Base Class: Sorcerer
The Living Blood of the Fey
The connection between a Sanguine Sorcerer and the Feywild is not merely a source of power; it is a profound, symbiotic bond that transcends the physical. While others view the Feywild as a chaotic realm of whimsy and danger, you feel it as a sentient, pulsing organism—and you are its most vital cell. Your magic is the "Great Pulse," a rhythmic resonance shared between your own heart and the molten, magical core of the fey lands.
A Shared Lifeline This bond is a beautiful, everlasting loop of devotion. The Feywild recognizes you as its own kin, moving instinctively to shield you from harm. When you walk through a forest, the briars part not out of fear, but out of recognition. The very air around you seems to thicken with a protective, crimson haze when you are threatened, as if the land itself is holding its breath to keep you safe. In return, you feel every wound dealt to the natural world as a sharp pang in your own chest. To witness the corruption of a sacred grove is to feel a toxin entering your own bloodstream, driving you to purge the sickness with a primal, protective fury.
The Crimson Symbiosis You do not just draw magic from the Feywild; you circulate it. Like a grand circulatory system, the magic flows from the Feywild’s core, through your spirit, and back into the world through your spells. This creates a shimmering, visceral aura—a glow that matches the thrum of your heartbeat. In moments of deep meditation or high emotion, you can hear the "World-Pulse," the low, tectonic thrum of the fey realm’s heart, anchoring you to existence.
An Eternal Resonance This connection ensures that you are never truly alone. Whether you are in the deepest dungeon or on a different plane of existence, that distant heartbeat remains—a warm, constant reminder of the vibrant world that birthed your power. You are the guardian of its vitality, and it is the architect of your soul. Together, you are a closed circuit of life and magic, an unbreakable pact written in the very essence of the Sanguine Eladrin.
Sanguine Pulse
Sanguine Pulse
3rd-level Sanguine Sorcerer feature
You can tune your senses to the rhythmic thrum of the lifeblood that flows through the world around you. As a bonus action, you enter a state of heightened hemomantic awareness that lasts for 10 minutes. This effect ends early if you are incapacitated.
While this feature is active, you gain blindsight out to a range of 30 feet. Within this radius, you can perceive the location of any creature that possesses a circulatory system or contains blood (such as many living humanoids, beasts, and certain undead like vampires), even if the creature is heavily obscured or invisible. You cannot use this blindsight to perceive constructs, most undead, or other creatures that lack blood.
You can use this feature a number of times equal to your Charisma Modifier, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 sorcery points to use this feature again.
Crimson Puppetry
Crimson Puppetry
6th-level Sanguine Sorcerer feature
You reach out and seize the "rivers of life" within a foe, bending their physical form to your will through a shared resonance with the Feywild's pulse. As an action, you can spend 1 Sorcery Points to target one creature you can see within 60 feet that has blood (excluding constructs and elementals. Typically exludes undead, except Vampires that have drunk blood recently).
The target must make a Strength saving throw against your Spell Save DC. On a failed save, the creature is Restrained as you take hold of its internal fluids. This effect lasts for 1 minute or until your concentration ends (as if concentrating on a spell). While the creature is restrained, you gain the following benefits:
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Forced Motion: On your turn, you can use a bonus action to move the restrained creature up to 20 feet in any direction. This movement can force the creature to fall prone or move into hazardous terrain or off a cliff.
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Violent Strike: Once per turn, when you use your bonus action to move the creature, you can force it to make one melee weapon attack against a target of your choice within its reach.
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Puppet’s Shield: If the restrained creature is within 5 feet of you when you are hit by an attack, you can use your reaction to force the creature to become the new target of that attack.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
River of Crimson
14th-Level: River of Crimson
14th-level Sanguine Sorcerer feature
Your mastery over the vital fluids of the world allows you to mirror the fluid, unstoppable nature of the Feywild’s rivers. You have learned to harmonize your physical form with the "Great Pulse," allowing you to move with a terrifying, liquid grace.
Blood-Walk. As a bonus action, or as a reaction when you take damage, you can momentarily liquefy your form into a surge of crimson energy. You teleport up to 30 feet to an unoccupied space you can see. If you use this as a reaction, you gain resistance to the damage that triggered it. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Sanguine Agility. While you are not wearing armor, your movement speed increases by 10 feet, and you can move through a space as narrow as 1 inch wide without squeezing, as your body flows like the very blood you command.
Full Moon's Authority
18th-level: Full Moon’s Authority
18th-level Sanguine Sorcerer feature
You have reached the zenith of your connection to the Feywild’s core. Like the moon pulling the tides of the sea, your presence alone exerts a gravitational pull on the life force of those around you. You no longer merely "bend" the blood; you command the life-rhythm of the battlefield.
Mass Puppetry. When you use your Crimson Puppetry feature, you can spend an additional 3 Sorcery Points to target a number of creatures equal to your Charisma modifier within 60 feet of you. You can manipulate all affected creatures simultaneously using the same bonus action.
The Great Ebb. As an action, you can force the "Great Pulse" to momentarily stop in the veins of your enemies. Each creature of your choice within 60 feet must make a Constitution saving throw against your Spell Save DC. On a failed save, a creature takes 10d10 necrotic damage and is Paralyzed until the end of your next turn as their body freezes in place. On a success, they take half damage and are not paralyzed. Once you use this action, you cannot do so again until you finish a long rest, unless you spend 5 Sorcery Points to use it again.
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