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  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Mimicborn 
  Your ancestry is tainted by a corruption most bizarre. 
  Somehow, either by mad experimentation with 
  shapechanging creatures, or through incomprehensible 
  breeding, one of your ancestors gained the blood of a 
  mimic, that expert creature of camouflage and punisher of 
  avarice. As a result, your magic has a bent toward 
  transmutation, and your body is limber and can be made 
  sticky like mimics themselves. You can even, though a 
  combination of magic and flexibility, assume the form of 
  objects, just like your immensely strange kin. 
  Aberrant Fortitude 
  Your body is unusually tough. At 1st level, your hit point 
  maximum increases by 1 and increases by 1 again 
  whenever you gain a level in this class. 
  Sticky Fingers 
  At 1st level, when you hit with a melee attack or a melee 
  spell attack, you can attempt to grapple the target of the 
  attack as a bonus action. Additionally, you have advantage 
  on attack rolls against any creature grappled by you. 
   
   
   
   
  False Appearance 
  Starting at 6th level, you can transform your appearance as 
  an action. You decide what you look like, including your 
  height, weight, facial features, sound of your voice, hair 
  length, coloration, and distinguishing characteristics, if any. 
  You can make yourself appear as a member of another 
  race, though none of your statistics change. You also can’t 
  appear as a creature of a different size than you, and your 
  basic shape stays the same; if you're bipedal, you can’t use 
  this effect to become quadrupedal, for instance. At any 
  time, you can use your action to change your appearance in 
  this way again. 
       Alternatively, you can use your action and expend 1 
  sorcery point to take the form of an inanimate object. This 
  object can be of any shape, as long as it has the same 
  volume as your body, and is no longer than 10 feet in any 
  dimension. Moving or taking any action, bonus action, or 
  reaction ends this transformation. 
  Natural Transmuter 
  By 14th level, you have a tendency for magic which 
  transforms. When you apply metamagic to a spell which 
  changes your form or appearance, such as polymorph or 
  invisibility, you can reduce the metamagic cost by 1, to a 
  minimum of 1. 
       Additionally, you can end the effects of any 
  transmutation spell affecting you as a bonus action by 
  expending 3 sorcery points. 
  Engulf 
  At 18th level, you can swallow and digest your foes like a 
  mimic. You can attempt to engulf a creature that is your 
  size or smaller by moving into its space. You can 
  automatically attempt to engulf a creature you are 
  grappling. The creature must make a Dexterity saving 
  throw. On a failed save, you move into the creature's space 
  and it becomes engulfed: it can't breathe, is restrained, and 
  takes 6d6 acid damage at the start of each of its turns. 
  While you have engulfed a creature, you move at half 
  speed (the engulfed creature moves with you), and you 
  can't engulf another creature. 
       An engulfed creature can try to escape by taking an 
  action to make a Strength saving throw. On a success, the 
  creature escapes and enters a space of its choice within 5 
  feet of you. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Mimicborn.pdf