Gods in the Machines
Nannite Bloodline (Sorcerer): Your powers come not from a magical lineage, but from nannites in your bloodstream. This bloodline’s powers and abilities focus on personal transformation.
1st: Nannite Ancestry: Your bloodstream courses with nannites that protect you from disease, heal you in emergencies, and make your physical form more malleable. Your nannites can activate a number of times per day equal to your level plus your proficiency bonus, and can be activated consciously or unconsciously.
Nannite surge: You can take an action to activate your nannites, giving you advantage on one attack, saving throw, skill check, or ability check. At 7th level, you can use this ability as a bonus action. At 11th level, you can use this ability as a reaction.
Nannite healing: When you are reduced to 0 hit points, your nannites automatically activate to stabilize you. No action is required to use this ability. At 7th level, when you are reduced to 0 hit points, your nannites automatically activate to spend one hit die to heal you. At 11th level, when you are reduced to 0 hit points, your nannites automatically activate to spend one hit die to heal you, and cast expeditious retreat with a duration of one round.
6th: Nannite infection: When a creature fails a saving throw against a spell you cast, or when you succeed on an attack roll to hit a creature with a spell that has no saving throw, you can activate your nannites to cause the creature to be blinded, deafened, or poisoned for one round. You can use two nannite activations to cause the creature to be stunned or paralyzed for one round.
14th: Nannite spellcasting: When you cast a spell from the transmutation school, you can activate your nannites in place of sorcery points, treating each activation as one sorcery point. For example, if you wanted to cast a spell with the Twinned Spell metamagic, you could use two sorcery points and two nannite activations.
18th: Living swarm: the nannites in your bloodstream spread throughout your body, replacing your organs. You can activate your nannites to gain immunity to poison, immunity to disease, or DR 5 for one round. You can also activate your nannites to cast any spell from the transmutation school with a range of touch or self on yourself without using a spell slot.