Sorcerer: Transmutative Bloodline

Your innate magic comes from an ancestor who was either constructed by or enhanced by an alchemist. Sorcerers of this bloodline may be descendents of Homonculi, alchemists who altered themselves so much they retained side effects or people who were subjected to alchemical experiments. As such, you are so in tune with the manipulation of matter that you may alter all types of matter.

The Ties That Bind

You gain the Mending cantrip without it counting against the number of cantrips you know. When casting the Mending cantrip you affect two feet instead of one. By using 1 sorcery point you may also repair a construct that is not undead. The amount of repair you do is 1d6 + Charisma modifier in hit points

Body Sculptor

Your ability to manipulate matter permits you to change a willing creature's structure in limited ways. As an action, you may touch another creature and increase your target's Strength, Dexterity or Constitution modifier by 1 for 1 minute. Afterward the creaure suffers one level of exhaustion. You must take a long rest before using this ability again.

Transmogrification

At 6th level you learn the Alter Self spell if you don't already know it. Your mastery of biology is such that you may alter a number of willing creatures equal to your Charisma modifier with this spell. If you choose to alter only yourself you may cast the spell as a bonus action and use one of the following additional options.

Aerial Adaptation You grow wings and may fly up to 30' per round. You may also use the disengage and dash actions while in flight.

Change Size You may change your size to one size larger or smaller when using the Change Appearance option.

Natural Armor You may change your skin to stone, metal or a carapace. While not wearing armor your AC becomes 10 + your Charisma modifier + your Constitution modifier.

Additional Limbs You may choose to grow either 2 more arms or 2 more legs. With additional arms you gain an additional point of strength for grappling. Any grappled oppponent is at disadvantage on strength ability checks to break free unless their strength is equal to or greater than yours. Additional legs adds +10 to your movement base and you count as one size larger when determining your carrying capacity and the weight you can push drag or lift.

The spell still requires Concentration for up to 1 hour.

Liquidity

At 11th level you may use an action to liquify yourself for 1 hour + additional hours equaul to your Charisma modifer. While in this form you may flow at your normal rate of speed. You may enter and occupy the space of another creature. You have resistance to bludgeoning, piercing and slashing attaks. You may pass through small holes, narrow openings, and even mere cracks. You take no damage from falling 60' or less. The only physical attack you may use in this form is an unarmed bludgeoning attack. You may only cast spells if you have the Metamagic option Subtle Spell. This ability requires concentration.

Mercurial

At 17th level as a reaction you may spend 5 Sorcery points to become immune to a form of damage of your choice. You may be immune to acid, bludgeoning, cold, fire, lightning, necrotic, psychic, piercing, radiant, slashing or thunder damage. You may only choose 1 form of damage per 5 Sorcery points spent. The effect lasts for 1 hour or until you dispel it and requires concentration.