Numina (5e WoD Supplement)
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Vampiric Disciplines[edit]
Available to: Vampires, Ghouls, and Revenants.
Disciplines are split into Standard features and Advanced features. At level 1 you get three points to put into your clan disciplines. You must use your points to select two standard features of one discipline and one from another. When creating your character you will also get an additional discipline feature from your predator type. You can spend your level up on learning a new discipline, provided you have tasted the blood of a kindred who knows that discipline. When you learn a new discipline you get to take one of its standard features. You must have all the standard features of a discipline before you can take level 1 advanced features. After that you need three level 1 to take level 2 Advanced features, and Level 3 requires three level two features. Level four is exclusive to those of a specific bloodline or clan, alternatively fifth generation vampires can spec into one level four feature they don’t meet the clan requirement for per discipline. Fourth generation vampires and above can take as many multiple level four disciplines as they want.
Vampiric disciplines also double as skills. When you learn a discipline you gain the ability to use it for skill checks in place of your real skills when applicable. This can be used for uses for your discipline that may not be covered by features. Discipline skills are not attached to any particular attribute, the DM chooses what attribute you roll on for the discipline checks. You have proficiency in all discipline skills you know, and can spend two points of vitae to give yourself advantage on skill checks with your disciplines. Whenever you make a discipline check outside of the use of a feature the DM can choose to make you make a Constitution saving throw with a DC equal to the skill check’s DC. If you fail the saving throw you spend one vitae when using the discipline skill. Alternatively, depending on what you doing with your discipline, the DM can require you use as much vitae as they see fit. Some disciplines like Dominate grant specific uses of the discipline skill rather than specific actions, and when using those features the DM can increase the potential vitae cost as they see fit.
Some disciplines fall under the category of Blood Magic, which instead of linear levels has several paths that have their own linear progressions. Most forms of Blood Magic are clan specific, like Setite Akhu, Tremere Thaumaturgy, and the Tzimisce’s Koldunic Sorcery. The exception to this is Quietus, Having lvl3 in one path of a Blood Magic discipline does not carry over to the other paths in the discipline. A lot of these Disciplines also have Rituals which are much more powerful and long lasting powers that require more time and efforts to use. Rituals come in five levels, all rituals after level one require a ritual from the same discipline and precious level to take.
Many discipline features either require a flat amount of Vitae to use or might require a Rouse check. A rouse check is a skill check of the Discipline skill where if you fail you spend an amount of vitae while using the feature. The DC depends on the difficulty of the task but is usually DC 8 unless otherwise specified. If you fail a Rouse check you don’t fail to use the feature, you only have to spend the specified amount of vitae. You can choose to skip the Rouse check and just spend the vitae if you so please. If the feature causes a creature to make a saving throw the casting ability of the individual feature is usually specified at the end.
Animalism[edit]
Used by: Gangrel, Nosferatu, Ravnos, Tzimisce
Animalism is a discipline that manipulates a vampires inherit animalistic nature. Kindred who use this discipline can manipulate and control animals, including a powerful familiar which they can control and use their disciplines through. Animalism also gives a certain amount of control over the Beast. Nosferatu may use it to spy on and walk amongst mortals undetected, listening in on private conversations through the rats in the wall and swarming potential threats with animals. Ravnos like to have reliable companions in their travels, trusting the animals more than mortal or kindred. Gangrel use animalism to reign over their woodland domains and to manipulate and control their beast, allowing them to hunt with greater ferocity. Tzimisce make great use of Animalism, combining it with their flesh crafting to their strategic benefit.
Standard Features[edit]
- Feral Speech: You gain the ability to telepathically communicate with any animal you make eye contact with. You can talk with the creature for as long as they are making eye contact with you. If you have a familiar you can talk to it telepathically at all times with this feature. You can also spend a point of to communicate to all animals in a 20ft radius sphere. You gain advantage on persuasion and deception checks against animals.
- Bound Familius: You can select one animal blood bonded by you to be your familiar. You can choose to see and hear through the eyes and ears of the familiar at any time for as long as you want, and you also have complete control over your familiar’s actions. You can use any vampiric discipline and discipline feature through your familiar as if they were using the ability. Ex: Using a Potence check to strengthen your familiar, Mesmerizing someone through your familiar, turning your familiar invisible with Obfuscate. You can only have one familiar at a time, and trying to make more will instead replace your familiar with the new familiar whole the original is instead a standard thrall.
- Sense the Beast: You have the ability to sense the beast within other Kindred. This allows you to both gain advantage in detecting kindred and ignore the disadvantage given from kindred hiding their vampiric traits. You also gain the ability to sense the location of all kindred in a 20ft radius, with the exception of those who have achieved Golconda or with Lvl 3 Bardo. Kindred with at least 1 compulsion active or in a frenzy can be sensed for 60ft. Creatures in your sensing range have disadvantage on stealth and deception checks against you. You have advantage on skill checks tracking or looking for creatures inside your sensing range. Detection also applies to kindred using Animalism to inhabit their familiar.
Lvl 1 Advanced Features[edit]
Reaching this level lowers your Charisma by 1. Your connection to humanity decreases as you become more connection to your animalistic nature.
- Atavism: You can make an Animalism check to make any animal in a 30ft radius sphere (or make a more difficult check for all animals in a 15ft radius) to make a wisdom saving throw. A creature that fails the saving throw becomes “feral”. If you fail the check you spend 2 vitae. For its duration, each creature affected must use its action before moving on each of its turns to make a melee attack against a random creature other than itself if possible. After attacking each affected creature can repeat the saving throw, ending the effect for itself on success. The casting ability for this feature is Wisdom.
- Animal Succulence: Instead of 1d4 vitae per turn, feeding off animals gives you 1d6 vitae per turn. If you have medium blood potency and cannot feed off of animals, you gain the ability to do so. If you have high blood potency and cannot feed off animals then you gain the ability to gain vitae by feeding off blood bonded animals.
- Quell the Beast: You can make a Rouse check or spend 1d4 vitae to cow a mortal humanoid creature you can see within range. The target must make a Wisdom saving throw. If it fails the saving throw, you can choose for it to be either charmed or frightened by you for ten minutes. Cowed creatures who are charmed will be apathetic to your presence or actions during the effect’s duration and will forget or rationalize any supernatural events that took place during it. This feature also allows you to attempt to pull a vampire out of a frenzy, the frenzied target must make a Wisdom saving throw. On success their frenzy will end. The casting ability for this feature is Wisdom.
- Eye of the Szlachta: You can make a humanoid ghouls under your control into your familiar. This grants all the typical benefits of a familiar. You gain whatever abilities your ghoul has and lose your inherit vampiric abilities with the exception of your disciplines. In order to take control of a ghoul, the ghoul has to allow you enter his mind.
Lvl 2 Advanced Features[edit]
Reaching this level enhances your control over your beast, making it to where you have advantage on saving throws against entering a frenzy.
- Tier of Souls: You temporarily gain the memories of the creatures you feed off of. You gain advantage in skill checks that relate to skills or memories of the consumed. You keep these memories until the end of your next long rest. You perceive the memories of the creature fed off of off as if they were always there and happened to you. As a result of this you could inherit some things like personality traits or phobias from the victim, these disappear alongside the memories.
- Pacts with Animals: You form a closer spiritual bond with your familiar, gaining traits from them depending on what type of animal they are. For as long as your familiar is alive, you gain proficiency in two skills or get one of your attributes increased by 2. If your familiar is a humanoid this effect does not apply.
- The Shepherd: Your “Feral Speech” now applies to any and all animals in a 25ft radius instead of those just making eye contact. Whenever you talk to an animal using Feral Speech they must pass a wisdom saving throw or become charmed. The charm lasts for 2 hours. You can see and hear through your thralls like they were your familiars but cannot control them. The casting ability for this feature is Charisma.
- Stampede: You can now use Atavism on humanoid creatures.
- Crimson Fury: Your blood is harmful to kindred, when they feed from you they must pass a constitution saving throw or gain a compulsion immediately. You no longer need to maintain your blood bonds with animal thralls, and they are permanent. This effect applies to your Familiars as well. The casting ability for this feature is Strength.
- Draught of Anima: Your vitae is infused with animalistic power. When a creature consumes your blood they gain +2 to strength, wisdom, and dexterity for an hour, increase this bonus by two for each additional level of features you reach in Animalism. Once per long rest your first blood surge adds +4.
- Gap of Ages: Your familiar’s descendants are all born with your blood, and you can speak to them telepathically from any distance, read their memories, and see and hear through their eyes whether or not they are enthralled to you. This effect is permanent in animals but ends for descendants of humanoid familiars when the familiar is replaced or dies. The effect can be renewed by either making the ghoul your familiar again. This effect gets weaker with generations, with the great grandchildren of your familiar having no effect at all in animals, but this effect goes down five generations in humans.
- Unliving Hive: Requires Level 2 Obtenebration Animalism features now apply to insects as well as animals. You can make an entire swarm of tiny creatures into your familiar, such as a nest of cockroaches or swarm of flies or locusts.
Lvl 3 Advanced Features[edit]
Kindred who achieve this level are so used to communicating with animals they often treat them like they would humans and expect them to act like them. Your connection to your familiar causes animal familiars to gain 4 points of intelligence and also be able to use ghoulish disciplines independently while not being directly controlled. Your familiars at this level gain the ability to communicate with you from anywhere and see through your eyes with your permission.
- Animal Dominion: You can now command multiple familiars. You can directly control only one familiar at a time, but can jump between them at will. However you can spend 1 vitae to directly control of all your familiars at once. “Pact with Animals” does not stack with each familiar.
- Conquer the Beast: You can enter and leave your Frenzy at will if you have no compulsions active. During a voluntary frenzy you have control over your actions but must pass a DC 8 Constitution saving throw at the end of every turn in order to maintain control. If you lose control and you can still exit your frenzy if you do choose. Instead of gaining 1d20 temporary hit points during a frenzy you gain 4d10 temporary hit points. During a Frenzy, your familiar gains the bonuses of your frenzy as well and Pact with Animals stacks four times until the frenzy ends.
- Drawing out the Beast: You can spend 2d4 Vitae to force a Kindred within your vision to take a constitution saving throw or enter a Frenzy. You do this through insulting and provoking the target creature, so you must be able to be seen and heard by the target creature.
Lvl 4 Advanced Features[edit]
Vampires at this level have a deep connection to their beast and with nature as a whole. They will rarely be found among the cities, instead lurking inside ancient grottos and ancient crypts. These kindred are the source of folklore and fairy tales alike.
- Manifest Beast: Requires Ravnos and Lvl 3 Chimerstry. You can spend five vitae once per long rest to reach into your soul and manifest a physical incarnation of the Beast. You can unleash the beast into a physical form, creating a beastial tulpa with identical features and stats to you. Whenever your tulpa takes damage you will also receive that damage as if it was done to you. You can choose to recall the tulpa at any time. The tulpa acts independently of the creator. For every minute the tulpa is out you have to make a DC 8 constitution saving throw or spend a point of vitae.
- Eyes of the Forest: Requires Gangrel and Lvl 3 Protean. When using Earth Meld your body corrupts the land around you, infesting all water sources and plants in a 260ft radius with your vitae and bloodbonding all the animals within. While using Earth Meld you can see through any animals within your radius. You can take control of plants within your radius while using Earth Meld.
- Flesh Bond: Requires Tzimisce and Lvl 3 Vicissitude. You can now absorb any animals smaller than you into your flesh. Doing this immediately blood bonds them or renews their blood bond if it has not been already. You can release any animals you have absorbed. You must pass an Animalism check to absorb a creature, if you fail the creature is not absorbed and you lose one point of vitae. You do not need to make a check on creatures that are blood bonded to you.
- Thousand Fangs: Requires Nosferatu. You can feed through your familiars, including diablerie. The blood of your familiar can be used to blood bond someone to you. You can control your thrall’s familiars as if they were your own. If you have Unliving Hive you can create swarms of insects at will. These swarms have the abilities of your familiar but will automatically return back to your body after four hours.
- Spirit Walker: Requires Ahrimanes Bloodline and Spiritus Lvl 2. WIP
- Natural Predator: Require Guruhi Bloodline and Presence Lvl 2. WIP
Unchain the Beast: Requires Akunanse Bloodline and Abombwe Lvl 2. You gain control of not just your own beast, but those of others. You no longer need to do saving throws to maintain control while in a voluntary frenzy. While in a voluntary frenzy all frenzied kindred in an 50ft circle radius of you become susceptible to your Animalism features as if they were animals and can’t exit frenzy unless they leave the radius. You can spend five vitae and make a rouse check to make all of your blood bonded kindred enter a voluntary frenzy and gain temporary access to level 1 Abombwe features for five hours, for an extra two vitae you can make all your familiars and ghouls be given identical effects.
- Goddess Among Beasts: Requires Lhiannan Bloodline and Ogham Lvl 2. You gain complete control over animals, you gain proficiency in Animal Handling and every animal in an 100ft radius must make a Constitution saving throw or become charmed. As long as your vitae is above your threshold all non-humanoid creatures charmed by you must follow your commands as if they were your familiar.
Abombwe[edit]
Used by: Akunanse, Bonsam
The discipline of the laibon of the Akunanse and Bonsam. Abombwe practitioners are in tune with their beast, they channel its power to assist them in their hunts. European kindred rarely every learn Abombwe, as it can be difficult for those who aren’t as accepting or in-tune with their beast as the Akunanse and Bonsam are.
Standard Features[edit]
- Predator’s Communion: You can look into a vampire’s soul and read their Beast. If you are within 25ft of another vampire you can make an abombwe check to learn what clan they are, what disciplines they use, and their generation. The higher the generation on the vampire the higher the DC of the check. Using this ability on ghouls or blood bonded kindred will let you know who they are bonded too and how long they have went without vitae if you pass the check. For Ghouls the DC depends on the Generation of whoever the are blood bonded too. If you have “Sense the Beast” you will be able you can track anyone you have targeted with this feature for 60ft for five hours. Alongside that you also can sense predatory animals, werewolves, fera, ghouls, revenants, kinfolk, kuei-jin, wraiths, and mortals who have committed murder.
- Invoke the Beast: You can call upon your beast, allowing it to let it take over for a few seconds and assist you. Once per long rest if you have no compulsions you can spend one vitae to reroll a skill check or saving throw you have failed. If you have maximum vitae you gain +2 to all your attributes, this effect ends immediately when you are no longer at max vitae.
- Taming the Beast: You can use the latent power of the beast to fuel your power. Once per long rest you can use a feature that costs vitae for free. If you have “Crimson Fury” you gain +2 per vitae when using a blood surge instead of +1 per vitae. If you have “Unseen Presence” using that ability also hides your beast from kindred who try to track it through “Sense the Beast” or other similar features.
Lvl 1 Advanced Features[edit]
As you delve further into Abombwe you begin to understand and connect with your beast. You gain proficiency in Survival or Stealth if you didn’t already, and your Wisdom increases by 1.
- Beast Shard: You can spend one vitae to instill your beast into any creature within 5ft. If used on a kindred it will give them disadvantage on saving throws against your disciplines for one hour, as well as granting the target one compulsion. If the targeted creature already has four or more compulsions active they must pass a DC15 constitution saving throw or enter a Frenzy.
- Unseen Hibernation: If you don’t have “Interred in the Earth” or the Protean discipline you gain the ability to use the former. If you have “Interred in the Earth” you can spend two vitae to project yourself as a specter while asleep. The specter can’t interact with physical objects, but can talk and use disciplines all the same. The specter can only go in a 30ft radius of the vampires’s resting place or else it will dissipate.
- Whistling Up the Beast: You can speak to the beast of other vampires. You can either calm or awaken the beast. The target must make a DC 10 wisdom saving throw, if they fail you can choose to either dispel one of their compulsions and give them advantage on saving throws against their beast or give them a compulsion and give them disadvantage on saving throws against the beast. If you have “Quell the Beast” frenzying targets of that ability have advantage on the saving throw.
Lvl 2 Advanced Features[edit]
At this point you have started to become closer with your beast and more in tune with your instincts. You gain advantage on saving throws against gaining a compulsion or entering a frenzy.
- Beast Glass: You can now spend one vitae to create a small shard of crystallized vitae. These shards inflict the Effect “Beast Shard” when they stab a creature other than the one that created it. You can consume the shard to gain one vitae. The shards can be recalled, flying back towards the creator and stabbing through anything in the way. The Beast Shard effect remains even after the shard is removed. You can feed and gain vitae through your shards, but this does not paralyze the target and cannot diablerize. The “Beast Shard” effect does stack.
- Devil-Channel: You can manifest your beast by spending one vitae to secrete a black substance over your body. This substance deals 2d10 necrotic damage to any creatures that touch it other than the one secreting the substance. You can either create the substance on its own or once per long rest spend four vitae to cover your whole body with it, giving your unarmed strikes necrotic damage and and gives you a +5 bonus to AC. If you have “Beast Glass” you can make up to 8 shards without vitae.
- Taking the Skin: You can perfectly imitate the voice of any creature you have consumed the blood of permanently, regardless of creature type. If you drink the blood of another vampire or ghoul you can copy any discipline features (except 4th level) they have for one hour, but every time you use a feature gained from this ability (with the exception of passive features) you must make a DC 8 (10 for Lvl 1 Adv, 12 for Lvl 2, and 14 for Lvl 3) constitution saving throw or lose 4 Vitae. When the effect of this feature ends you lose any effects from disciplines gained from this feature immediately. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your talents, race, numina, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. Your equipment falls to the ground after transformation. You can spend four Vitae to take a deceased animal or humanoid corpse and make it into a controllable puppet for five hours. The corpse appears like it did when it was alive during the duration. The puppet has no will of its own and can only be directly controlled by you, any features that apply to familiars apply to puppets (With the exception of Gap of Ages). You can reset the timer for a puppet by giving it one vitae. You can only have one puppet active at a time.
Lvl 3 Advanced Features[edit]
At this level you and the beast have started to converge. You can work in tandem with your instincts and think fast under pressure. You gain +1 to Wisdom and Dexterity.
- Vile Infection: Your Beast Glass and Devil-Channel now make those who make contact with it other than the creator make a DC 4 constitution saving throw or suffer from Vitae Rot. Vitae Rot causes the infected to make a DC 14 constitution saving throw or lose 1d4 vitae every 5 minutes. If you run out of vitae or have your heart impaled by beast glass while infected with Vitae Rot you become blood-bonded to the user. If the user is a ghoul you become blood-bonded with whoever the ghoul is blood-bonded to. Vitae Rot can only be cured by taking a long rest, going into a Frenzy or by using Purification numina like Obeah’s “Purification”. Non-Vampires infected with Vitae Rot will have their strength, constitution, and dexterity decrease by five, and the disease cannot be cured via long rest. If the victim is infected for more than five days they become a ghoul. If you have this feature you cannot be infected by Vitae Rot.
- Predator’s Mastery: You have slowly begun to become one with your Beast as you learn to control it. The Beast has taken on aspects of you just as much as you have taken on aspects of the Beast. When you are in a Frenzy you can resist an action without making a saving throw. You maintain some mental faculties and will go out of your way to not breach the masquerade or attack your allies. Your Devil-Channel can be manipulated into a gas cloud, sharp crystals, or its standard sludge form. You can spend another vitae after secreting to form your Devil-Channel into a weapon made of Devil-Channel. The Devil-Channel Weapon will dissipate after a day.
- The Beasts Quills: If you are over your blood potency threshold and a vampire strikes you with an unarmed strike they must make a CON saving throw or enter a frenzy. As an action you can now fire Beast Glass from your body as a high speeds projectile with one vitae.
Lvl 4 Advanced Features[edit]
Kindred at this level have achieved a form of unity with their beast. They are often disconnected from kindred politics, living solitary lives as hunters and predators. This state is considered a dark inverse of Golconda, where the kindred and their beast work in perfect tandem.
- Incarnate Darkness: Requires Bonsam and Lvl 2 Obfuscate. Once per long rest when you use your Devil-Channel armor you can apply one of three forms. A winged form, an insectoid form, or a brutish form. The winged form grants you 150ft flying speed and a fast travel speed. The insectoid form gives you 50ft burrow speed and a climbing speed equal to your walking speed. The brutish form grants you two extra damage dice and +10 to your AC instead of +5. Additionally, regardless of form you gain +2 to all attributes, gain advantage on all saving throws (overrides any compulsions you may have). This form can only last for four hours before receding and becoming normal armor.
- Perfect Predator: Requires Akunanse and Lvl 2 Animalism. You can weave your beast glass into elaborate shapes and forms. This takes longer depending on the size and complexity of the shape. If you have “Animal Dominion” and “Eye of the Szlachta” anyone infected with Vitae Rot or bloodbonded via Vitae Rot all become your familiars. Your flesh puppets are now permanent so long as you give them one vitae every month. Creatures who die as a result of Vitae Rot immediately become your flesh puppets. If you have Crimson Fury you now bleed Devil-Channel, potentially infecting vampires who feed off of you or get your blood on them.
Auspex[edit]
Used by: Hecata, Malkavian, Salubri, Toreador, Tremere, Tzimisce, Assamite Viziers, Harbingers of Skulls, Noiad, Osebo
Auspex is a reflection of vampires obsessions, always watching and analyzing even the smallest details out of fear for their life. It is one of the most common disciplines among kindred for its versatility and general usefulness, especially in countering other powerful supernatural abilities like Obfuscation or Blood Magic.
It has a wide variety of uses, especially among the clans that that inherit them. Toreador are known to use Auspex to provide uncanny detail and precision to their artworks, while the Tzimisce and many other clans are known for using it to spy for incoming threats and deliver precise and deadly blows. Hecata and Malkavians are known to use the discipline for fueling their scholarly persuits.
Standard Features[edit]
- Heightened Senses: You have advantage on perception checks and gain proficiency in perception or investigation checks if you didn’t already. If you fail a perception or investigation check you can spend two vitae to reroll. This can be done as many times as you like. Furthermore, you can now detect things that would normally be imperceptible, such as ghosts, obfuscate users, or dormant blood sorcery spells. These things will require a perception or auspex check to perceive.
- Pinpoint Precision: You have learned to attack vital areas with pinpoint precision. You now crit on 19s and 18s and will always crit on each successful strike on a surprised opponent.
- Premonition: When something is about to happen you can sometimes see small premonitions of what’s to come. These visions are usually incredibly vague and come at random, anywhere from years to seconds before the thing happens. You can trigger this on purpose by spending one vitae to make an auspex check, if you succeed you can get a premonition.
Lvl 1 Advanced Features[edit]
Continued study of auspex has a deep impact on most kindred. Kindred who focus on Auspex are known to be calculating and precise, often obsessing over every detail and making elaborate plans. Upon reaching this level gain one point to both dexterity and wisdom.
- Sinking Feeling: Deception checks against you always have disadvantage. You have advantage on skill checks or saving throws related to telling the different between truth and lies. You can spend one vitae to make a Auspex check and if there is any potential dangers within 20ft of you, even if you are unable to perceive them or already failed a perception check. If there is a potential danger, like a hidden creature or trap, you will get an overwhelming sense of dread.
- Scry the Soul: You can sense and read auras, an energy the emanates from all living things. Auras have a different appearance depending on the emotions or supernatural traits of the person. You must make an auspex skill check to perceive these auras, and how legible the aura is depends on your roll.
- Riposte: Whenever you use the dodge action and a creature fails an attack roll against you, any attack rolls made by you on your next turn against that creature will be a crit.
- Draught of Insight: Your vitae is infused with mystical power. When a creature consumes your blood they gain +4 to wisdom for an hour, increase this bonus by two for each additional level of features you reach in Auspex. You can now blood surge wisdom.
Lvl 2 Advanced Features[edit]
This level of Auspex is often marked by an obsession with details, long elaborate plans, and overwhelming paranoia or perfectionism in all they do. You can make a rouse check to add your profile proficiency modifier to a wisdom or intelligence check? if you already have proficiency the check gives you advantage.
- Spirit Ties: You can now read the residual aura of objects and flesh. You can make an Auspex check on an object to know more about its origins, who has used it, and what it has been used for. You can also use this on parts of creatures (blood, body parts, corpses, etc), allowing you to read the aura of the source of the flesh and learn how it was lost.
- Telepathy: You can now spend communicate telepathically with any humanoid creatures in an 25ft circle radius around you. You can pick a target within the range to (if unwilling) make a constitution saving throw. If they fail you can now read the thoughts of the target and send verbal messages for 5 minutes, if they are willing the connection opens automatically. At any point the target can try to break the connection by making another saving throw. If the target leaves your range the connection is broke automatically. You can contact anyone your blood bonded too (including viniculum) at any range. If the target has Sense the Unseen they will immediately know someone is using telepathy on them. You can use Dominate through telepathy so long as you are making eye contact or have the “Spectral Authority” feature. You cannot use telepathy while paralyzed or unconscious. The casting ability on this feature is Wisdom.
- Share the Senses: You learn how to project yourself into another person’s mind and see through their eyes. If you have blood or an object recently used by the target, you can make an auspex check, if you fail you spend two vitae, if you succeed you begin to perceive everything your target perceived (sight, sound, smell, taste, touch, etc). You are paralyzed while doing this and cannot use your own senses. You can do this for twenty minutes before having to spend a point of vitae to continue using this feature for another twenty minutes. You can choose to stop at any time, immediately ending the effects.
Lvl 3 Advanced Features[edit]
Kindred at this level are increasingly consumed by their obsessions and paranoia, their precision and cunning taken overshadowed by their fixation on the smallest and most minute of details, often losing sight of the bigger picture. If you are above your blood potency threshold add your WIS modifier to all your attack rolls.
- Psychic Projection: You can project your consciousness by spending five vitae. Your projected consciousness is invisible, phases through objects, and cannot interact with the outside world or use your disciplines. While you are projecting your physical body is unconscious. You have to spend a point of vitae for every hour you spend in this state. You can choose to end the projection at any time, and it will end of you are woken up from your unconscious state.
- Spirit Link: Requires “Telepathy”. You can now make a telepathic bond with as many people as you want. Opening up a telepathic bond with more than one person makes all communication both ways, making all the thoughts of everyone inside audible. The creator of the spirit link can temporarily or disconnect anyone they wish, including themselves. If the creator of the spirit link leaves the connections between the other members remain until everyone leaves.
- Psychic Assualt: You can spend a point of vitae to psychically overwhelm the senses of a creature within 60ft. The creature must succeed on a Constitution saving throw or take 1d4 psychic damage and have disadvantage on any attack rolls, skill checks, or saving throws it makes before the end of your next turn. You can spend two extra points of vitae to add another d4 to the damage dice, you can do this only four times. The casting ability for this feature is Intelligence.
Lvl 4 Advanced Features[edit]
This level of Auspex is known to be reached by only the most obsessive and paranoid of control freaks. Nothing that happens or exists in their domain does without their knowledge or consent. You are bombarded by visions of potential futures, conspiracies and plots yet to be found. Four times per long rest you can choose to automatically pass a saving throw.
- Knowledge of the Dead: Requires Hecata. You can make a Rouse check to learn and gain all the memories of a corpse, the DC depending on how long the corpse has been dead. You will keep these memories permanently. You must make physical contact with the corpse to use this feature.
- Whispers of Loathing: Requires Malkavian. Once per long rest you can spend 4 vitae to target to make a Constitution saving throw. If the target succeeds the throw this feature is https://www.dandwiki.com/w/index.php?title=Numina_(5e_WoD_Supplement)&action=editnot counted as used, instead going on a twenty minute cooldown. If the target fails the check they must make a constitution saving throw or take 2d4 psychic damage at the start of each turn. This effect lasts for five hours. The casting ability for this feature is Charisma.
- Greater Empathy: Requires Salubri and Lvl 3 Valeren/Obeah. WIP
- Pulse of the Canillae: Requires Toreador or Tzimisce. You can meditate and make a Rouse check to gain limited omniscience, seeing and hearing everything in a 160ft cube radius. Failing the check makes you spend 1d4 vitae and take 1d8 psychic damage. Every minute you spend in this form you must pass a constitution saving throw with a DC starting at 8 and ticking up by one for each check or take 2d6 psychic damage. While in this form you can see and hear everything, as well as hear all the thoughts of every creature in the radius.
Akhu[edit]
Used by: Setites Setite Blood-Magic practiced by a select few of the clan. Akhu is rarer as like most Blood-Magic it requires Blood Sorcery to learn, which Setites do not know inherently. Certain features require a blasphemy-shrine to prepare or use.
Divine Hand[edit]
Knowledge of this path grants the use of sympathetic magic.
- Hand of Ptah: Lvl 1. You can hold out your hand and manipulate any object in a 20ft radius as if you were touching it. Additionally, you can repair and damage small objects with a motion of your hand.
- Hand of Khnum: Lvl 2. You can damage or heal a mortal creature through an icon, which is a picture, painting, or doll of the target with a piece of the target (strand of hair, blood drop, etc.) attached or a part of it. Photos and paintings are the least useful icons, only allowing damage to be transferred. Dolls will morph to reflect the condition of the target, and any damage or repair done to the doll or changes made to the painting will reflect onto the target. Icons can only be made at a blasphemy shrine.
- Hand of Anubis: Lvl 3. You can now use Hand of Khnum on Supernatural creatures like ghouls or kindred. Icons no longer need to be made at a blasphemy-shrine.
- Hand of Thoth: Lvl 4. You can manipulate locations with “Hand of Ptah” through photos and videos, reaching through the image and interacting with the place captured. Doing this causes the image or video to temporarily depict the location in its current form as if it was a live recording so the user can properly manipulate the surroundings. Paintings that depict real locations also can have this done to them. This can be used to grab objects through a photo or recording.
- Hand of Heka: Lvl 5. You can now apply a greater degree of detail to your icons through attaching a piece of an object (or person) of great importance to the target into the icon. Paintings will reflect the current condition of the target perfectly and can be altered to inflict not just injuries but also change facial features and other such changes. Changing a creatures features through this is a lot more dangerous and potentially lethal compared to vicissitude and drastic changes will most likely result in death. Advanced dolls called marionettes can be created, which can directly manipulate the movements of the entire body of the target.
Immanence of Set[edit]
- Whispers of the Sands: Lvl 1. You can send a message to any of your childer or ghouls by whispering into the wind, the message will be heard only by the intended recipient as a whisper in their ear. The time it takes to reach the recipient depends on the distance. These are brief one way messages.
- Tongue of the Tempter: Lvl 2. Your words instill comfort and trust into those who listen. You can trick a person into thoughtlessly revealing a secret or piece of information with an Akhu check instead of a deception check. The target does not necessarily have to like or trust you, and you will have no disadvantage unless the target expects you to use this power. If the target is charmed you will automatically succeed. Additionally, those who cannot speak your language will understand you as if you were speaking their language perfectly regardless of what language you are speaking, however you still cannot understand them if they are speaking a different language.
- Voice of the Prophet: Lvl 3. You can use “Whispers of the Sands” to send messages to anyone you have seen and know the name of. Any applicable effects of Presence or Dominate (With Spectral Authority) can also can be imbued into the message.
- Lord of Storms: Lvl 4. You can conjure sandstorms or thunder storms. You cannot control the storm only create it. Storms created incur violent winds that make the terrain difficult and could send loose objects flying.
- Dark Invocation: Lvl 5. You can place a protective curse on an object, place, or directly on a creature. Cursing a place requires you to make a sigil out of your vitae and some object or substance relevant to the curse, the amount of vitae depends on the complexity and power of the curse. Cursing someone directly requires you to attain a substance or object related to the curse and mix it with the target’s blood or vitae. A curse can be anything so long as the DM allows it, the DM must also decide what materials are required for the curse.
Path of Du’at[edit]
- Sending of Serpents: Lvl 1. As an action you can spend a point of vitae make a target creature make a DC 8 + CHA modifier or get several supernatural snake bites on their body. Mortals cannot see the bites but supernatural creatures can. The bites are extremely painful, they deal no damage but make mortal creatures become inflicted with the Poisoned condition.
- Darkness of Du’at: Lvl 2. As an action you can spend a point of vitae to force a target to make a DC 10 + your CHA modifier wisdom saving throw or be inflicted with blindness upon a target for as long as you focus on them. The selected target will remain blind until you either look away, get distracted, or the target becomes obscured. This can only be used on one creature at a time.
- Suffocation of the Tomb: Lvl 3. You can spend 3 points of vitae to force a creature to make a DC 8 + your Charisma modifier CON saving throw or become mute and unable to breathe. To use this feature you must have one free hand to close shut. The effects of this feature will not end the creature dies or you open your hand. Every 30 seconds you spend suffocating a target you must spend a point of vitae to maintain the spell or else your hand will open and this’s feature’s effects will end.
- The Narrow House: Lvl 4. You can spend three points of vitae to force a target to make a DC 8 + your Charisma modifier WIS saving throw or become paralyzed. The paralysis lasts for a minute but every turn they can make a DC 14 WIS saving throw to forcefully end the paralysis.
- Consignment to Du’at: Lvl 5. You can spend five points of vitae pierce the heart of a creature with less than 100 hit points for a moment with a single touch, causing them to lose all their hit points immediately. Kindred affected will go into torpor immediately.
Revelations of Midgard[edit]
- Bestowment of Scales: Whenever a creature blood bonded to you takes non-radiant damage you can sense it and can choose to take the damage instead. The damaged area of the creature is rapidly healed by being replaced with hard scales.
- Jörmungandr’s Suffering: As a bonus action, whenever you take non-radiant damage you can transfer the damage to a creature Bloodbonded to you as psychic damage. The target creature will receive scales in the location where you were hit.
- Swallow the Tail: You gain the ability to passively draw fresh blood from the surrounding area to restore your vitae. Any spilt blood in the environment that isn’t dry will enter your mouth. Any creatures that are bleeding or have open wounds will be fed on but not paralyzed.
- Cycle of the Midgard Serpent: When a bloodbonded creature consumes your blood you can choose to grant them the ability to use all the standard and advanced lvl1 discipline features (that aren’t Blood Sorcery) you know for 24 hours.
- Form of Apep:
Snake Inside[edit]
- First Taste:
- Forbidden Fruit:
- Serpentine Whispers:
- Greater Need:
- Temperance:
Soul of the Serpent[edit]
- Serpent’s Sense:
- Scaleskin:
- Curse of Venom:
- Touch of Typhon:
- Form of the Hydra:
Ushabti[edit]
- Laborer:
- Servitor:
- Guard:
- Overseer:
- Sophant:
Lash of Xipe Totec[edit]
Requires Tlacique.
Rituals[edit]
Akhu rituals must be done at a blasphemy altar.
- Milk of Set:
- Typhon’s Brew:
Bardo[edit]
Used by: Osirisan
The Signature discipline of the Children of Osiris, Bardo is not a natural power of the blood granted by bloodline alone. Bardo is learned through years of meditation and practice. Bardo is the suppression and denial of the Beast, embracing their humanity and rejecting the curse of vampirism.
Standard Features[edit]
- Restore Humanitas: So long as you have not killed or harmed an innocent humanoid creature in the past week, you have advantage on all Humanity checks. If you didn’t already, you have proficiency with Humanity.
- Sigil of Thoth: As an action you can spend two points of vitae to attempt to interrupt a creature in the process of using a discipline (including blood magic spells). The target must make a discipline check, the unmodified roll is the DC is for your Bardo check. If you pass your Bardo check the target’s discipline feature fails. You must have at least one free hand to use this.
- Gift of Apis: No matter your blood potency, you can now feed from animals and blood containers as if you had low blood potency.
Lvl 1 Advanced Features[edit]
Practicing Bardo at this level requires true spiritual rejection of undeath, truly believing that your mortal self is dead. Bardo practicioners gain add 1 to your WIS score.
- Pillar of Osiris: You can select a location to be your “Temple”. Any Bardo users in this space have advantage on all saving throws, discipline skill checks, and have advantage on all humanity checks within the temple. You can only have one temple active at a time, and it must be the size of a single room. Any kindred who do not know Bardo attempting to enter this area must make a Humanity check or take 2d8 radiant damage.
- Paradox: You can confuse and attack the beast of a kindred directly. As an action you can make a Bardo check to attack the mind of a kindred within a 20ft circle radius. If you fail the check you lose 2 vitae, if you pass the target must make a humanity check or be dealt 2d8 psychic damage plus your Wisdom and Intelligence modifier and become charmed.
- Khonsu’s Light: Moonlight is reflected sunlight, and the Osirisans can harness it with their Bardo. At night, you can spend two points of vitae make a Bardo check to concentrate moonlight into a projectile. If you fail the check you take 2d8 radiant damage. If you pass, you must pick a target to fire the projectile or let it continue to accumulate, adding a +2 modifier for every turn left to accumulate with a cap at 25. While letting the projectile accumulate both your hands are busy maintaining the ball, and you cannot make any attacks until the projectile is fired. The projectile does 2d8 radiant damage + your Wisdom modifier + the accumulation modifier.
Lvl 2 Advanced Features[edit]
Bardo Practitioners at this level truly believe in their humanity and have suppressed their beast thoroughly. So long as you have not murdered or harmed any innocent humanoid creatures in the past week you physically cannot frenzy unless you have no vitae at all.
- Boon of Anubis: You can protect a mortal from the embrace. Target a humanoid creature and spend five points of vitae make a Bardo check on them. If you fail spend a point of vitae, but you can try the roll again without having to spend the five points of vitae again. You must succeed the roll three times in a row without being interrupted (both you and target must stay still for the entire duration.
- Sigil of Thorns: You can inscribe a protective Sigil onto a small object. To do this you need to make a Bardo check and spend three points of vitae. If you are wearing an inscribed object or have it within 3ft of you, whenever you take damage you can make a Bardo check to deal inflict 2d10 radiant damage onto the one who damaged you. This damage increases by 1d10 for every lvl3 discipline known.
- Karmic Boon: If you are above your hunger threshold you can add your Humanity proficiency bonus to saving throws. You can also add your Humanity proficiency bonus to attack rolls against humanoid creatures.
Lvl 3 Advanced Features[edit]
The near pinnacle of Bardo mastery. Practitioners at this level have mastered control their vampiric nature, living in a mysterious state of consciousness between life and death. These kindred are often disconnected from the physical world, wise masters willing to guide others along the path. Add 1 to your WIS and INT scores.
- Mummification: Once per long rest you can force a kindred into prolonged torpor. The target must be paralyzed or unconscious, ritually bound in strips of fabric, and your Restore Humanitas must be active. You must make contest between your arcana (plus Humanity proficiency bonus) vs one discipline skill of the target’s choice. If you win, the target enters torpor. If the target wins, he does not enter torpor and you must spend a point of vitae. The target can also attempt to shake the spell free once per century, with a a DC 15 constitution saving throw. Ghouls can also be mummified, but they get no chance to escape.
- Bring Forth the Dawn: As an action you can target any kindred within 20ft and make a Bardi check to make them unconscious for an hour, if you fail you spend two points of vitae.
- Ra’s Blessing: Once per long rest you can spend 10 vitae to no longer take damage from the sun for an hour, you can spend another three points of vitae to remain for another hour. Your “Restore Humanitas” must be active or the effect will immediately end.
Lvl 4 Advanced Features[edit]
- Rebirth: You can spend ten vitae to make a Bardo check to try and resurrect a vampire from final death. Requires the ashes of the dead vampire. The DC is equal to 10 + how many centuries the vampire has been dead. If you fail the vampire is resurrected as a hostile wight.
Celerity[edit]
Used by: Brujah, Toreador, Banu Haqim, City Gangrel, Nictuku
Standard Features[edit]
- Cat’s Grace: You gain perfect balance. You now automatically pass all reasonably possible checks for acrobatics while above your hunger threshold. You can make a Rouse check to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Rapid Reflexes: You can make a Rouse check to take the Dodge action as a bonus action on your turn.
- Fleetness: You can make a rouse check to add your proficiency modifier to a dexterity check, if you already added your proficiency bonus add it again.
Lvl 1 Advanced Features[edit]
Upon reaching this level increase your base walking speed by 5ft and increase your dexterity score by 2.
- Blink: You gain the ability to cross large distances quickly through short bursts of speed. When you move on your turn in combat, you can make a Rouse check to double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
- Traversal: You gain the ability to walk up walls and walk on water or any other similar substance (molten lava, quicksand, etc). doing so however still requires you to make a skill check to succeed.
- Lightning Strikes: You can now attack twice, instead of once, whenever you take the Attack action on your turn. You can make a rouse check to get another additional attack, the DC of the rouse increasing by 2 for each successive attack.
- Flawless Parry: When another creature damages you with a melee attack or a projectile (bullet, arrow, etc.), you can use your reaction and make a Rouse check to reduce the damage by your proficiency modifier + your Dexterity modifier.
- Draught of Elegance: Your vitae is infused with inherent power. When a creature consumes your blood they gain +4 to dexterity for an hour, increase this bonus by two for each additional level of features you reach in Celerity. Your dexterity blood surges provide +2 instead of 1.
- Scalpel Tongue: Requires Presence Lvl 1. You can think on your feet faster, allowing you to always know what to say. You can make a Rouse check to add your dexterity modifier to charisma checks.
- Rapid Reading: Requires Auspex Lvl 1. You can read any text in seconds, allowing you to speed read entire books in one turn.
Lvl 2 Advanced Features[edit]
- Quickness: You gain an additional action at the end of your turn. You can now spend 2 points of vitae to get another action, with each successive action costing an additional point.
- Shutter-Step: Requires Blink. You can temporarily move so fast you defy human perception. Add another +5 to your walking speed while using blink (negated by Auspex and True Sight), you have advantage on stealth checks while using blink. If another creature damages you while you are using Blink, you can make a dexterity check, and on success make a rouse check to not take any damage.
- Flower of Death: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and melee weapons. When you use the Attack action on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
- Split Second: Once per long rest at the start of the turn order you can make a Rouse check to give yourself an extra turn and put this extra turn first in the turn order. In extra turn time is slowed to a crawl and you can do anything that would normally take you 5 seconds (one turn) in a split second. Only creatures with Auspex or similar abilities will be able to roll to perceive your actions in split second time. After the extra turn ends you no longer have an extra turn in the turn order.
- Blurred Momentum: You can now make a rouse check to apply your momentum to your attacks or projectiles. Apply your dexterity modifier to your attack and damage rolls with unarmed strikes, melee weapons, and thrown ranged weapons. If you attack after using Blink or the Dash action, add the DEX modifier twice.
- Unseen Storm: Requires Obfuscate Lvl 2.
- Slow-Motion: Requires Auspex Lvl 2.
Lvl 3 Advanced Features[edit]
- Bullet Train: Requires Momentum.
- Guardian Vigil:
- Iaido:
- Zephyr:
- Shadow Feint: Requires Obfuscate Lvl 2.
- Afterimage: Requires Unseen Storm and Obfuscate Lvl 2.
Lvl 4 Advanced Features[edit]
- Between the Ticks: Requires Brujah and Nictuku.
- Time out of Time: Requires Toreador.
- Blot: Requires Banu Haqim and City Gangrel.
Chimeristy[edit]
Used by: Ravnos and Nephilim
Standard Features[edit]
- Ignis Fatus:
- Fata Morgana: Requires Ignis Fatus.
- False Resonance:
Lvl 1 Advanced Features[edit]
- Apparition
- Permanency:
- Loaded Trap:
Lvl 2 Advanced Features[edit]
- Horrid Reality:
- Subtle Spy:
- Sensory Overload:
- Fatus Mastery:
Lvl 3 Advanced Features[edit]
- True Sophant:
- Mayaparisatya:
- Reversal:
Lvl 4 Advanced Features[edit]
- Truths of the Universe: Requires Ravnos.
- Divine Visions: Requires Nephilim.
Dark Thaumaturgy[edit]
Used by: Infernalists WIP
Common Features[edit]
- Fires of the Inferno:
- Taking of the Spirit:
- Rego Manes:
Path of Phobos[edit]
Path of Pain[edit]
Path of the Unspoken[edit]
Path of Pestilence[edit]
Regno Venalis[edit]
Video Nefas[edit]
Thranny of the Wyrm[edit]
Rituals[edit]
Daimonion[edit]
Used by: Baali
- Sense the Sin:
- Fear of the Void Below:
- Conflagration:
Lvl 1 Advanced Features[edit]
- Psychomachia:
- Condemnation:
- Concordance:
Lvl 2 Advanced Features[edit]
- Infernal Servitor:
- Re-Embrace:
- Andramelehc’s Wrath:
Lvl 3 Advanced Features[edit]
- Bring the Plague:
- Dark Advisor:
- Diabolic Lore:
Lvl 4 Advanced Features[edit]
- Herald of Hell:
Dementation[edit]
Used by: Malkavians
Standard Features[edit]
- Incubus Passion:
- The Haunting:
- Eye of Chaos:
Lvl 1 Advanced Features[edit]
Dur-an-Ki[edit]
Awakening of the Steel[edit]
Hunter’s Wilds[edit]
Covenant of Nergal[edit]
Evil Eye[edit]
Music of the Spheres[edit]
Echoes of Divine Wrath[edit]
Whispers of the Heavens[edit]
Blessings of the Great Dark Mother[edit]
Keeper’s Way[edit]
Dominate[edit]
Used by: Giovanni, Lasombra, Tremere, Ventrue, Nagaraja, Kiyasid, Old Clan Tzimisce, Xi Dundu
Dominate is often used as a skill check more than most disciplines. Most features provide new ways to use the dominate skill. The DC of the Dominate check is often determined by the mental fortitude of the target (WIS). Using dominate on another creature requires you to make eye contact and state your demands in an volume and language the target can understand clearly. Dominate is at a severe disadvantage when used against vampires of lower generation than the user and cannot be used for self-destructive commands and commands that go against their Nature/Alignment will have a higher DC. Orders given through Dominate override whatever orders were given by a different kindred’s dominate unless those orders are delayed or triggered. When Dominate is used against PCs they make a Wisdom saving throw to resist it. When Dominate fails against a target you cannot attempt to use Dominate on that target until your next long rest.
Creatures under the effect of Dominate are generally mindless servants whose instincts and personality are overrided by the commands until they are completed or they realize they cannot complete the task. Those with stronger wills or resistance to Dominate can retain some of their faculties and try to circumnavigate or work around the demands of the kindred while still fulfilling them. When a command is completed the target creature will remember everything they did including the kindred using Dominate on them, this is circumvented with the “Rationalization” feature.
Standard Features[edit]
- Cloud Memory: You can use the Dominate skill against others to make creatures forget events or details from the last few minutes. Affected targets can remember these events through an insight check if they feel the need to question their gap in memory, the amount of information recollected can vary.
- Command: You can use the Dominate skill to issue simple one sentence orders. What is acceptably simple and short enough is up to the DM. Using command on an unsuspecting or off-guard mortal creature does not require a Dominate check unless it goes against their Nature/Alignment.
- Domitor’s Favor: The DC for blood bonded creatures to act against you is increased by 2.
Lvl 1 Advanced Features[edit]
- Mesmerize: You can now use the Dominate skill to issue longer and more complicated orders. These usually have a higher DC (easier saving throw for PCs) to use depending on the length and complexity.
- Submerged Directive: You can use the Dominate skill to implant delayed or triggered commands into a target. Simply state you are using Submerged Directive and specify if it is a delayed or triggered command. Triggered commands are trigged via a specific word, phrase, sound, image, or any other stimuli that the kindred can say or show during the use of dominate. Delayed commands will automatically trigger after a certain amount of time. Creatures under the effects of delayed or triggered commands will act normally until the command is activated and will not feel compelled by the kindred who have the order.
- Loyalty: If another kindred tries using Dominate on a creature under the effects of your dominate in a way that conflicts with your orders the DC will be much higher than normal.
Lvl 2 Advanced Features[edit]
- Chain the Psyche: When a creature affected by your Dominate will take 2d6 psychic damage + your proficiency modifier + your charisma modifier whenever they try to circumvent your commands, break commands made through “Fealty”, and/or remember memories erased or alter. This can be a risky choice however, as experienced kindred will recognize “Chain the Psyche” as a sure sign Dominate has been used in some way.
- The Forgetful Mind: You can use Dominate to rewrite and alter the memories of a target creature. The true memories can be remembered but are more difficult and most unaware of Dominate’s effects are less likely to question memories forged by this feature.
- Rationalize: Creatures under the effect of “Compel” or “Mesmerize” will no longer know they were compelled to follow orders and instead will rationalize and create false memories to justify and explain why they did what they did. Creatures can make insight checks to question these rationalized thoughts and realize they were compelled in some way, but doing so will cause them to take damage if you have “Chain the Psyche”.
- Fealty: You can make a special kind of command called an Oath. You must make a creature verbally agree to fufill a task or obligation, not break a certain rule, or any other promise you can think of. The creature agreeing must not be Dominated, forced, or otherwise coerced into agreement. They can however be deceived or persuaded into Fealty, and do not have to know of what Fealty is or what it entails to agree to an oath. Once in an oath, the creature will retain all of their faculties but will be subconsciously compelled to follow the terms of the oath. Doing something that goes against or violated the oath requires a DC 16 wisdom saving throw. The oath must be renewed through the target agreeing again or the DC will decrease by 1 per every day the Oath is not renewed. If the DC becomes 0 the oath is automatically removed. A creature blood-bonded to you does not need to have their oath renewed, and it will stay at 16 until the blood-bond is broken.
Lvl 3 Advanced Features[edit]
- Spectral Authority: You no longer need to make eye contact to dominate creatures. Can be dominated through just hearing your voice, even through recordings. Using advanced features like Fealty, Forgetful Mind, or Terminal Decree” through Spectral Authority is harder than normal.
- Mass Manipulation: You can now use Dominate on multiple people at once.
- Terminal Decree: You can now use Dominate to make self-destructive orders but they have higher DC, and orders that go against a creature’s nature are easier than normal but still slightly harder.
- Tabula Rasa: You can wipe a creatures memory clean with the exception of learned skills and discipline features. Creatures under this effect can remember bits and peices of memories erased through insight.
- Posession: You can fully take control of a creatures’s body, moving them around like a puppet. To do this make a Dominate check. If you fail spend two points of vitae, failing at this stage does not count as the target resisting dominate and you can try again. If you succeed the target must make a wisdom saving throw or become possessed. While possessed you maintain control of your body while also manipulating the target creature. The creature is aware of everything that happens during the possession, but if you have “Rationalize” they will rationalize and brush off the event as their doing. Possession only means you have complete control over a creatures actions, they cannot skills or disciplines you have or have their stats altered in any way. Every five minutes you must either spend 1d4 vitae or make a charisma saving throw to maintain the possession. Possession cannot be done through Subliminal Message or Spectral Authority.
- Subliminal Message: You can Dominate creature through writing or text. These commands are usually easier to resist than those given through Spectral Authority or eye contact.
Lvl 4 Advanced Features[edit]
- Chain of Command: Requires Ventrue or Lasombra. If you give a command that cannot be fulfilled by the target, instead of ending the dominated creature will pass the directive along to another creature they believe can do it themselves or help them complete the task. If you have “Mass Manipulation” the creature dominated will remain dominated after dominating the additional creature. Orders passed along through this feature will be as if they were given by you, so effects like “Chain the Psyche” and “Rationalization” still apply.
- String of the Marrionette: Requires Tremere or Old Clan Tzimisce, “Spectral Authority”, and “Telepathy”. You can still dominate targets while staked or in torpor through telepathy. You can now use telepathy while paralyzed or unconscious.
- Ancestral Domain: Requires Giovanni or Nagaraja and “Fealty”. Any creatures embraced or blood bonded to automatically become bound to three oaths of your choosing immediately being embraced or blood-bonded. Creatures already blood-bonded do not retroactively become bound to the oaths until the blood-bond is renewed.
Fortitude[edit]
Used By: Gangrel, Hecata, Saulubri Healer & Warrior, Ventrue, Blood Brothers, Daughters of Cacophony, Gargoyles, Harbingers of Skulls, Impulundu, Ishtarri, Kinyoni' Fortitude is a treasured and highly valued discipline, it provides protection from physical and mental harm. It wards off supernatural coercion from disciplines like Dominate and Presence and can even protect from fire and sunlight at its higher levels.
It’s symbolic of both kindred’s arrogant confidence in their own invincibility and their desperation to survive. Gangrel tend to use fortitude to adapt to harsher environments and enhance their familiars, while Ventrue are known to harness the fortitude for its mental advantages in order to stay ahead in politics against other Ventrue. Hecata inherited Fortitude through the Cappadocians, who used “Vitae Reserve” to fuel their necromantic experiments. The Salubri long made use of fortitude to protect from those who hunted them, inventing the “Martyr” technique to support their coteries and enhance their roles as supportive healers.
Standard Feature[edit]
- Resilience: When you take this feature, you get to add your hit die to your health pool a second time. Add your proficiency modifier to constitution checks.
- Unswayable Mind: When above your hunger threshold, you gain advantage on saving throws forced by attacks to your psyche. Ex: “Mesmerize”, “Psychic Assault”, etc. Add your proficiency bonus to wisdom saving throws against mind manipulating effects regardless of hunger.
- Toughness: When you finish a long rest you can choose three damage types other than radiant or fire damage to become resistant to. Your resistances are removed at the end of your long rest before they are replaced.
Lvl 1 Advanced Features[edit]
At this level of fortitude your physical form has become more resilient to damage, increasing your AC by your constitution modifier.
- Vitae Reserve: You gain a reserve of ten extra vitae points. This vitae does not count as unspent vitae and cannot be used as a result, but you can move it from your reserve into your vitae pool at will. You can do this in combat as a bonus action. You can move as much vitae to or from your reserve as you want. If you are being fed on, your Vitae reserve won’t be drank until your main pool is spent.
- Defy Bane: You can spend two points of vitae to regain 2d4 hit points + your Constitution score. When you take this feature, add your hit die to your health pool a second time.
- Sensory Shield: You can make a Fortitude check to reroll a saving throw, if you fail the skill check you will lose 1d4 vitae and will fail the saving throw.
- Fortify the Inner Facade: Any creature attempting to use attacks to your psyche must make an intelligence saving throw or the action will have no effect. This will lose effect after resisting an effect ten times this feature is inactive until the end of your next long rest. The casting ability for this feature is Constitution.
- Draught of Endurance: Your vitae is infused with inherent resilience. When a creature consumes your blood they gain +4 to constitution for an hour, increase this bonus by two for each additional level of features you reach in Fortitude. Your constitution blood surges add +2 per vitae instead of +1.
- Obdurate: Requires Potence Lvl 1. You have advantage on saving throws resisting going prone. You can take a fourth resistance from “Toughness”. When you take this feature, add your hit die to your health pool a second time.
Lvl 2 Advanced Features[edit]
Kindred at this level are known for their stubborn and unyielding natures. Manipulating or persuading these kindred is often very difficult. Increase your WIS and CON by 1.
- Knights Bane: Your AC increases by your proficiency bonus while your above your hunger threshold.
- Martyr: You can choose a blood-bonded creature (including vinculum) to take damage for. Whenever that creature is damaged you can make a Fortitude check to take that damage for them, with the DC depending on how high the damage is. You can Martyr up to ten people at once. This also applies to conditions. You can also choose blood-bonded creatures to take damage for you, and you will make a Fortitude check to apply the damage to them and not yourself.
- Curse the Laurel: You move your heart out of the way of stakes attempting to pierce it. Staking you now requires a critical hit to succeed or it will miss your heart.
- Archonemic: Your vitae reserve increases to 20. Whenever you have more than 10 vitae in your reserve you gain a +1 to all attributes and your corpselike appearance is concealed.
Lvl 3 Advanced Features[edit]
Some kindred at this level are full of arrogance and pride, convinced of their own invincibility. While others are known for their stagnancy and refusal to accept change, often stoic and statuesque in their ways. Increase your constitution by 1.
- Blood Bank: Requires “Martyr”. Your vitae reserve’s capacity increases by five. Any creatures you are blood bonded to or are blood bonded to you to can pull from your vitae reserve, either giving their vitae to it or taking vitae from it. You can deny and accept withdrawals and deposits from anywhere at any time even while unconscious or otherwise incapacitated.
- Marble Flesh: Once per long rest you can spend five vitae to become immune to all damage except radiant for ten seconds.
- Conquer the Daylight: Requires Marble Flesh. Marble Flesh lasts 20 seconds now. You can spend two points of vitae to extend your “Marble Flesh” by 5 seconds when the effect ends. You cannot extend your Marble Flesh with vitae from your reserve or taken from your reserve in the same turn. Once per long rest you can use this feature by itself to become immune to radiant damage for a minute.
Lvl 4 Advanced Features[edit]
- Promethean Defense: Requires Gangrel. You can harness of all of your fortitude in a single spot in response to an attack. All attack rolls made against you that don’t have advantage always have disadvantage. This feature does not apply while incapacitated.
- One With Death: Requires Hecata and Necromancy lvl 2. Once per long rest if you go into torpor as a result of damage, you can get back up with 1HP at any point during your torpor.
- Penitent’s Riposte: Requires Salubri and Valeren lvl 2.
- Rescue Beacon: Requires Ventrue and Presence lvl 2. Once per long rest if you are staked or damaged into torpor all creatures blood bonded to you will be alerted and able to sense your location from anywhere for the next five hours.
- WIP: Requires Gargoyle.
- WIP: Requires Harbinger of Skulls.
- WIP: Requires Impulundu.
- WIP: Requires Ishtarri.
- WIP: Requires Kinyoni.
Koldunic Sorcery[edit]
Melpominee[edit]
Mytherceria[edit]
Necromancy[edit]
Obeah[edit]
Obfuscate[edit]
Obfuscate is a discipline used for stealth and concealment. It’s most WIP. Most obfuscate features cannot be detected by most mortals unless otherwise specified. Animals, children, and those with supernatural detection can use Perception or their Numina skills to detect obfuscate users. Most creatures who don’t perceive Obfuscate users are subconsciously inclined to ignore or avoid things under the effect of Obfuscate, sometimes getting feelings of paranoia or even stepping out of the way of kindred using Obfuscate to avoid touching them.
Standard Features[edit]
- Cloak of Shadows: So long as you are not being directly looked at, silent, still, and under some degree of cover (behind a lamppost, in the dark, in a a bush, doorframe, or alley) you can become Invisible until you move, make an action, are observed through supernatural means, touched, or are attacked. Cloaking does not actually make you invisible, instead tricking the mind into believing you are invisible, because of this when using this feature or other features that induce invisibility you can be detected and picked up by recordings like security cameras or live feed.
- Silence of Death: You can make a Rouse check to not make any noise while you do something, giving you advantage on Stealth checks and other applicable checks or saving throws and giving disadvantage on those trying to detect you. Any sounds you hide with this feature can still be recorded or captured through devices.
- Unseen Presence: Requires “Cloak of Shadows”. While you are cloaked you can move without becoming visible. Children, animal, or anyone with “Heightened Senses” or other forms of supernatural detection can detect you without disadvantage while you are moving. You no longer need cover to cloak, but cloaking without cover makes it easier for you to be detected by those that can.
Lvl 1 Advanced Features[edit]
- Minor Conceal: You can make a small object you are holding invisible. The object will stop being invisible the moment it is dropped or detected by another creature.
- Mask of a Thousand Faces: You can make a Rouse check to take on the appearance and voice of a generic and mundane person. This is simply an illusion, so if anything touches your face the illusion is dropped. If the illusion drops you can make an INT saving throw to maintain the illusion, with the DC depending on how the illusion was broken. This is most often used to negate the bane of the Nosferatu.
- Ghost in the Machine: Your obfuscate can no longer be detected by cameras or any other devices. Video recordings will not show you as invisible, but instead incredibly corrupted and blurred and recordings of noises you make will be distorted and garbled.
- Scrawl: You can choose to infuse your writing with obfuscate, making it incomprehensible to those except for the intended recipients.
- Ventriloquism: Requires Lvl 1 Auspex. You can make a Rouse check to throw your voice while talking to make it so that you appear silent to anyone but the target creature, hiding your words from unwanted listeners. Can only be used on people you can see and can hear you.
- Mask of Isolation: Requires Lvl 1 Dominate and “Mask of a Thousand Faces”. You can make a Rouse check to force “Mask of a Thousand Faces” on another humanoid creature. If the target creature is not willing it must make a WIS saving throw or take on the appearance and voice of a generic and mundane person.
- Devil’s Mask: Requires Lvl 1 Animalism. You can make a Rouse check to hide your beast from other creatures for an hour. Those reading your Aura will have a harder time seeing if you are a vampire or not. Features that cause you to take a compulsion or go into a frenzy will instead just make you spend a point of vitae and end the effect of this feature.
- Draught of Shadows: Your vitae is infused with melancholic power. When a creature consumes your blood they become invisible for 20 seconds and their dexterity increased by +2 for 5 minutes, the dexterity bonus increases by 2 for each subsequent level in Obfuscate. Once per long or short rest you get three free blood surges.
Lvl 2 Advanced Features[edit]
- Conceal: Requires “Minor Conceal”. You can now make a rouse check to conceal medium and large objects, up to objects the size of an entire house. You must first touch the object to conceal it. The illusion will remain for as long as you are touching the object, once you stop touching the object it will remain concealed for only five minutes afterwards. The illusion is immediately dropped if the object is touched by anything other than you.
- Vanish: You can now make a rouse check to cloak while being observed. Mortal creatures who witness you vanish will have foggy and distorted memories of exact appearance of you.
- Diastasis: Requires “Vanish” and “Unseen Passage”. You can now make a Rouse check to leave behind an illusory afterimage of yourself when you cloak to make it appear as if you were still there. The afterimage is a stationary image that looks identical to how you appeared right before you cloaked. If the afterimage is touched in any way the illusion immediately drops.
- Aura of Ennui: Requires Lvl 1 Presence.
- Nullify Malice: Requires Lvl 2 Presence.
- Mind Masque: Requires Lvl 2 Dominate.
Lvl 3 Advanced Features[edit]
- Cloak the Gathering: When you cloak you can make a Rouse check to add up to six people to your cloak, making them invisible as well. The creatures selected must be willing. If anyone under your cloak reveals themselves everyone’s cloak is broken.
- Imposter’s Guise: Requires “Mask of a Thousand Faces”. You can make specific changes to your appearance with “Mask of a Thousand Faces”. Smaller changes will have a lower DC while more drastic changes like your voice, height, or clothes will have a higher DC. If you have a detailed photo or video of a person you want to imitate you can have an easier time using this feature.
- Mind Maze: Confuse and
Lvl 4 Advanced Features[edit]
- Obscure God’s Creation: Requires Banu Haqim.
- Memories Fading Glimpse: Requires Nosferatu.
- Create Name: Requires Setite.
- Visit Faerieland: Requires Malkavian.
- Curse of Sheol: Require Baali.
- Hidden Plague: Requires Samedi.
- Mosquito’s Thirst: Requires City Gangrel.
Obtenetration[edit]
Ogham[edit]
Used by: Lhiannan
Standard Features[edit]
- Consecration of Esus:
- Crimson Woad:
- Mhallacht of the Cyoeraeth:
Lvl 1 Advanced Features[edit]
- Moon & Sun:
- Woad of Taranis:
- Drink Dry the Earth:
Lvl 2 Advanced Features[edit]
- Thirst of Donn:
Lvl 3 Advanced Features[edit]
Lvl 4 Advanced Features[edit]
- Inscribe the Forgotten Name: Requires Lhiannan.
Potence[edit]
Used By: Lasombra, Nosferatu, Brujah, Giovanni, Blood Brothers, Gargoyle, Guruhi, Osebo, True Brujah, Warrior Setites, Xi Dundu
Standard Features[edit]
- Lethal Body: You now roll a d8 in place of regular damage when using unarmed strikes and you add your strength modifier to improvised weapons. For each level of Advanced Features you enter, you gain an additional d8.
- Soaring Leap: You can spend two points of vitae to triple the height of your next jump. You can reduce falling by 5 * how many points of unspent vitae you have.
- Prowess: You gain an additional +2 to strength. While above your hunger threshold, you have advantage on all athletics checks and strength saving throws.
Lvl 1 Advanced Features[edit]
- Brutal Feed: You gain 1d8 vitae while feeding, and the DC of taking exhaustion while being fed on starts at 10 and increases by two every turn the target is still being fed
- Uncanny Grip: Your grip allows you to create your own handholds while climbing, allowing you to scale walls. You now have a climbing speed of 45ft, if you already had a natural climbing speed add 25ft to it. Climbing no longer costs an extra ft m, except on difficult terrain.
- Unyielding Strength: When making a constitution saving throw, you can choose to make a strength saving throw instead. If you fail the saving throw you lose three vitae.
- Spark of Rage: Requires Presence Lvl 1.
Lvl 2 Advanced Features[edit]
- Draught of Might: Your vitae is infused with inherent power. When a creature consumes your blood they gain +4 to strength for an hour, increase this bonus by two for each additional level of features you reach in Potence. Your strength blood surges add +2 per vitae instead of +1.
- Aftershock: Twice per long rest you can make a Potence check to temporarily dispel any the effects of any conditions, diseases, compulsions, debuffs, etc. This lasts for one minute, and the duration of these effects is paused as if no time had passed. When the minute ends all negative effects will return and you will have to make a constitution saving throw or spend 1d4 vitae.
- Flick: You can spend five points of a vitae when making a successful unarmed strike or melee attack to make the target of the attack make a dexterity saving throw. If they fail the saving throw they are knocked prone. You can choose to try and launch the target backwards with your attack (this is done after the target has failed the saving throw) by making choosing a distance and making a Potence check. If you fail the check you spend an amount of vitae depending on how far you were trying to launch the target. The casting ability for this spell is Strength.
- Crash Down: When you land from using “Soaring Leap” you deal 1d8 + your Strength modifier bludgeoning damage to any creatures in a 20ft circle radius. Per 5ft closer to the center of the circle add another +10 modifier to the damage. Any creatures in a 10ft radius around the landing spot must make a dexterity saving throw or be knocked prone. The 10ft circle radius around the landing spot becomes difficult terrain. The casting ability for this feature is Strength.
Lvl 3 Advanced Features[edit]
The base damage of your unarmed strikes is now 2d8.
- Fist of Caine: The reach of your unarmed strikes is increased by 10ft. You can now spend 1d4 to change the attack dice on unarmed strikes to d12s for thirty seconds.
- Earthshock: As an action you can make a Potence check to strike the earth beneath you and create a powerful shockwave, if you fail you spend 2d4 vitae. Each creature in a 15-foot cube originating from you must make a Constitution saving. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by this features effect, and the spell emits a thunderous boom audible out to 300 feet. The casting ability for this feature is Strength.
- Puissance: When you make a critical hit, the target of that exit must make a strength saving throw or be knocked prone. Additionaly, if you fail a Potence check (with the exception of Rouse Checks) you can spend two points of vitae to reroll the check, this can be done up to three times.
Lvl 4 Advanced Features[edit]
- Dark Steel: Requires Lasombra and Lvl 1 Obtenebration.
- Forbidden Zone: Requires Nosferatu.
- Might of Heroes: Requires Brujah.
- Touch of Death: Requires Giovanni.
- Blood Well: Requires Blood Brother.
- I Am The Keystone: Requires Gargoyle.
- Inspire Greatness: Requires Guruhi.
- Shadow of Apep: Requires Warrior Setite and Lvl 2 Serpentis.
Presence[edit]
Used by: Brujah, Setites, Toreador, Ventrue, Baali, Telyavelic Tremere, Daughters of Cacophony WIP
Standard Features[edit]
- Awe:
- Daunt:
- Lingering Kiss: Requires Awe.
- Dread Gaze: Requires Daunt.
Lv1 Advanced Features[edit]
- Entrancement:
- Summon:
- Passion:
- Sticks & Stones:
- Magnum Opus: Requires Lvl 2 Auspex.
- True Love’s Face: Requires Lvl 2 Obfuscate.
Lv2 Advanced Features[edit]
- 'Protective Aura:’
- Phobia:
- Star Magnetism:
- Intense Emotion:
- Kingmaker:
Lv3 Advanced Features[edit]
- Numb the Mind:
- Ungodly Presence:
- Majesty:
Lv4 Advanced Features[edit]
- Fires of Rebellion: Requires Brujah.
- Perfect Paragon: Requires Setite.
- King in Yellow: Requires Toreador.
- Pulse of the City: Requires Ventrue.
- Doom’s Trumpets: Requires Baali.
- Swan Song: Requires Daughter’s of Cacophony.
Protean[edit]
Used by: Gangrel, Anda, Ahrimanes
WIP
Standard Features[edit]
- Eyes of the Beast: You can activate and deactivate this feature to gain 60ft of Darkvision whenever you want. When this feature is active your eyes glow red, giving you disadvantage on persuasion checks.
- Weight of the Feather: You can spend a point of vitae to become almost weightless, slowing falls and avoiding pressure sensors for the duration. This lasts for a minute maximum but can canceled at any moment. Your strength is halved during the duration as well.
- Feral Weapons: You can spend a point of vitae to create natural weapons from your body, giving you advantage on applicable attack rolls and the ability to add your protean proficiency bonus to your applicable damage roll. Weapons can include fangs, horns, talons, claws, antlers, etc. These weapons only apply to unarmed strikes or improvised attacks in the case of horns or antlers. You can only have one active at a time. These natural weapons won’t leave until you manually recall them.
Lvl 1 Advanced Features[edit]
- Adaptation: Twice per long rest you can make a protean check to gain a natural adaptation with a DC depending on the scale of the adaptation. If you fail you spend two points of vitae and gain a backfire instead for the duration of the adaptation, failures do not count as a use per long rest. You can only learn one adaptation per level. When you first take this feature learn two adaptations, and every time you take a feature in any discipline take a new adaptation. This is the list of possible adaptations. When your adaptation ends you can spend 1d4 vitae to extend the adaptation by resetting the duration time. Adaptations cannot be recalled like natural weapons.
- Phoecidaean Webbing: When you activate this adaptation you create webbing between your fingers for ten minutes, increasing your swim speed by 30ft. On backfire, your fingers meld together, making it impossible to grab or hold any objects for the duration of the adaptation.
- Protective Hide: Your skin turns into a thick hide, increasing your AC by your constitution modifier and giving you resistance to cold and slashing damage for five minutes. On backfire, your skin becomes visibly deformed and scarred, dealing 2d8 bludgeoning damage.
- Warm Blooded: Artificially warm your blood, causing your body to give off body temperature again and no longer feel cold to the touch for ten minutes. On backfire, you spend a point of vitae and bleed out of your eyes for the duration of the adaptation.
- Dislocated Form: You can dislocate your joints to contort your body in impossible ways for five minutes. You can fit in small spaces, you can add your dexterity modifier to dodge actions, and you can contort yourself to run like an animal, adding an additional 15ft to your dash action. On backfire, you fail to control your dislocated joints and become paralyzed for the duration of the adaptation.
- Venom: For five minutes, whenever you bite a creature if they are not immune to poison they must make a constitution saving throw or become poisoned. Your bites also deal poison damage. On backfire your body violently rejects the artificial venom and you become poisoned for the duration of the adaptation.
- Enhanced Senses: You temporarily gain all the standard features of Auspex for three minutes. On backfire, become blind for the duration of the adaptation. This can only be done once per long rest instead of twice.
- Enhanced Reflexes: You temporarily gain all the standard features of Celerity for three minutes. On backfire, you gain disadvantage on dexterity saving throws and skill checks on dexterity skills. This can only be done once per long rest instead of twice.
- Aesthetic Shift: This adaptation can last as activated and deactivated at will and used five times per long rest. You can adopt an aesthetic but otherwise vestigial or aesthetic element of an animal. On backfire you take 2d6 bludgeoning damage as your body rejects the changes.
- Loki’s Gift: You can assume the form of any creature you have consumed the blood of. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - if your new form has more hit points than your current one, your hit points remain at their current value.
- Smoke & Mirrors: The first step in unlocking the mist form, you can turn sections of your body into mist at will. Whenever you dodge your AC increases by your proficiency bonus. You can also use this ability to move a single limb through a thin surface (for example, reaching your hand through a door to open it from the other side).
Lvl 2 Advanced Features[edit]
- Turnabout: Requires Earth Meld. You gain 30ft of burrow speed. Burrowing is done through earth meld, allowing the user to not leave a tunnel behind while burrowing.
- Earth Meld: You can meld into the earth and become one with it. You cannot move while using Earth Meld (without “Turnabout”). You must melt into bare soil, fake tufts, wood, or any other substance will block the use of Earth Meld. Digging up the spot where Earth Meld is being used violently ejects them from the ground, knocking them prone.
- Infernal Swarm: Requires “Gift of Loki”. You can now transform into a swarm of small or tiny creatures that you have consumed the blood of. Equipment can not be worn or merged into the body while doing this, instead falling to the ground.
- Shape Mastery: If you identify a creature as using a feature or spell that changes their form, you can use your vitae to force them to return to their natural state.
Lvl 3 Advanced Features[edit]
- Mist Form:
- Draught of Phoenix Blood:
- Metamorphosis: You can no longer backfire on adaptations and can have two active at once. You can transform into any animal you have seen instead of just those you have consumed the blood of, but creatures transformed into form memory will have very noticeable anatomical mistakes. Humanoid creatures, plants, and constructs cannot be transformed into from memory.
Lvl 4 Advanced Features[edit]
- Mythic Form:
Quietus[edit]
Used by: Banu Haqim
Standard Features[edit]
- Blood Tempering:
- Blood Essence:
- Corrosive Vitae:
Lvl 1 Advanced Features[edit]
- Scorpion’s Touch: Requires Warrior.
- Ishtar’s Touch: Requires Vizier.
- Dagon’s Call: Requires Sorceror.
- Baal’s Caress:
Sadhana[edit]
Sanguinus[edit]
Serpentis[edit]
Used by: Setites
Standard Features[edit]
- Gaze of the Serpent:
- Enchanting Gaze:
- Tongue of the Asp:
Lvl 1 Advanced Features[edit]
- Typhonic Maw:
- Skin of the Added:
- Serpent’s Flesh:
- Draught of Corruption:
Lvl 2 Advanced Features[edit]
- Form of the Cobra:
- Typhonic Avatar:
- Heart of Darkness:
Lvl 3 Advanced Features[edit]
- Mother of Monsters:
- Aspect of the God:
- Ophidian Infeststion:
Lvl 4 Advanced Features[edit]
- Mask of Damnation: Requires Setite.
Sihr[edit]
Used by: Ashirra
Spiritus[edit]
Temporis[edit]
Standard Features[edit]
- Time Attunement: You have a perfect internal clock. You know the exact time always and can measure time down to the milisecond without any timers. You can detect any temporal distortions from Temporis or other time affecting abilities.
- Internal Recursion: You can make a Temporis check to cause a creature the repeat the same action over and over until interrupted. On success make a rouse check and the target must make a wisdom saving throw or all actions, bonus actions, reactions, etc made on that creatures last turn will be repeated indefinitely until interrupted (target walks into a wall, is touched by another creature or an object, physically unable to perform said action for whatever reason, etc.) Every turn of recursion the affected target can make a perception check to stop repeating their actions.
- Suspension: You can now suspend objects in frozen time, you can make a rouse check to halve the damage of attacks made against you with ranged weapons. You can also make an Temporis check to suspend an object in 5ft of you for 20 seconds. Objects suspended in frozen time can only be moved or damaged through a skill check with Temporis or other time manipulation Numina. Objects in frozen time do not age.
Lvl 1 Advanced Features[edit]
- Leaden Moment:
- Cowalker:
- Suspension:
Lvl 2 Advanced Features[edit]
- Clotho’s Gift:
- Insight:
- The World:
- Kiss of Lachesis:
- Rewind:
Lvl 3 Advanced Features[edit]
- Cheat the Fates:
- Greatest High:
- Clio’s Kiss
Lvl 4 Advanced Features[edit]
- Atropos's Hand:
- Made in Heaven:
Thaumaturgy[edit]
Thin-Blood Alchemy[edit]
Valeren[edit]
Vicissitude[edit]
Visceratika[edit]
Gifts[edit]
Available to: Werewolves and Fera.
Magic Spheres[edit]
Available to: Mages
Arcanoi[edit]
Available to: Wraiths
Edges[edit]
Available to: Imbued
Kuei-Jin Disciplines[edit]
Available to: Kuei-Jin
Fae Powers[edit]
Available to: Changeling
Hekau[edit]
Available to: Mummies
Lores[edit]
Available to: Demons
True Faith[edit]
Available to: All
Psi[edit]
Available to: All
Sorcery[edit]
Available to: All
Theurgy[edit]
Available to: All
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