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Sanguine - TES 1

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Sanguine - TES

By LordMacaroni_4009015

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  • Sanguine_3mf_1767937863.3mf3MF · 28.9 MB
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Description

Sanguine in the Multiverse

In the Elder Scrolls, Sanguine embodies hedonism, indulgence, and the pursuit of pleasure without restraint. Translating this into D&D, Sanguine becomes a Fiendish Archfiend or Lesser God who thrives on mortal excess, tempting adventurers with promises of ecstasy, freedom, and power through indulgence.

Alignment

  • Chaotic Neutral (with Chaotic Evil tendencies in some cults)

  • His philosophy: “Life is fleeting—why waste it on restraint?”


Domain & Influence

  • Portfolio: Hedonism, indulgence, revelry, lust, excess, and temptation.

  • Suggested Cleric Domains: Trickery, Tempest, or a custom Revelry Domain.

  • Warlock Patron: A unique Fiend variant called The Reveler.


Appearance

Sanguine manifests as:

  • A charismatic figure in crimson and gold, often masked, with an aura of intoxicating charm.

  • Sometimes appears as a shadowy silhouette surrounded by laughter and music, or a masked satyr-like being.


Realm

  • The Crimson Masquerade: A sprawling, ever-shifting demiplane resembling an eternal masquerade ball. Guests indulge in endless feasts, dances, and forbidden pleasures. Those who linger too long become thralls, losing their identity in the revelry.

Cult & Worship

  • Followers: Hedonists, thrill-seekers, bards, rogues, and nobles who crave forbidden pleasures.

  • Symbols: A goblet overflowing with wine, a crimson mask, or intertwined roses.

  • Rituals: Midnight feasts, masked balls, and intoxicating elixirs. Sacrifices are rare—Sanguine prefers devotion through indulgence.


Goals & Schemes

  • Spread chaos through temptation and excess.

  • Undermine rigid societies and moral codes.

  • Collect souls of those who willingly surrender to indulgence.


Boons & Curses

  • Boons: Charisma boosts, advantage on Persuasion/Performance, immunity to fear while intoxicated.

  • Curses: Addiction, obsession, and eventual loss of self-control.


Adventure Hooks

  1. Masquerade of Madness: A noble’s masquerade ball becomes a portal to Sanguine’s realm.

  2. The Crimson Chalice: A magical goblet grants endless pleasure—but drains the drinker’s soul.

  3. Cult of Revelry: A city’s elite secretly worship Sanguine, destabilizing its politics.

Sanguine, Fiendish Prince of Revelry

Large fiend (demon), chaotic neutral


Stat Block

Markdown

Armor Class 20 (natural armor)

Hit Points 320 (28d10 + 168)

Speed 40 ft.

STR 20 (+5)

DEX 18 (+4)

CON 22 (+6)

INT 18 (+4)

WIS 20 (+5)

CHA 26 (+8)

Saving Throws Dex +11, Wis +12, Cha +15

Skills Deception +15, Insight +12, Performance +15, Persuasion +15, Sleight of Hand +11

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses truesight 120 ft., passive Perception 15

Languages all, telepathy 120 ft.

Challenge 23 (50,000 XP)

Proficiency Bonus +7

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Code block expanded


Traits

Prince of Hedonistic Influence.

Creatures that start their turn within 30 feet of Sanguine must succeed on a DC 23 Wisdom saving throw or be charmed until the start of their next turn. While charmed this way, the creature has disadvantage on attack rolls and cannot willingly move away from him.

Aura of Revelry.

While within 60 feet of Sanguine, creatures have advantage on Charisma checks but disadvantage on Wisdom saving throws made to resist temptation, charm, or indulgence-based magic.

Innate Spellcasting.

Sanguine’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit). He can innately cast:

At will: friends, charm person, suggestion, heroism, silence

3/day each: greater invisibility, hypnotic pattern, major image, dimension door, confusion, synaptic static

1/day each: mass suggestion, feeblemind, mirage arcane, teleport

Magic Resistance.

Sanguine has advantage on saving throws against spells and magical effects.

Magic Weapons.

Sanguine’s weapon attacks are magical.


Actions

Multiattack.

Sanguine makes three attacks: two with his Reveler’s Staff and one with Temptation’s Touch.


Reveler’s Staff.

Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) force damage, and the target must succeed on a DC 23 Charisma saving throw or be charmed for 1 minute.
While charmed in this way, the target is incapacitated and spends its turns indulging in illusory delights.


Temptation’s Touch.

Melee Spell Attack: +15 to hit, reach 5 ft., one creature.
Hit: 14 (2d8 + 5) psychic damage, and the target has disadvantage on Wisdom and Charisma saving throws for 1 minute (repeat save at end of each turn).


Goblet of Crimson Delight (Recharge 5–6).

Sanguine raises a conjured goblet and releases a wave of intoxicating crimson mist in a 30‑foot radius.
Creatures of his choice must make a DC 23 Wisdom saving throw or be overwhelmed with euphoric visions for 1 minute. While affected, the creature:

  • Is charmed

  • Has speed reduced to 0

  • Cannot take reactions

  • Can only take the Dodge action

The creature may repeat the saving throw at the end of each of its turns.


Legendary Actions

Sanguine can take 3 legendary actions, choosing from the options below. Only one legendary action may be used at a time, and only at the end of another creature’s turn.

Indulgent Laugh.

Sanguine forces a creature he can see within 30 feet to make a DC 23 Charisma saving throw or suffer disadvantage on its next attack roll.

Alluring Step.

Sanguine moves up to 20 feet without provoking opportunity attacks.

Cast a Spell (Costs 3 Actions).

Sanguine casts a spell from his at-will spell list.


Lair Actions (Optional)

If Sanguine is encountered in his domain — the Crimson Masquerade — he can use one lair action on initiative count 20 (losing ties):

  • Masquerade Glamour: Illusions reshape the room. Creatures must succeed a DC 23 Intelligence save or be disoriented, granting Sanguine advantage on attacks until the next round.

  • Reveler's High: A wave of intoxicating delight washes over intruders; all creatures must make a DC 23 Con save or be poisoned (euphoria) for 1 minute.

  • Charmed Spotlight: A ghostly spotlight forces one creature he can see to make a DC 23 Wis save or be forced to dance, becoming restrained.


Warlock Patron Features (Optional Hook)

If Sanguine is taken as a Patron, warlocks gain access to:

  • Spells involving charm, illusion, indulgence, and revelry

  • Features that reward social manipulation and hedonistic influence

  • Boons that enhance Charisma-based abilities but risk psychological corruption

If you'd like, I can produce a full Warlock Patron subclass: The Reveler, complete with expanded spell list, Eldritch Invocations, and pact-specific powers.

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