Base Class: Sorcerer
Nobody is sure of the events that lead to your creation. Certainty only lies in the fact that you were born to contain within you a powerful being. Your essence was bound to this being, whatever it was, and your only reason for existing was to be a vessel; a cage. This was then and not now, for now, you are a free individual, unshackled from the duty of eternally suppressing the power of your mysterious prisoner. Their magic is now yours, deftly woven into the very fiber of your soul. But every cage is not without its flaws. Sooner or later, the prisoner will continue its effots to escape.
Tongue of the Prisoner
At 1st level, you absorb the language and memories of the prisoner inside you.
You may choose to learn a language of your choice. You gain double proficiency for Charisma checks with other creatures that speak that language as well as with History skill checks with writings using that script.
Pry the Lock
You've conquered the prisoner in your body and can utilize their powerful magic at the cost of tearing at their prison's walls.
Whenever you cast a spell that deals damage, you may choose to take 2d4 force damage to increase the damage die of the spell by 1. You may do this as many times as you want, taking 2d4 damage for every die you add to the spell's damage roll. If the spell requires an attack roll, you may only apply this feature before you roll to hit.
This feature cannot be used if you have fewer hit points than the amount of force damage you must take to activate it.
Damage Control
Starting at 6th level, you learn to strengthen the bindings of your prisoner by using the magic of other creatures.
On another creature's turn, if you lose hit points to a damage type that you are resistant to, reduce the damage you take until the end of your next turn by half.
Ajar
At 14th level, you learn to control the prisoner within you to a limited degree. You can now manifest spiritual limbs at will, which can do a variety of things depending on which type of limb you manifest, as expanded below. You can only manifest a total of 4 limbs, with each limb manifested at a maximum of 2 times. These limbs are always corporeal and will manifest at any point in your body that you choose. Manifesting or dismissing these limbs cost an action.
Spirit Limbs
Arm. Whenever you make an unarmed attack, roll an extra damage die for each arm manifested. If you have at least one arm manifested, you gain automatically succeed with the shove action. Each arm can hold up to 10lbs of weight but are too inept to wield melee weapons.
Hand. Whenever you cast a spell, increase your Spell Save DC by 1 for each hand manifested. Hands manifested in this manner are corporeal but are too weak to carry anything.
Wing. You gain flying speed equal to your walking speed. This only works if you have at least 2 wings manifested.
Tail. Prehensile tails that can grasp and carry tremendous weight. Each tail manifested grants you 10 feet of climbing speed and can carry up to 20 lbs of weight.
Leg. Gain an extra 5 feet of walking speed per manifested leg. While you have at least one leg manifested, you cannot be knocked prone.
Riot
Beginning at 18th level, you can let your prisoner out with greater control than ever. If you have less than half your maximum number of hit points left (not counting temporary hit points), you may manifest a maximum of 8 spirit limbs instead of 4.
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