Chimeric Bloodline
Bestial Resilience
At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Amalgamous Form
Also at 1st level, you gain the ability to cast Alter Self at will.
Mutation
At 6th level, when you are targeted by an innate creature ability that requires a saving throw and succeed on that save, you may spend 3 sorc points to “Absorb” that ability. Until your next short rest, you may use that ability following it’s normal restrictions and targeting limitations. If this feature is used in reaction to a spell, you may restore a spell slot of that level and add that spell to your list of prepared spells until your next short rest.
Adaptive Physiology
At 14th level, you may choose an adaptation from the adaptations listed at the end of this subclass description. You may replace this adaptation with a new one at the end of a long rest.
Spell Save DC
Spell attack modifier
Apex Predator:
At 18th level, you learn the spell Shapechange and may cast it once per long rest targeting only yourself without expending a spell slot. This spell does not count against your number of spells known.
Adaptations:
Avoidance: If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Breath Weapon: You exhale fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. Once you use this feature, you must finish a long rest before you can do so again.
Legendary Resistance: If the you fail a saving throw, you can choose to succeed instead. Once you use this feature, you must finish a long rest before you can do so again.
Magic Resistance: You have advantage on Saving Throws against Spells and other magical Effects.
Mind Blast: You magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned until the end of your next turn. Once you use this feature, you must finish a long rest before you can do so again.
Rampage When you reduce a creature to 0 hit points on your turn, you can take a bonus action to move up to half your movement speed and make a melee weapon attack.
Regeneration: You regain 5 hit points at the start of your turn. If you take acid or fire damage, this trait doesn't function at the start of your next turn.
Siege Caster: Your spells and attacks do double damage to objects and structures.
Additional Adaptations
At DM discretion, it may be possible to add more adaptations to this list by taking traits from creatures the sorceror has faced or is familiar with!