Numina (5e WoD Supplement)

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WIP

Vampiric Disciplines[edit]

Available to: Vampires, Ghouls, and Revenants. Disciplines are split into Standard features and Advanced features. If your clan has a discipline by default, then if you have high blood potency you get all the standard features by default. If you have medium blood potency you learn all the standard features of one discipline and get only one for your other natural disciplines. Low blood potency gets you one in each of your natural disciplines. All kindred can use their level up to gain a new feature. 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. This can be used for uses for your discipline that may not be covered by features. You have proficiency in all discipline skills you know, and can spend one vitae to give yourself advantage on skill checks with your disciplines. Whenever you make a discipline check make a Constitution saving throw with a DC equal to the skill check, if you fail you spend one vitae when using the discipline slill. Alternatively, depending on what you doing with your discipline, the DM can require you use as much vitae as they see fit.

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 1 Vitae 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 features through your familiar as if they were using the ability. Ex: Using Potence 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. 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 with a DC of your wisdom score minus the target’s intelligence score. 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.
  • 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 an Animalism check with a DC of the target’s wisdom to cow a non-kindred humanoid you can see within range, if you fail the check you must spend two vitae. 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 thirty minutes. Cowed creatures who are charmed will 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 DC18 Wisdom saving throw. On success their frenzy will end.
  • 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 can gain 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 with a DC equal to your Charisma 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.
  • Stampede: You can now use Atavism on humanoids.
  • Crimson Fury: Your blood is harmful to kindred, when they feed from you they must pass a constitution saving throw with a DC equal to your strength 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.
  • 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 to take a constitution saving throw with a DC equal to your charisma or enter a Frenzy.

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 cigar 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.
  • Awaken the Beast Within: Requires Ahrimanes Bloodline and Spiritus Lvl 2.
  • 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.
  • Aura of Accursed Rage: Require Guruhi Bloodline and Presence Lvl 2.
  • Goddess Among Beasts: Requires Lhiannan Bloodline and Ogham Lvl 2.

Abombwe[edit]

Used by: Akunanse, Bonsam

WIP

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, 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 like Obeah “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 DC 8 saving throw or enter a frenzy. 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.

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 an Auspex check to get turn your roll into a critical hit, but if you fail the check you lose a point of vitae.

  • 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 with a DC equal to your wisdom score. 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.
  • 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.

  • 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 with a DC equal to your intelligence score 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.

Lvl 4 Advanced Features[edit]

  • Knowledge of the Dead: Requires Hecata. You can make an Auspex check to learn and gain all the memories of a corpse, the DC depending on how long the corpse has been dead. Failing the check makes you spend one point of vitae l. 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 with a DC equal to your Intelligence. If the target succeeds the throw this feature is not counted as used, instead going on a twenty minute cooldown. If the target fails the check they must make a DC 12 constitution saving throw or take 2d4 psychic damage at the start of each turn. This effect lasts for five hours.
  • Greater Empathy: Requires Salubri and Lvl 3 Valeren/Obeah.
  • Pulse of the Canillae: Requires Toreador or Tzimisce. You can meditate and make an Auspex 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]

Bardo[edit]

Used by: Osirisan

Standard Features[edit]

  • Restore Humanitas: So long as you have not killed a 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]

  • 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]

  • 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]

  • 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.

Blood Sorcery[edit]

Chimeristy[edit]

Daimonion[edit]

Dementation[edit]

Dominate[edit]

Used by: Giovanni, Lasombra, Tremere, Ventrue, Nagaraja, Kiyasid, Old Clan Tzimisce, Xi Dundu
WIP

Standard Features[edit]

  • Cloud Memory:
  • Command:
  • Domitor’s Favor:

Lvl 1 Advanced Features[edit]

  • Mesmerize:
  • Submerged Directive:
  • Loyalty:

Lvl 2 Advanced Features[edit]

  • Chain the Psyche:
  • The Forgetful Mind:
  • Rationalize:

Lvl 3 Advanced Features[edit]

  • Mass Manipulation:
  • Terminal Decree:
  • Tabula Rasa:

Lvl 4 Advanced Features[edit]

  • Posession: Requires Ventrue or Lasombra.
  • Ancestral Dominion: Requires Tremere or Old Clan Tzimisce.
  • String of the Marrionette: Requires Giovanni or Nagarajah.

Fortitude[edit]

Used By: Gangrel, Hecata, Saulubri Healer & Warrior, Ventrue, Blood Brothers, Daughters of Cacophony, Gargoyles, Harbingers of Skulls, Impulundu, Ishtarri, Kinyoni' WIP

Standard Abilities[edit]

  • Resilience: When you take this feature, you get to add your hit die to your health pool a second time.
  • Unswayable Mind: When above your hunger threshold, you gain advantage on saving throws forced by attacks to your psyche. Ex: “Mesmerize”, “Psychic Assault”, etc.
  • 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]

  • 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 with a DC equal to your constitution 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.
  • 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]

  • 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 condition.
  • 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]

  • Draught of Endurance: Whenever a creature drinks your blood they add half of your constitution score to theirs for an hour.
  • Blood Bank: Requires “Martyr”. Your vitae reserve’s capacity increases by five. Any creatures you are martyred to can pull from your vitae reserve, either giving their vitae to it or taking vitae from it.
  • Marble Flesh: Once per long rest you can spend ten vitae to become immune to all damage except radiant for ten seconds.
  • Conquer the Daylight: Requires Marble Flesh.

Lvl 4 Advanced Features[edit]

  • Arm of Prometheus: Requires Gangrel.
  • Blessed Resilence: Requires Hecata. You can continue to move and control severed body parts (hands, tails, heads, legs, arms, fingers, etc.). You can reattach these limbs instantly and attach severed limbs that aren’t your own onto your body. If this kindred is killed by sunlight, if a single body part remains they can enter torpor and regenerate their body from it slowly, taking as long as the torpor duration.
  • Martyr’s Resilience: Requires Salubri and Valeren lvl 2.
  • Rescue Beacon: Requires Ventrue and Presence lvl 2. 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 four hours.
  • WIP: Requires Gargoyle.
  • WIP: Requires Harbinger of Skulls.
  • WIP: Requires Impulundu.
  • WIP: Requires Ishtarri.
  • WIP: Requires Kinyoni.

Flight[edit]

Melpominee[edit]

Mytherceria[edit]

Necromancy[edit]

Nihilistics[edit]

Obeah[edit]

Obfuscate[edit]

Obtenetration[edit]

Ogham[edit]

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 one point of a vitae when making a successful unarmed strike or melee attack to make the target of the attack make a strength saving throw with a DC equal to your strength score. 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.
  • 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 with a DC equal to your strength score or be knocked prone. the 10ft circle radius around the landing spot becomes difficult terrain.

Lvl 3 Advanced Features[edit]

  • 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 throw with a DC equal to your strength score. 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.
  • Puissance: When you make a critical hit, the target of that exit must make a strength saving throw with a DC equal to your strength score. If they fail the saving throw they are knocked prone. Additionaly, if you fail a Potence check you can spend two points of vitae to reroll the check, this can be done up to five 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.
  • Typhonic Beast: Requires Warrior Setite and Lvl 2 Serpentis.

Presence[edit]

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.
  • Inner Focus:
  • Homunculus:

Lvl 3 Advanced Features[edit]

  • Mist Form:
  • Heart of Darkness:
  • 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:

Dark Thaumaturgy[edit]

Temporis[edit]

Thaumaturgy[edit]

Thin-Blood Alchemy[edit]

Valeren[edit]

Vicissitude[edit]

Visceratika[edit]

Quietus[edit]

Sadhana[edit]

Sanguinus[edit]

Serpentis[edit]

Spiritus[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

Sorcery[edit]

Available to: All

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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