So a while back we put together the Sorcerer's Aid Project: Sigils and Talents.
I would like to work on a follow up project: The Sorcerer's Aid Project: Mutations.
A mutation replaces the sorcerer's arcana ability with an ability that is always active generally passive and has no effect on the sorcerer's casting. Instead it's more tied into their physical being. Each mutation should generally be limited to bloodlines that would have a tie in to what that mutation does.
Positive Energy Conduit
Available to: Celestial, Fey, Verdant
Benefit: Your body is a raw conduit to the positive energy plane. As such you gain 1 temporary hit point every round to a maximum equal to your level. As a melee touch attack you can deal 1d4+1 per level damage to undead. At level 3 you gain a +1 bonus on saves versus death, ability drain and energy drain increasing by +1 every three class levels.
Available to: Demonic, Draconic, Orc
Benefit: You gain two natural attacks from the following list: Gore, Hoof, Bite, Tail slap, Tentacle, Claw (maybe taken twice). These gain a +1 bonus on damage every 4 class levels you have. At level 3 you gain a +1 bonus to natural armor that increases by +1 every three class levels.
Available to: Djinni, Efreet, Shaitan, Elemental, Marid, and Draconci
Benefit: You gain energy resistance to your element equal to your class level that stacks with any other resistance to that element you might have. At level 3 once a day if your resistance to that element is not overcome or you have immunity to that element you are instead healed an amount of damage equal to 1/2 your class level when you are exposed a damaging effect from that element. You can use this ability 1 extra time per day at level 6 and every 3 class levels after that.
The mutations do not have to be limited to a specific number of bloodlines but shouldn't be so generic any sorcerer can take them. More suggestions are of course welcome.