eyes.
Additionally, when under the influence of the ‘change appearance’ alteration, you may choose to add 1d4 to your intimidation rolls. This increases to 1d6 at 18th level.
Arcane Master. At 18th level, all spells on the wizard spell list are considered sorcerer spells for you. They may be prepared and treated as any normal sorcerer spell. Charisma is your spellcasting ability for these spells.
Aberrant Body. At 18th level, you are resistant to all nonmagical bludgeoning, piercing, and slashing damage, as well as poison, and you are immune to acid damage. However, you also gain vulnerability to radiant damage.