Sorcerer
Base Class: Sorcerer

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.

Sealed Horror Spells
Sorcerer Level                  Spell
1st                                      protection from evil and good
3rd                                      arcane lock
5th                                      magic circle
7th                                      death ward
9th                                     dispel evil and good
11th                                   forbiddance=

THE SEALBeginning when you choose this origin at 1st level, a terrifying powerful creature that has been sealed inside of your body for years has finally manifested its power. You choose the creature type of the sealed horror within you. You are a humanoid, but you count as a creature of that type for the purposes of spells and features which reveal your creature type. You can speak, read, and write one language of your choice associated with your sealed horror.


Creature type     Damage type
aberration            poison
fiend                     fire
ooze                     acid
undead                necrotic
fey (unseelie)     cold

Additionally, 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.

 

Panicked Push

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 melee 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.

Monstrous Stance

Through the mockery of the being within, 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 your bonus action and expend all of your movement 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, succeeding automatically if it is immune to being frightened. On a failure, the creature can't willingly move closer towards you, and it takes extra damage of your horror's type equal to your Charisma modifier when damaged by your sorcerer spell. These effects last until the beginning of your next turn.

One of Them

Also at 6th level, whenever you make a Charisma check when interacting with creatures of the same creature type as your horror's, your proficiency bonus is doubled if it applies to the check.

Support from Within

At 14th level, the horror within understands that its survival necessitates your survival. You gain your choice of one of the following features, depending on which represents your horror the best:

Manifested Monster

You can cast the spells find familiar and find steed at-will without expending a spell slot. Whenever you cast either of these spells in this way, its creature type is same as your horror’s, and it is a physical representation of the horror from within.

Omniglot

You are always under the effects of comprehending languages spell, and you can cast the zone of truth spell at will without expending a spell slot.

Psychic Mind

You can cast the spells command and detect thoughts at-will without expending a spell slot. If a creature succeeds on saving throw when targeted by one of these spells, you can’t target that creature again with the spell until it finishes a long rest.

Wall Runner

You are always under the effects of feather fall and spider climb spells, and your speed increases by 15 feet.

Weird Form

You can cast the spells disguise self and alter self at-will without expending a spell slot, and you can eerily mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Wild Kinship

You can cast the spell speak with animals at-will without expending a spell slot, and your AC can't be lower than 18, no matter the armor you're wearing.

Broken Enmity

The horror within is no longer your prisoner. You have made a pact with it, and now you can call for the mightiest of its powers whenever you want to. When you reach 18th level, you no longer age, can't be aged magically, and can't die of old age. The spells imprisonment and seal are added to the sorcerer spell list for you. If you are ever under the effects of the imprisonment spell, you can choose to end it using your action. Finally, you can release fraction of your horror’s power, damaging all who deserve it. When you use the Monstrous Stance feature, you can use your action to expend 5 sorcery points, damaging all those who failed its saving throw. Each of these creatures must make a Constitution saving throw, taking an amount of damage equal to 70 minus its distance from you in feet on a failed save, or half as much damage on a successful one. This damage is of your horror’s associated creature type.

Sealed Horror Spells

Sealed Horror Spells
Sorcerer Level                        Spell
1st                                            protection from evil and good
3rd                                            arcane lock
5th                                            magic circle
7th                                            death ward
9th                                            dispel evil and good
11th                                          forbiddance