
Every day, the world is in danger because of the great monsters people call horrors. Fiends from the deepest hells, alien fey, the spirits of those long gone: the most efficient way people found to prevent these attacks is by sealing these horrors within mortals. You are one such mortal, protecting the world from the evil locked within you.
Begining when you choose this origin at 1st level, a terrifying powerful creature that has been sealed inside your body for years has finally manifested its power. You choose the creature type of the sealed horror within you.
- Languages: You can speak, read, and write one language of your choice associated with your sealed horror.
When you cast a sorcerer spell that deals damage, you can choose to change its damage type to the damage type associated with your sealed horror.
Creature Type abberation fiend ooze undead fey (unseelie) |
Damage Type poison fire acid necrotic cold |
Starting at 1st level, you have learned how to fend off the enemies using the monster within. When a creature enters a space within 10 feet of you, or starts its turn there, you can use your reaction to allow your horror's form to momentarily manifest and strike. Make a mele spell attack. If it hits, the creature takes damage equal to your sorcerer level of your horror's associated damage type and is pushed 10 feet directly away from you.
Spell List
Sealed Horror Spells
Spell Level | Spells |
---|---|
1st | protection from evil and good |
2nd | arcane lock |
3rd | magic circle |
4th | death ward |
5th | dispel evil and good |
6th | forbiddance |
Level in which you aquire these spells
1st 3rd 5th 7th 9th 11th |
protection from evil and good arcane lock magic circle death ward dispel evil and good forbiddance |
Through the mockery of the being within you, you have uncovered how to strike terror into the hearts of your foes with nothing but your posture. Starting at 6th level, you gain resistance to the damage type associated with your sealed horror. Also, at the start of your turn, you can use a bonus action and expend all of your moment to strike a terrifying pose. Each creature of your choice within 60 feet of you that you can see and that can see you must make a Wisdom saving throw against your spell save dc.

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