Prerequisite: To use this sorcerer’s origin, your creature type cannot be humanoid. You must be a construct, elemental, undead, etc.
Construct Magic Sorcerers are creatures who get their magical power from within. Not because they were born of magic, but because they are made with it. Perhaps you are a former Warlock’s familiar, given to them on high by some dark god, or maybe you are a corpse awakened by a necromancer with no memory of who your body used to be. Or perhaps you are simply the result of a wizard’s spell gone awry. No matter where you came from, you are magic itself given form, and the spells you cast come from the energy your body is made of.
Your magic is everything you are. Starting at level 1 when you choose this sorcerous origin, your spellcasting ability becomes Constitution instead of Charisma. Furthermore, your constitution score is increased by 2. It cannot be increased over 20 using this feature.
Also at level 1, you gain the ability to change your physical form using your innate magical abilities. Choose one of the following:
Form of Mist: As a bonus action, you may spend 2 sorcery points to transform into a cloud of mist on your turn. While in this state you have a fly speed of 60ft, can use Dash as a bonus action, and you may occupy the same space as another creature if you wish. You may not take attack actions, cast/concentrate on spells, or interact with objects in this state, though you also cannot be targeted by melee or spell attacks. You may not use this feature if you are grappled/your movement is currently 0.
Form of Stone: As a bonus action, you may spend 2 sorcery points to transform into a stone statue on your turn. While in this state, you gain resistances to bludgeoning, slashing, piercing damage, and poison damage. You have advantage on all ability checks/saving throws that involve strength while in this form and you may add your constitution modifier to your AC until you come out of it. Your movement also becomes 20ft and you may not take the dash action.
Form of Swarm: As a bonus action, you may spend 2 sorcery points to transform into a swarm of small insects (ex: locusts, flies, mosquitoes, etc) on your turn. Your swarm size is equal to 5 times your constitution modifier and you gain a fly speed of 30ft. You may occupy the same space as another creature if you wish, in which case it automatically counts as a ranged melee attack (1d4 + your constitution modifier damage). You may interact with objects while in this form, but you cannot cast/concentrate on spells. Furthermore, you may separate your swarm into two equal groups, allowing you to be in two places at once. Both swarms move/attack/act on your turn, however, you may not come out of this form until your swarm has reconstituted with itself.
Form of Fire: As a bonus action, you may spend 2 sorcery points to transform into a roaring fire on your turn. You gain resistance to all non-magical damage types except for Cold, for which you are immune. Furthermore, your body radiates an aura that does 1d8 + your constitution modifier of fire damage to all creatures hostile to you in a 60ft radius at the start of each of your turns. While you cannot concentrate on spells in this form, you may make spell attacks so long as they do fire damage. While in this state, however, your speed is 0.
Form of Water: As a bonus action, you may spend 2 sorcery points to transform into a small stream of water on your turn. Your speed increases 5 and you may take the dodge action as a bonus action. You also gain the ability to heal your allies when necessary. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your sorcerer level. The chosen creature you are healing must be within 25ft of you and you regain all expended dice in this pool after a long rest. You may not use this pool to heal yourself.
In order to transform out of your constructed form and return to your regular body, you must use another bonus action on your turn.
You’ve become even more adept with your shape changing abilities. At level 6, on a successful attack made against you, you may use your reaction to transform into your Shifting Construct form (you must still spend the sorcery points necessary to transform). The damage you take from said attack becomes 0, and you stay in this form until the start of your next turn, where you may decide whether you transform back or not. You may use this feature only once per long or short rest.
You have so thoroughly mastered your constructed abilities that they begin to bleed into your regular form. At level 14, you gain new abilities based on which Shifting Construct form you chose at level 1. Choose one of the following:
Evolving Mist: (Prequistite: Must have Shifting Construct - Form of Mist) You gain a permanent fly speed of 60ft regardless of what form you’re in. You can no longer be charmed or frightened while in the Form of Mist. Additionally, before transforming into your misty form, you may choose one willing creature within 10ft of you and turn them into mist as well. This creature gains all the benefits of Form of Mist while within 10ft of you, and reconstitutes at the end of their next turn if they are ever more than 10ft from you. They may also use an action to reconstitute to their normal form on their turn if they wish.
Evolving Stone: (Prerequisite: Must have Shifting Construct - Form of Stone) You gain permanent proficiency with Strength saving throws/ability checks regardless of what form you’re in. Additionally, you also gain three charges of the spell Absorb Elements whilst in your stone form. You know this spell innately and it does not count against your spells known. You regain all expended charges of Absorb Elements when you finish a long or short rest.
Evolving Swarm: (Prerequisite: Must have Shifting Construct - Form of Swarm) You become immune to taking fall damage. Additionally, while in your swarm form, the automatic damage you do while in the same space as another creature increases to 2d4 + your constitution modifier. Your swarm size also increases, becoming 10 times your constitution modifier. Enemies cannot take opportunity attacks against you while you are in your swarm form.
Evolving Fire: (Prerequisite: Must have Shifting Construct - Form of Fire) You gain permanent resistance to fire damage regardless of what form you’re in. Additionally, your speed whilst in your Fire form increases to 15ft, and you burn everything in your path whilst you move. Any creatures within 5ft of you while you move must make a dexterity saving throw against your spell save DC or take 1d4 Fire damage as you pass by. This includes non-hostile creatures/allies. Your aura increases its damage to 1d12 + your constitution modifier.
Evolving Water: (Prerequisite: Must have Shifting Construct - Form of water) You may take the dodge action as a bonus action regardless of what form you’re in. Additionally, while in your water form, you gain three charges of the spell Ice Knife. You know this spell innately and it does not count against your spells known. You regain all expended charges after a long or short rest. Your healing pool’s dice type also increases from d6s to d8s.
The amount of sorcery points you use to transform into your Shifting Construct form doubles at this level as well if you take this feature.
Ever-Shifting Construct (Optional)
Instead of taking the Evolving Construct feature at level 14, you may take this feature instead. You gain none of the benefits or abilities from Evolving Construct if you do.You may choose 1 additional form from Shifting Construct.
At level 18, your mastery over the physical form can extend far outside yourself. Once per day, you may make a spell attack against one humanoid creature with 120ft of you that you can see that has half their hit points or less. On a successful attack against that creature, you may spend 10 sorcery points and turn them into an inanimate object. What kind of object is up to the DM’s discretion/rolled on the table of trinkets. The turned creature cannot make attacks, either melee or spell, cannot move, and cannot take any actions outside of a Wisdom saving throw to undo their transformation at the end of their turn. They lose all concentration on any spells they had cast and automatically lose any checks/saving throws required of them outside of the aforementioned wisdom saving throw. their HP/AC remain the same as they were the moment they were turned. A creature turned this way cannot be affected by an Animate Objects spell and is entirely aware of their surroundings the entire time they are turned.