(OLD) The Masquerade world illustration - Vampire theme
Vampire

(OLD) The Masquerade

G
GooseGooseDuck

Survive as a vampire in modern day Chicago, a city run on a feudal hierarchy of the undead. Based on Vampire: The Masquerade v5 storyteller system and inspired by Shinrai's Garou Chronicles scenario; found here: https://play.fables.gg/worlds/019564df-8bfd-7c1c-8f37-3c0d0984f87e?search= ***WIP***


Author's Note: Seriously, WIP. I'm brand new to creating stories with a toolset as big as F&F's. Update July 15: Considered this 'finished' for now. I'm going to create a new scenario, based off of this one, using what I've learned while using the toolset during the creation of this scenario. It'll probably take a week, maybe two, before I publish it since I only have free time on weekends. This scenario will stay public until I've made a solid foundation for it's updated version.
Played16 times
Cloned9 times
Created
31 days ago
Last Updated
16 days ago
VisibilityPublic
Body of the Sun
9

Body of the Sun

Transform your body into blazing, indestructible fire for the duration. You gain immunity to nonmagical damage, emit bright light in a 30-foot radius and dim light for an additional 30 feet, and can deal fire damage to creatures that hit you with melee attacks.

Protean: Inward Focus
8

Protean: Inward Focus

You channel your inner strength to drastically enhance your combat abilities, gaining increased accuracy, damage, and resilience for the duration.

Protena: Dual Form
8

Protena: Dual Form

You split into two weaker versions of yourself, each with half your current hit points and dealing half damage. Both forms share your concentration and last up to 1 minute or until one form is destroyed.

Protean: Adaptation
8

Protean: Adaptation

Your body instinctively shifts to provide maximum protection, granting you enhanced resilience against harm for a short duration.

Protean: Purify the Impaled Breast
7

Protean: Purify the Impaled Breast

You violently expel foreign objects, such as stakes, from your body, causing forceful ejection that can damage nearby enemies.

Protean: Turnabout
6

Protean: Turnabout

You instantly move to a different spot within range by burrowing through the earth, emerging at a point you can see. This movement ignores difficult terrain and does not provoke opportunity attacks.

Protean: Spectral Body
6

Protean: Spectral Body

You become incorporeal, allowing you to move through creatures and objects as if they were difficult terrain. You retain your form and nonphysical abilities but cannot interact physically with the environment or attack.

Protean: Shape of the Beast's Wrath
6

Protean: Shape of the Beast's Wrath

Transform into a fearsome man-beast abomination, gaining enhanced strength, claws, and resilience for 1 minute. While transformed, you have advantage on melee attack rolls and resistance to non-magical damage.

Protean: Restore the Mortal Visage
6

Protean: Restore the Mortal Visage

You temporarily assume your mortal appearance, shedding any supernatural or altered features. This effect lasts for 1 hour or until dispelled, allowing you to pass as a normal mortal.

Protean: Homunculus
6

Protean: Homunculus

You create a tiny, fleshcrafted replica of yourself that acts as your loyal servant. The homunculus can perform simple tasks, deliver messages, and assist in minor spellcasting under your command.

Protean: Animal Swarm
6

Protean: Animal Swarm

You transform into a swarm of tiny animals, gaining resistance to nonmagical damage and the ability to move through spaces as narrow as 1 inch wide. While transformed, you can use a bonus action to swarm a creature within 5 feet, dealing piercing damage and possibly knocking it prone.

Protean: Smoke and Mirrors
5

Protean: Smoke and Mirrors

When attacked, instantly transform into mist, becoming incorporeal and gaining resistance to all damage until the start of your next turn.

Protean: Shape Mastery
5

Protean: Shape Mastery

Forces a shapeshifter to revert to their natural form. Targets a single shapeshifter within range who must succeed on a Wisdom saving throw or be forced back to their original shape for 1 minute.

Protean: Loki's Gift
5

Protean: Loki's Gift

You transform into a creature whose blood you have tasted, gaining its physical form and basic abilities for the duration. The transformation lasts up to 1 hour or until you revert to your original form as a bonus action.

Protean: Earth Control
5

Protean: Earth Control

Allows the caster to travel beneath the earth by moving through soil and stone as if it were air, enabling subterranean movement and brief burrowing.

Protean: Blissful Slumber
5

Protean: Blissful Slumber

Transforms the caster into a nearly indestructible mist during daylight hours, rendering them immune to damage and incapacitated until nightfall or until they choose to revert.

Protean: Blood Form
4

Protean: Blood Form

Transforms the caster into a liquid blood form, allowing them to flow along walls and ceilings, gaining resistance to non-magical physical damage and advantage on stealth checks while in this form.

Protean: Heart of Darkness
4

Protean: Heart of Darkness

The vampire removes their heart and stores it outside their body, becoming immune to staking attempts unless the stake targets the removed heart.

Protean: One with the Land
4

Protean: One with the Land

While melded to the earth, the vampire gains heightened awareness of creatures and events within a 1-mile radius, sensing their presence and general emotional state.

Protean: The Unfettered Heart
4

Protean: The Unfettered Heart

The vampire's heart becomes malleable and viscous, detaching and moving freely within the chest, making it difficult to stake and allowing escape from paralysis.

Protean: Mist Form
4

Protean: Mist Form

Transforms the caster into a visible mist cloud, granting immunity to nonmagical physical attacks and allowing passage through small openings. The mist is vulnerable to fire, sunlight, and supernatural attacks, and can be buffeted but not dispersed by natural forces.

Protean: Horrid Form
3

Protean: Horrid Form

The vampire transforms into a terrifying monstrous form, gaining enhanced strength and frightful presence for 1 minute. While transformed, the vampire's melee attacks deal extra necrotic damage and creatures within 10 feet must succeed on a Wisdom saving throw or be frightened until the spell ends.

Protean: Metamorphosis
3

Protean: Metamorphosis

Grants the caster the ability to transform into a bat, rat, large insect, or snake, with the added ability to change their size within the limits of the chosen form. The transformation lasts up to 1 hour or until dismissed.

Protean: Visceral Absorption
2

Protean: Visceral Absorption

Transforms the caster's body into a semi-permeable vacuum, allowing absorption of inert blood and viscera within range, healing the caster for a portion of the absorbed material's vitality.

Protean: Fleshcrafting
2

Protean: Fleshcrafting

You reshape the physical form of a creature you can see within range, altering their appearance or limbs temporarily. The changes last for 1 hour or until dispelled, allowing for cosmetic or minor functional modifications.

Protean: Shapechange
2

Protean: Shapechange

Allows the vampire to transform into a specific animal form of roughly equal size, typically a wolf, large feline, or giant snake, associated with their clan or prey. The form appears natural and shows no supernatural traits to ordinary observers.

Protean: Earth Meld
2

Protean: Earth Meld

The caster melds with the earth, sinking into the soil and becoming nearly invisible and intangible. If not incapacitated, the caster reemerges at the start of the next night.

Protean: Vicissitude
1

Protean: Vicissitude

You reshape your skin, muscles, and bones, granting you enhanced physical resilience and adaptability. For the duration, you gain temporary hit points and advantage on Strength and Dexterity checks and saving throws.

Protean: Feral Weapons
1

Protean: Feral Weapons

The vampire extends their natural weapons to monstrous proportions, transforming fingernails into wicked talons or fangs into dagger-like weapons, enhancing their melee attacks.

Protean: Weight of the Feather
0

Protean: Weight of the Feather

The vampire reduces their effective mass and density, becoming almost weightless. This prevents triggering pressure sensors and reduces damage from falls, collisions, or being thrown, but also reduces their strength proportionally, preventing longer leaps.

Protean: Eyes of the Beast
0

Protean: Eyes of the Beast

The vampire's eyes glow with a supernatural red light, granting them darkvision out to 120 feet, even in total darkness.

Ceremony: Lazarene Blessing
5

Ceremony: Lazarene Blessing

This necromantic ceremony revives a freshly-dead body, animating it with unnatural life. The revived creature is not fully itself, bearing a shadowy semblance and limited memories, bound to the caster's will.

Ceremony: Ex Nihilo
4

Ceremony: Ex Nihilo

This Ceremony allows a vampire and their coterie to migrate into the Shadowlands, a dangerous shadow realm. The ritual requires a significant sacrifice and exposes participants to shadowy threats during the transition.

Ceremony: Befoul Vessel
3

Ceremony: Befoul Vessel

You infect a mortal's blood, turning it into a potent poison harmful to Kindred. The target takes poison damage and is poisoned for the duration.

Ceremony: Death Rattle
3

Ceremony: Death Rattle

You force a creature to relive the final moments of a wraith's life, causing psychic trauma or revealing hidden secrets. The target must succeed on a Wisdom saving throw or take psychic damage and be compelled to speak a truth or secret it knows.

Ceremony: Split the Veil
4

Ceremony: Split the Veil

This necromancy spell allows a vampire to tear the Shroud, creating a temporary portal to the Shadowlands. Wraiths can pass through freely, and vampires with the correct Ceremonies can physically enter the Shadowlands for up to 1 hour.

Ceremony: Bind the Spirit
3

Ceremony: Bind the Spirit

This Ceremony allows a vampire to bind a wraith to a specific location or person, preventing it from leaving the designated area or target. The bound wraith is compelled to obey the vampire's commands within the limits of its nature.

Ceremony: Wisdom of the Dead
2

Ceremony: Wisdom of the Dead

Allows the vampire to extract knowledge and skills from the head or skull of a corpse, gaining temporary proficiency in one skill or tool the deceased was proficient in for 1 hour.

Ceremony: The Shallow Slumber
2

Ceremony: The Shallow Slumber

This spell shortens a vampire's torpor, allowing it to awaken sooner. When cast on a vampire in torpor, it reduces the remaining time by half, enabling quicker recovery.

Ceremony: Harrowhaunt
2

Ceremony: Harrowhaunt

Creates an aura of supernatural terror around the caster, causing mortals entering the area to experience irrational fear and dread.

Ceremony: Knit the Veil
2

Ceremony: Knit the Veil

Repairs tears in the Shroud, making it impenetrable while a ceremonial candle burns. The veil cannot be breached by physical or magical means during this time.

Ceremony: Fortezza Sindonica
2

Ceremony: Fortezza Sindonica

Creates a ward in a 20-foot radius that prevents wraiths from entering or passing through. Wraiths that start their turn in the area take necrotic damage and have vulnerability to radiant damage until the ward ends.

Ceremony: Shambling Hordes
2

Ceremony: Shambling Hordes

This necromancy spell raises a group of aggressive walking dead minions that obey the caster's commands for the duration.

Ceremony: Host Spirit
2

Ceremony: Host Spirit

This Ceremony allows a vampire to open their body to possession by a ghost, granting them ethereal abilities and resistance to damage for a limited time.

Ceremony: Maw of Ahriman
1

Ceremony: Maw of Ahriman

The caster opens a dark portal within their mouth, unleashing abyssal energy that damages and potentially pulls enemies closer.

Ceremony: Binding the Alloy Eye
1

Ceremony: Binding the Alloy Eye

An otherworldly entity scrambles all cameras and surveillance devices within 30 feet of the caster, rendering them unable to record or transmit images of the caster and their allies for the spell's duration.

Oblivion: Ashen Relic
1

Oblivion: Ashen Relic

This spell allows the caster to preserve a piece of a kindred's body, maintaining its essence and preventing decay even after the kindred's destruction. The preserved relic can be used for rituals or resurrection purposes.

Oblivion: Compel Spirit
1

Oblivion: Compel Spirit

This Ceremony allows a vampire to bend a wraith to their will, forcing it to obey commands for up to 1 hour. The wraith must fail a Wisdom saving throw or be compelled, unable to act against the vampire's interests during this time.

Ceremony: Awaken the Homuncular Servant
1

Ceremony: Awaken the Homuncular Servant

This necromantic ceremony animates a severed body part or a small dead animal, transforming it into a loyal homuncular servant that can spy and stalk on your behalf for up to 1 hour.

Ceremony: The Knowing Stone
0

Ceremony: The Knowing Stone

This necromantic ceremony allows the caster to sense the presence and locations of specific ghosts within 1 mile, revealing their general direction and distance.

Ceremony: Summon Spirit
0

Ceremony: Summon Spirit

This Ceremony allows a vampire to summon a spirit from the Underworld to aid them. The spirit appears within 30 feet and obeys the vampire's commands for 1 hour or until dismissed.

Ceremony: Gift of False Life
0

Ceremony: Gift of False Life

This Ceremony allows a vampire to raise one or more corpses as undead servants that perform simple, single, or repetitive tasks under the vampire's control for 24 hours.

Oblivion: Withering Spirit
5

Oblivion: Withering Spirit

The vampire coats their hands in vitae and touches a target, channeling raw entropy to decay their spirit, dealing necrotic damage and risking the victim's ability to return as a wraith if killed by this spell.

Oblivion: Skuld Fulfilled
4

Oblivion: Skuld Fulfilled

The vampire coats their palms and face with blood, invoking the memories of their victims to reintroduce old illnesses with renewed intensity. Ghouls struck by this spell feel their vitae stagnate, causing rapid aging and potential death.

Oblivion: Tenebrous Avatar
4

Oblivion: Tenebrous Avatar

Transforms the caster into a sentient two-dimensional shadow, granting immunity to all damage except fire and sunlight. In this form, the caster can pass through non-hermetically sealed objects and envelop creatures to feed without breaking the skin.

Oblivion: Shadow Step
4

Oblivion: Shadow Step

You vanish into a shadow large enough to cover you and reappear from another shadow you can see within range, including those viewed through magical means. This movement allows you to traverse distances instantly by stepping through a shadowy realm.

Oblivion: Umbrous Clutch
3

Oblivion: Umbrous Clutch

You create a shadowy portal from the target's own shadow, pulling them into Oblivion and drawing them close to you. The target is briefly incapacitated as they are transported through the shadow gate.

Oblivion: Necrotic Plague
3

Oblivion: Necrotic Plague

You touch a creature, infecting their blood with a necrotic disease that deals ongoing necrotic damage and may spread to others if untreated.

Oblivion: Stygian Shroud
3

Oblivion: Stygian Shroud

The caster envelops a large area in a suffocating darkness that mutes sound and suppresses all senses except touch. Creatures within the shroud, except the caster, suffer total blindness and mortals begin to suffocate if they remain inside.

Oblivion: Shadow Servant
2

Oblivion: Shadow Servant

The vampire animates a portion of their shadow, creating a shadowy servant that can move independently to spy or unnerve creatures within range. The servant can relay visual and auditory information back to the vampire and impose disadvantage on Wisdom (Perception) checks of creatures it unnerves.

Oblivion: Passion Feast
2

Oblivion: Passion Feast

The vampire consumes the raw emotions of a wraith within range, temporarily sating its hunger and weakening its connection to the material plane.

Oblivion: Aura of Decay
2

Oblivion: Aura of Decay

The vampire emanates a 15-foot aura that spoils food, poisons water, corrodes structures, and deals necrotic damage to living creatures each turn they start within the aura.

Oblivion: Touch of Oblivion
2

Oblivion: Touch of Oblivion

The vampire channels entropic power through a touch, dealing necrotic damage and inflicting a crippling injury such as blindness, muteness, or a ruined limb, lasting until healed by magic.

Oblivion: Shadow Perspective
2

Oblivion: Shadow Perspective

The caster projects their senses to a visible shadow within range, perceiving through it while maintaining their own senses. This eavesdropping is undetectable by normal means and requires supernatural detection to notice.

Oblivion: Fatal Prediction
1

Oblivion: Fatal Prediction

You curse a creature, increasing the likelihood that external forces will harm it. The target has disadvantage on saving throws against damage from spells and attacks for the duration.

Oblivion: Veil Thins
1

Oblivion: Veil Thins

You sense the density of the local Shroud, revealing whether ghosts and Kindred with the right Ceremony can cross between worlds here, how difficult uses of Oblivion are, and the risk to mortals. You do not learn the cause of the Shroud's condition, only its current state.

Oblivion: Fatal Precognition
1

Oblivion: Fatal Precognition

The caster's eyes turn black as they scry a vision revealing the imminent death of a non-Kindred creature they can see. Attempts to alter the foretold fate are hindered, imposing disadvantage on saving throws to avoid the predicted death.

Arms of Ahriman
1

Arms of Ahriman

Summon shadowy tendrils that grapple a target's shadow, restraining them and dealing necrotic damage over time.

Oblivion: Shadow Cast
1

Oblivion: Shadow Cast

Summon a supernatural shadow from Oblivion that the vampire controls, allowing use of Oblivion powers despite light. When cast on a target during social conflict, it incurs a disadvantage on Wisdom and Charisma checks.

Oblivion: The Binding Fetter
0

Oblivion: The Binding Fetter

This spell allows the caster to perceive faint auras around objects and locations that are significant to ghosts, revealing their importance and presence.

Oblivion: Ashes to Ashes
0

Oblivion: Ashes to Ashes

The vampire channels their vitae to disintegrate non-Kindred corpses and animated cadavers, reducing them to ash instantly.

Oblivion: Oblivion's Sight
0

Oblivion: Oblivion's Sight

The caster's irises turn black against white sclera, granting them immunity to all darkness penalties, including supernatural darkness, and the ability to see ghosts.

Oblivion: Shadow Cloak
0

Oblivion: Shadow Cloak

You envelop yourself in shifting shadows, gaining advantage on Stealth checks and imposing disadvantage on attack rolls against you until the start of your next turn.

Fortitude: Arm of Prometheus
8

Fortitude: Arm of Prometheus

Makes one limb of the caster indestructible for 10 minutes, granting immunity to all damage and effects that would harm or impair that limb.

Fortitude: Armored Flesh
7

Fortitude: Armored Flesh

Outside of combat, you take no damage from environmental hazards or non-magical sources. In combat, you can use your bare hands to block attacks, granting a bonus to your AC against one melee attack per round.

Repair the Undead Flesh
7

Repair the Undead Flesh

Heals a target undead creature's aggravated damage, including yourself, restoring vitality without requiring rest. The spell mends wounds and stabilizes the creature, allowing it to continue functioning at full capacity.

Fortitude: Eternal Vigilance
7

Fortitude: Eternal Vigilance

You remain awake and alert during the day, suffering no exhaustion from lack of sleep and gaining advantage on Wisdom (Perception) checks. This heightened state lasts for 8 hours.

Fortitude: Resilient Mind
6

Fortitude: Resilient Mind

Your mind becomes clear of derangements and animalistic quirks, gaining resistance to mind-altering effects for the duration.

Fortitude: Stand Against All Foes
5

Fortitude: Stand Against All Foes

You root yourself to the ground, becoming immovable by any force. You cannot be pushed, pulled, or moved against your will until the spell ends.

Fortitude: Sensory Shield
5

Fortitude: Sensory Shield

Creates a protective barrier around your mind, granting resistance to psychic damage and advantage on saving throws against effects that cause sensory overload or mental intrusion for the duration.

Fortitude: Curse the Laurel
5

Fortitude: Curse the Laurel

Slowly move your heart while staked to avoid being paralyzed.

Fortitude: Prowess from Pain
4

Fortitude: Prowess from Pain

Grants the vampire resistance to most debuffs, allowing them to ignore effects such as poison, fear, and paralysis for the duration.

Fortitude: Flesh of Marble
4

Fortitude: Flesh of Marble

The vampire's skin hardens like marble, allowing it to ignore the first source of damage it takes each turn, including fire damage but excluding radiant damage.

Fortitude: Shatter
3

Fortitude: Shatter

The vampire's body hardens unnaturally, causing melee attacks against it to risk breaking weapons and shattering bones upon contact.

Fortitude: Draught of Endurance
3

Fortitude: Draught of Endurance

You grant a creature who drinks your blood enhanced fortitude, bolstering their constitution and resilience. For the duration, the target gains temporary hit points and advantage on saving throws against exhaustion and poison.

Fortitude: Valeren
2

Fortitude: Valeren

Projects the caster's fortitude outward, channeling their blood to mend another vampire's injuries, restoring vitality and resilience.

Fortitude: Seal the Beast's Maw
2

Fortitude: Seal the Beast's Maw

The vampire suppresses their Hunger for one scene, gaining control but risking a frenzied backlash if they fail to maintain restraint.

Fortitude: Fortify the Inner Facade
2

Fortitude: Fortify the Inner Facade

Empowers the vampire's mind with fortitude, granting resistance against Auspex powers like Scry Soul and Telepathy for the duration.

Fortitude: Toughness
1

Fortitude: Toughness

This spell grants the caster the ability to subtract their Constitution modifier from all damage they sustain until the spell ends.

Fortitude: Unswayable Mind
0

Fortitude: Unswayable Mind

The vampire bolsters their mental defenses, adding their Wisdom modifier to saving throws against manipulation and coercion effects for the duration.

Fortitude: Resilience
0

Fortitude: Resilience

This spell bolsters the vampire's vitality, allowing them to add their Athletics and Constitution modifiers to their total hit points for the duration of the spell.

Fortitude: Fluent Endurance
0

Fortitude: Fluent Endurance

Grants the vampire advantage on Athletics and Constitution checks, enhancing physical resilience and stamina.

Dominate: Puppet Master
9

Dominate: Puppet Master

You override a target's mind, controlling their actions and thoughts as if they were your puppet. This spell can only be attempted once per year on the same target.

Dominate: Speak Through the Blood
8

Dominate: Speak Through the Blood

You establish a mystical connection with your vampiric descendants, allowing you to influence their actions and decisions from afar for a limited time.

Dominate: Best Intentions
8

Dominate: Best Intentions

You influence a creature to act with your best intentions in mind, subtly guiding their decisions and actions to align with your goals. The target must succeed on a Wisdom saving throw or be charmed by you for the duration, prioritizing your welfare and desires in their actions.

Dominate: Far Mastery
7

Dominate: Far Mastery

You can issue Dominate commands to a creature you know anywhere in the world if you know their precise location. The target must succeed on a Wisdom saving throw or be charmed and obey your verbal commands for up to 1 minute.

Dominate: Carry the Master's Voice
7

Dominate: Carry the Master's Voice

You imbue a thrall with your commanding presence, allowing you to issue Dominate commands through them as if you were speaking directly. The thrall repeats your commands, compelling targets within range to obey your Dominate effect.

Tyrant's Gaze
6

Tyrant's Gaze

You fix your gaze on a creature, sapping its strength and will. The target must succeed on a Wisdom saving throw or have its Strength, Dexterity, and Charisma scores reduced by 2 for 1 minute.

Dominate: Strings of the Marionette
6

Dominate: Strings of the Marionette

You bind a vampire's will, forcing it to obey your commands even if staked or in torpor. The vampire must succeed on a Wisdom saving throw or be charmed and controlled for the spell's duration.

Auspex: Repression of the Obvious
3

Auspex: Repression of the Obvious

You compel a creature to reveal a thought or secret it is actively repressing, forcing it to blurt out the hidden truth involuntarily.

Dominate: Oberon's Grail
5

Dominate: Oberon's Grail

Erases the memories of the target for the entire previous night, leaving them unaware of any events that occurred during that time.

Dominate: Memory Block
5

Dominate: Memory Block

You target a creature, preventing it from verbally discussing a specific memory it clearly remembers. The target can recall the memory internally but cannot speak about it or reveal it through speech for the spell's duration.

Dominate: Implanted Opinion
5

Dominate: Implanted Opinion

You implant a feeling, opinion, or personality trait into a creature's mind, which they believe to be their own. The target must make a Wisdom saving throw or be affected for the duration, adopting the implanted trait or opinion.

Dominate: Fealty
5

Dominate: Fealty

You compel a creature to swear an oath of loyalty to you. The target must succeed on a Wisdom saving throw or be magically bound to keep any promises made to you, unable to break them without suffering psychic damage.

Dominate: Chain the Psyche
5

Dominate: Chain the Psyche

When you issue a Dominate command, if the target attempts to resist or circumvent it, they suffer incapacitating psychic pain, rendering them unable to act for a short duration.

Dominate: Autonomic Mastery
5

Dominate: Autonomic Mastery

You gain control over a target's autonomic bodily functions, allowing you to start, stop, or alter processes such as heartbeat, breathing, or digestion. The target must succeed on a Constitution saving throw or be affected for the duration.

Dominate: Terminal Decree
4

Dominate: Terminal Decree

The vampire issues a command that forces a target to take immediate harmful action or suffer damage. The target must succeed on a Wisdom saving throw or commit suicide.

Dominate: Mass Manipulation
4

Dominate: Mass Manipulation

Amplifies the vampire's Dominate abilities to affect multiple creatures simultaneously, forcing them to obey the vampire's commands for the spell's duration.

Dominate: Tabula Rasa
3

Dominate: Tabula Rasa

Wipes the target's memory clean except for learned skills, rendering them a pliant effigy of themselves for the spell's duration.

Dominate: Rationalize
3

Dominate: Rationalize

This spell allows a vampire to make a creature under their Dominate effect internalize the commands, erasing their awareness of being compelled, making the control seamless and undetectable.

Dominate: Submerged Directive
2

Dominate: Submerged Directive

You implant a hidden command within a creature's mind that activates upon a specific trigger or after a delay you set. The target must succeed on a Wisdom saving throw or be compelled to follow the command once triggered, lasting up to 1 minute or until the command is fulfilled.

Dominate: The Forgetful Mind
2

Dominate: The Forgetful Mind

You touch a creature and rewrite a specific memory, causing them to forget it temporarily. The target must succeed on an Intelligence saving throw or lose the memory for 1 minute, unable to recall or act on it.

Dominate: Domitor's Favor
1

Dominate: Domitor's Favor

This spell strengthens the control a vampire has over their Blood Bonded thrall, imposing a magical compulsion that makes it harder for the thrall to act against the vampire's wishes.

Dementation
1

Dementation

You induce a psychotic break in a creature you can see within range, causing it to suffer intense confusion and fear. The target must succeed on a Wisdom saving throw or be incapacitated and frightened for the duration.

Dominate: Mesmerize
1

Dominate: Mesmerize

You issue a compelling, intricate command to a creature you can see within range, charming them to obey your detailed instructions for the duration. The target must succeed on a Wisdom saving throw or be charmed and follow the command to the best of their ability.

Dominate: Slavish Devotion
0

Dominate: Slavish Devotion

The vampire bolsters the mental defenses of a dominated creature, granting it advantage on saving throws against effects from other vampires attempting to control or influence it.

Dominate: Compel
0

Dominate: Compel

You issue a short, commanding sentence to a creature within range, compelling it to obey your simple command on its next turn if it fails a Wisdom saving throw.

Dominate: Cloud Memory
0

Dominate: Cloud Memory

The vampire causes the target to forget the last few minutes, erasing recent memories and actions from their mind.

Auspex: Pulse of the Canaille
9

Auspex: Pulse of the Canaille

You sense the prevailing attitudes, directions, and trends of groups of mortals within 120 feet, revealing their general mood and intentions. Additionally, you gain insight into any individuals subtly influencing or controlling these groups, perceiving their presence and influence.

Auspex: Master of the Dom
8

Auspex: Master of the Dom

You merge your essence with a land area up to 1 mile radius, gaining perfect awareness of all events and creatures within it. While merged, you can subtly influence the land and its inhabitants, imposing disadvantage on hostile creatures' checks and saving throws within the area.

Auspex: The Oracle's Sight
7

Auspex: The Oracle's Sight

You gain the ability to hear and see the surface thoughts of all creatures within range, perceiving their immediate intentions and emotions as faint whispers and images.

Auspex: Psychic Assault
7

Auspex: Psychic Assault

You unleash a concentrated burst of psychic energy that assaults the target's mind, dealing psychic damage and potentially stunning them if they fail a Wisdom saving throw.

Auspex: Omniscience
7

Auspex: Omniscience

You gain profound insight into the personalities and identities of all creatures within 60 feet. For the duration, you know each creature's name, general disposition, and one defining personality trait.

Supernal Awareness
6

Supernal Awareness

You gain the ability to sense significant events and deeds occurring anywhere in the world, perceiving them as vivid mental impressions. This awareness lasts for the duration, allowing you to pinpoint the location and nature of these events within a broad radius.

Auspex: Stealing the Mind's Eye
6

Auspex: Stealing the Mind's Eye

You psychically link to a target within range, perceiving through their senses and accessing limited use of their mental disciplines for the spell's duration.

Auspex: Spirit Link
6

Auspex: Spirit Link

You create a telepathic connection between yourself and up to six willing creatures within 60 feet, allowing silent communication for up to 10 minutes.

Auspex: Pluck the Secret
6

Auspex: Pluck the Secret

You magically extract knowledge from a target's mind about a specific subject you name. The target must be within range and aware of the subject. On a successful spell save, you learn a concise but detailed fact the target knows about the subject.

Auspex: Personality Metamorph
6

Auspex: Personality Metamorph

You assume a fictitious personality, gaining traits, mannerisms, and knowledge associated with that persona. This transformation lasts for 1 hour or until you dismiss it, allowing you to convincingly adopt a new identity for social or investigative purposes.

Auspex: Mirror Reflex
6

Auspex: Mirror Reflex

You briefly read your opponent's mind to anticipate their next move, granting you a swift reactive advantage in combat.

Auspex: Melange
6

Auspex: Melange

You perceive the hidden truths of reality through vivid metaphors, gaining insight into the nature of things around you. For the duration, you can interpret complex situations and intentions as symbolic imagery, granting advantage on Insight and Arcana checks.

Auspex: Karmic Sight
6

Auspex: Karmic Sight

You gain the ability to see the aura and karmic qualities of a creature within range. You perceive their aura color, a brief summary of their personality, their moral alignment, and a concise karmic trait reflecting their recent actions or fate.

Auspex: Ecstatic Agony
6

Auspex: Ecstatic Agony

You harness the pain from your wounds to fuel your strength. For the duration, you gain temporary hit points and deal extra damage based on your current missing hit points.

Auspex: Anima Gathering
6

Auspex: Anima Gathering

You create a mystical bond that allows you to take willing creatures with you on an astral journey. The bonded creatures' spirits travel with you, leaving their bodies in a trance-like state until the journey ends.

Auspex: What People Want to Hear
5

Auspex: What People Want to Hear

You gain an intuitive sense of the most appropriate and persuasive things to say in a conversation, granting advantage on Charisma (Persuasion) checks for the duration.

Auspex: The Mind Revealed
5

Auspex: The Mind Revealed

You create a telepathic link to a creature within range, allowing you to continuously read its surface thoughts and anticipate its next action for the duration.

Auspex: The Dreaming
5

Auspex: The Dreaming

While in a state of torpor, you remain semi-aware of your surroundings, allowing you to perceive events concerning you with a faint, dreamlike clarity.

Auspex: Telepathic Communication
5

Auspex: Telepathic Communication

You establish a mental link with a creature you can see or know by name, allowing silent telepathic conversation regardless of distance, as long as both are on the same plane of existence.

Auspex: Spirit Bond
5

Auspex: Spirit Bond

You create a mystical connection to a creature or object, allowing you to sense its geographical location as long as it remains on the same plane of existence. The bond lasts for up to 1 hour and requires concentration.

Auspex: Sense Emotion
5

Auspex: Sense Emotion

You can sense the predominant emotions of creatures within 30 feet, gaining insight into their current feelings such as fear, joy, anger, or sadness. This awareness lasts for 1 minute and does not reveal specific thoughts or intentions.

Auspex: Precognitive Parley
5

Auspex: Precognitive Parley

You gain insight into a creature's immediate response, allowing you to anticipate and counter their next spoken statement or argument during social interaction.

Auspex: Insight of the Talespinner
5

Auspex: Insight of the Talespinner

You gain the ability to instantly conjure vivid, detailed characters and stories in your mind, aiding in storytelling, negotiation, or deception. For the duration, you can add advantage to any Charisma (Deception, Performance, or Persuasion) check related to storytelling or character creation.

Auspex: Horoscopic Forecast
5

Auspex: Horoscopic Forecast

You glimpse the target's near future, revealing their most likely action or fate within the next minute. This insight grants advantage on your next attack or saving throw against the target or a warning of an imminent threat.

Auspex: Eagle's Sight
5

Auspex: Eagle's Sight

You gain a bird's eye view of your surroundings, allowing you to see a 1-mile radius from above as if you were flying high in the sky. You can see through natural and magical darkness, and your vision is not obstructed by physical barriers, but you cannot see through solid objects like walls.

Auspex: Crocodile's Tongue
5

Auspex: Crocodile's Tongue

You magically discern the deepest desire or truth someone wants to hear, granting you advantage on Charisma (Persuasion) checks against that target for the duration.

Auspex: Cipher
5

Auspex: Cipher

You gain the ability to read and understand any non-supernatural language or code, including written scripts, ciphers, and encoded messages, for the duration of the spell.

Auspex: Celestial Harmony
5

Auspex: Celestial Harmony

You open your mind to the collective thoughts and emotions of a crowd within range, gaining insight into their general mood and intentions. This spell allows you to sense the dominant emotion and surface thoughts of up to 30 creatures in a 60-foot radius.

Auspex: Unburdening the Bestial Soul
4

Auspex: Unburdening the Bestial Soul

You share your own sense of moral peace with a willing Kindred, easing their torment and granting them temporary relief from their sins' burden.

Auspex: Telepathy
4

Auspex: Telepathy

You project your thoughts into the mind of a creature within range, allowing you to communicate telepathically or read their surface thoughts and emotions for the duration.

Auspex: Possession
4

Auspex: Possession

The vampire attempts to possess a mortal's body, controlling their actions for the duration. The target must succeed on a Wisdom saving throw or be possessed, allowing the vampire to control their movements and actions.

Auspex: Clairvoyance
4

Auspex: Clairvoyance

You create an invisible sensor that allows you to see and hear everything within a city block radius. The sensor remains stationary and lasts for up to 10 minutes, providing detailed information about the area, including movements, sounds, and magical auras.

Auspex: Spirit's Touch
3

Auspex: Spirit's Touch

You touch an object or the ground to sense the emotional residue left by its last user or past visitors, gaining insight into their feelings and intentions.

Auspex: Eyes of Beasts
2

Auspex: Eyes of Beasts

You share your senses with a beast you can see within 60 feet, perceiving through its eyes and ears until the spell ends. You can switch to another beast within range as a bonus action.

Auspex: Share the Senses
2

Auspex: Share the Senses

The vampire links their senses with another creature, allowing them to perceive through the target's eyes, ears, and other senses for up to 1 hour. The vampire gains advantage on perception checks using the shared senses during this time.

Auspex: Scry the Soul
2

Auspex: Scry the Soul

You peer into the essence of a creature within range, reading its aura to discern its emotional state and alignment. The target must make a Wisdom saving throw or reveal its current emotional state and alignment to you for the duration.

Auspex: Unerring Pursuit
1

Auspex: Unerring Pursuit

Creates a supernatural bond between the vampire and a target, allowing the vampire to see glimpses of the target in any reflective surface for up to 8 hours.

Auspex: Panacea
1

Auspex: Panacea

Soothes the psychological turmoil of a vampire's subject, calming fear and confusion and granting temporary mental clarity.

Auspex: Premonition
1

Auspex: Premonition

Grants the vampire brief visions of imminent events, allowing them to anticipate danger or opportunities within the next minute.

Auspex: Sense the Unseen
0

Auspex: Sense the Unseen

Allows the caster to detect supernaturally invisible entities such as Obfuscate users, ghosts, and dormant Blood Sorcery spells within range for 1 minute.

Auspex: Heightened Senses
0

Auspex: Heightened Senses

Grants the caster enhanced sensory perception, allowing them to add their Investigation modifier to all Perception checks for the duration.

Animalism: Army of Beasts
9

Animalism: Army of Beasts

You gain control over all beasts within a 1-mile radius, compelling them to obey your verbal commands for up to 1 minute. The beasts act on your initiative and cannot attack you or your allies unless you command them to.

Animalism: Flesh Bond
8

Animalism: Flesh Bond

You physically meld with one or more animals, sharing senses and some physical attributes. While bonded, you can communicate telepathically with the animals and gain limited control over their movements.

Animalism: Eyes of the Forest
8

Animalism: Eyes of the Forest

You meld your senses with the forest, perceiving through the eyes of nearby animals. For the duration, you can see through the eyes of any beast within 300 feet, sharing their vision and hearing as if you were there.

Animalism: Unchain the Ferocious Beast
7

Animalism: Unchain the Ferocious Beast

You unleash the primal beast within a creature, causing it to violently lash out at itself from within, dealing psychic and slashing damage as it struggles against its own ferocity.

Animalism: Twin Spirits
7

Animalism: Twin Spirits

You project your spirit to possess an animal within range, controlling it while maintaining control of your own body. Both you and the animal can act independently, but you share senses and can communicate telepathically.

Animalism: Mass Summons
7

Animalism: Mass Summons

You call forth all animals within a 5-mile radius to aid you. The summoned animals appear in unoccupied spaces within 60 feet and remain for 1 hour or until dismissed.

Animalism: Crimson Fury
7

Animalism: Crimson Fury

You unleash the primal fury within your blood, causing creatures who taste it to enter a frenzied state, attacking recklessly. Diablerists who attempt to harness your blood's power must resist the Beast within or suffer its wrath.

Animalism: Twist the Feral Will
6

Animalism: Twist the Feral Will

You exert a supernatural influence over a beast, compelling it to obey your commands regardless of distance or speech. The target must succeed on a Wisdom saving throw or be charmed for the duration, obeying your verbal or telepathic commands.

Animalism: Stampede
6

Animalism: Stampede

You cause a group of creatures to panic as if caught in a wild animal stampede, forcing them to flee in terror for the duration.

Animalism: Send the Eighth Plague
6

Animalism: Send the Eighth Plague

You summon a swarm of ravenous locusts that devour crops in a 30-foot radius, causing widespread agricultural devastation. The swarm lasts for up to 1 minute, moving up to 30 feet each turn and damaging plants in its path.

Animalism: Conquer the Beast
6

Animalism: Conquer the Beast

You gain the ability to enter and exit a Frenzy state at will, enhancing your combat prowess temporarily. While in Frenzy, you gain advantage on melee attack rolls and resistance to all damage, but you cannot cast spells or concentrate on them.

Animalism: Tier of Souls
5

Animalism: Tier of Souls

Upon drinking the blood of a creature, you gain a fleeting memory or a fragment of their power, granting you a temporary bonus to an ability or skill related to that creature's nature for 1 minute.

Animalism: Tainted Oasis
5

Animalism: Tainted Oasis

You corrupt a patch of land, causing animals that feed from it to gain enhanced strength and unwavering loyalty to you for 1 hour.

Animalism: Song in the Dark
5

Animalism: Song in the Dark

You summon massive earthworms from the depths, causing the ground to tremble and shift, creating caverns or triggering localized earthquakes in a 30-foot radius.

Animalism: Shepherd's Innocence
5

Animalism: Shepherd's Innocence

You gain the trust and attention of all animals within range, allowing you to communicate simple ideas and calm them. Animals regard you as a friendly presence and are less likely to be hostile.

Animalism: Pact with Animals
5

Animalism: Pact with Animals

You channel the blood of a chosen animal, gaining its bestial qualities. For 1 minute, you gain enhanced senses, natural weaponry, and increased physical prowess reflective of the animal's traits.

Animalism: Eye of the Szlachta
5

Animalism: Eye of the Szlachta

You possess the body of a ghoul, gaining its physical abilities and senses for up to 1 minute.

Animalism: Beast Walk
5

Animalism: Beast Walk

You project your spirit to hop from one animal body to another within range, controlling each for up to 1 minute or until you move to a new host. You can only possess beasts of CR 1 or lower, and the spell ends if the current host drops to 0 HP or you choose to return to your own body.

Animalism: Adaptability
5

Animalism: Adaptability

Grants the caster resistance to environmental hazards such as extreme heat, cold, or toxic atmospheres for 1 hour. The caster can breathe normally and move unhindered in these conditions.

Animalism: Animal Dominion
4

Animalism: Animal Dominion

You command swarms and flocks of animals within range, directing their movements and attacks with precision for the duration. Affected animals obey your verbal commands and can harass your enemies, dealing piercing damage.

Animalism: Subsume the Spirit
3

Animalism: Subsume the Spirit

The vampire mentally takes control of a beast, commanding it as if it were an extension of their own will for the duration.

Animalism: Scent of Prey
2

Animalism: Scent of Prey

Allows the caster to sense any mortal within 60 feet who is frightened or fearful, revealing their location for tracking and potential silencing.

Animalism: Unliving Hive
2

Animalism: Unliving Hive

The vampire transforms into a permanent host for swarms of flies or cockroaches, allowing them to control and summon these swarms at will. While in this form, the vampire gains resistance to non-magical damage and can release swarms to harass enemies.

Animalism: Quell the Beast
2

Animalism: Quell the Beast

Calm a creature's primal fury, suppressing frenzy or aggressive instincts. Targets a creature within range, forcing a Wisdom saving throw to end any frenzy or aggressive state.

Animalism: Animal Succulence
2

Animalism: Animal Succulence

Allows the vampire to feed on animals to slake additional Hunger, restoring vitality by draining life force from a beast within range.

Animalism: Atavism
1

Animalism: Atavism

You force a creature to revert to primal instincts, causing it to either attack the nearest creature or flee in panic for the spell's duration.

Animalism: Feral Whispers
1

Animalism: Feral Whispers

You summon a nearby animal companion that can communicate telepathically with you and relay messages to nearby beasts. The summoned animal lasts for 1 hour or until dismissed, aiding in scouting and delivering simple commands.

Animalism: Sense the Beast
0

Animalism: Sense the Beast

You sense the primal Beast within a creature, revealing its supernatural nature and inner turmoil. This allows you to detect vampires, mortals, and other supernatural beings within range.

Animalism: Bound Famulus
0

Animalism: Bound Famulus

You form a mystical bond with a willing animal within range, allowing you to communicate telepathically and share senses with it for 1 hour. While bonded, you can use your Animalism powers through the famulus as if it were yourself.

Presence: Dream World
9

Presence: Dream World

You project vivid dreams and nightmares to every creature in the world, causing them to experience unsettling visions that can disrupt their focus and actions.

Presence: Pulse of the City
8

Presence: Pulse of the City

You project a powerful emotion into the hearts of the residents within a city, influencing their mood and behavior for a short duration. The emotion can be chosen from fear, joy, anger, or calm, affecting all creatures except constructs and undead within the city limits.

Presence: A Perfect World
8

Presence: A Perfect World

You enchant the minds of everyone in a city, compelling them to work towards creating your ideal version of that city. For the spell's duration, inhabitants act cooperatively and with great enthusiasm to improve the city according to your vision, though they retain their free will and do not become hostile to outsiders.

Presence: Perfect Paragon
7

Presence: Perfect Paragon

You radiate an aura that makes you appear as the ideal person to any creature that sees you, granting advantage on Charisma (Persuasion) checks and causing creatures to be charmed for the spell's duration.

Presence: Bloodlust
7

Presence: Bloodlust

Rouses mortals into a frenzied state, granting them temporary hit points and advantage on melee attack rolls, but they have disadvantage on saving throws against being charmed or frightened.

Presence: Unholy Penance
6

Presence: Unholy Penance

You invoke a dark power to fill a creature within range with overwhelming guilt, compelling them to beg for forgiveness. The target must succeed on a Wisdom saving throw or be incapacitated and unable to speak except to plead for mercy for the duration.

Presence: Phobia
6

Presence: Phobia

You instill an intense, irrational fear of a specific object or creature in a target within range. The target must succeed on a Wisdom saving throw or be frightened of the chosen fear for the duration.

Presence: Mind Numb
6

Presence: Mind Numb

You emit an aura that saps the motivation of creatures around you, causing them to hesitate and lose the will to act effectively.

Presence: Mask Empathy
6

Presence: Mask Empathy

Severs emotional bonds between creatures, preventing them from sensing or influencing each other's emotions for the spell's duration.

Presence: Fires of Conviction
6

Presence: Fires of Conviction

You ignite a fervor in a crowd, compelling them to riot passionately for a cause you choose. The affected creatures must make a Wisdom saving throw or be compelled to act aggressively and chaotically for the spell's duration.

Presence: Cooperation
6

Presence: Cooperation

This spell fosters a spirit of teamwork and reduces hostility among creatures within range, making them more inclined to cooperate and less likely to engage in aggressive actions against each other.

Presence: Two-Tiered Communication
5

Presence: Two-Tiered Communication

You speak a message aloud that is heard by all, but simultaneously send a different, subliminal message only the target can perceive. The target hears the public message normally but receives the subliminal message telepathically, allowing secret communication.

Presence: Temptation
5

Presence: Temptation

You corrupt a creature's mind, compelling it to take an action it would normally avoid. The target must succeed on a Wisdom saving throw or be charmed and forced to use its next action to perform a specific action you dictate.

Presence: Star Magnetism
5

Presence: Star Magnetism

You radiate an irresistible aura in images and films, causing viewers to be awestruck and charmed by your presence. Those who see you in pictures or films must succeed on a Wisdom saving throw or be charmed for 24 hours, unable to take hostile actions against you.

Presence: Siren's Song
3

Presence: Siren's Song

You play an enchanting melody that instills a specific emotion in creatures of your choice within range. Targets must succeed on a Wisdom saving throw or be affected by the chosen emotion for the duration.

Presence: Renew the Earthly Pleasures
5

Presence: Renew the Earthly Pleasures

Overwhelm a vampire with intense mortal sensations, causing them to experience overwhelming emotions and physical sensations that disrupt their vampiric nature.

Presence: Passion
5

Presence: Passion

You fill a creature or group of creatures within range with a powerful emotion: lust, greed, anger, or fear. The chosen emotion influences their behavior, causing them to act impulsively and irrationally for the duration.

Presence: Melusine's Song
5

Presence: Melusine's Song

You sing an enchanting melody that compels a creature within range to obey a simple command on its next turn. The target must succeed on a Wisdom saving throw or be charmed until the end of its next turn, following your verbal command.

Presence: Love
5

Presence: Love

You weave a magical bond of affection, causing the target to become enamored with you as if bound by blood. The target regards you as a trusted ally and is compelled to protect and aid you for the spell's duration.

Presence: Force of Personality
5

Presence: Force of Personality

You emit a compelling aura that pushes creatures away from you. Each creature of your choice within range must succeed on a Wisdom saving throw or be pushed 15 feet away and be unable to move closer to you until the start of your next turn.

Presence: Aire of Elation
5

Presence: Aire of Elation

You emit an aura of uncontrollable laughter. Creatures of your choice within 20 feet must succeed on a Wisdom saving throw or be incapacitated with laughter for 1 minute. Affected creatures can repeat the save at the end of each of their turns.

Presence: Majesty
4

Presence: Majesty

The vampire exudes an aura of commanding presence, causing all creatures of choice within 30 feet to be unable to take hostile actions against the vampire for the duration.

Presence: Magnum Opus
3

Presence: Magnum Opus

Imbue a created work of art with your vampiric Presence, causing viewers to become either charmed or frightened while observing it for the spell's duration.

Presence: True Love's Face
2

Presence: True Love's Face

The vampire magically assumes the appearance of a person the target loves, gaining advantage on Charisma (Deception) checks against that target for 1 hour or until the vampire attacks or casts a spell.

Presence: Dread Gaze
2

Presence: Dread Gaze

The vampire fixes its gaze on a creature within range, forcing it to make a Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Presence: Eyes of the Serpent
0

Presence: Eyes of the Serpent

The vampire fixes its gaze on a creature within 30 feet, freezing them in place as if paralyzed by fear. The target must succeed on a Wisdom saving throw or be paralyzed for up to 1 minute, with the ability to repeat the save at the end of each of its turns.

Potence: Might of the Heroes
8

Potence: Might of the Heroes

The Kindred channels the strength of legendary heroes, gaining advantage on Strength checks and saving throws, and their melee weapon attacks deal extra force damage for the duration.

Potence: Touch of Pain
7

Potence: Touch of Pain

The Kindred channels their strength into a touch, dealing forceful damage to one creature or object. The target takes a burst of necrotic damage and suffers a brief weakening effect.

Potence: Lend the Supernatural Vigor
7

Potence: Lend the Supernatural Vigor

The caster channels their supernatural strength to bolster an ally, granting them enhanced physical power for a short duration.

Potence: Flick
7

Potence: Flick

The caster makes a quick flicking motion, propelling a target up to 15 feet away in a straight line. The target must succeed on a Strength saving throw or be pushed back and knocked prone if they collide with an obstacle.

Potence: Aftershock
7

Potence: Aftershock

This spell allows the caster to delay damage from attacks against them for up to 24 hours. When the caster takes damage, it is stored and then released in a burst of force at the end of the duration or when the caster chooses to release it earlier.

Potence: Fist of the Titans
6

Potence: Fist of the Titans

You telekinetically strike a creature within range, dealing force damage and potentially pushing them away from you up to 15 feet if they fail a Strength saving throw.

Potence: Crush
5

Potence: Crush

Upon a successful attack against an object, the Kindred automatically destroys it, bypassing normal damage thresholds and resistances.

Potence: The Gentle Rebuke
5

Potence: The Gentle Rebuke

You telekinetically push a creature within range, knocking them back without causing harm. The target must succeed on a Strength saving throw or be pushed 15 feet away from you and fall prone if they collide with a solid surface.

Potence: Relentless Pursuit
5

Potence: Relentless Pursuit

The caster leaps up to 30 feet in any direction without provoking opportunity attacks, landing with a burst of kinetic energy that pushes enemies within 5 feet back 10 feet and deals 4d10+10 force damage.

Potence: Master of the Forge
5

Potence: Master of the Forge

You imbue a metal weapon or tool with exceptional craftsmanship, granting it enhanced durability and a magical edge. For 1 hour, the item gains a +2 bonus to attack and damage rolls or tool checks, and it deals an additional 1d6 fire damage on a hit.

Potence: Imprint
5

Potence: Imprint

The Kindred channels immense strength to increase their grip strength, leaving a lasting imprint if used on a structure. Creatures targeted by this Discipline are grappled.

Potence: Fist of Caine
4

Potence: Fist of Caine

The caster's bare hands become imbued with supernatural strength, their unarmed strikes to deal significant bludgeoning damage to both mortals and Kindred. On a hit, the target must succeed on a Constitution saving throw or suffer additional damage and be weakened for a short duration.

Potence: Earthshock
4

Potence: Earthshock

The caster slams their fist or foot into the ground, creating a shockwave that forces enemies in a 15-foot radius to make a Dexterity saving throw or be knocked prone.

Potence: Draught of Might
3

Potence: Draught of Might

You offer a vial of your blood to a creature within range. Upon drinking, the creature gains enhanced strength, increasing their melee damage and carrying capacity for 1 hour.

Potence: Uncanny Grip
2

Potence: Uncanny Grip

Grants the caster the ability to cling to and move along walls and ceilings as if they had a climbing speed equal to their walking speed. The caster can hang unsupported from surfaces without needing to make checks to maintain their grip.

Potence: Brutal Feed
2

Potence: Brutal Feed

The caster uses their unnatural strength to drain the life from a humanoid, causing severe blood loss and weakening them rapidly. The target must make a Constitution saving throw or take heavy necrotic damage and be stunned for 1 round.

Potence: Prowess
1

Potence: Prowess

The Kindred's physical strength surges, granting a significant boost to their melee attack and damage rolls for the duration.

Potence: Soaring Leap
0

Potence: Soaring Leap

The caster's jump distance and height are tripled for the duration.

Potence: Lethal Body
0

Potence: Lethal Body

The Kindred channels supernatural strength to tear flesh and shatter bone, dealing severe aggravated physical damage to a target within range.

Blood Ritual: Simulacrum Gate
4

Blood Ritual: Simulacrum Gate

A ritual that creates a massive portal enabling multiple vampires to instantly traverse vast distances, bypassing physical barriers and time constraints.

Blood Ritual: Shaft of Belated Dissolution
4

Blood Ritual: Shaft of Belated Dissolution

Enchant a wooden stake to deal lethal damage to a vampire upon piercing its heart, bypassing typical resistances.

Blood Ritual: Heart of Stone
4

Blood Ritual: Heart of Stone

The caster's heart turns to stone, granting immunity to damage from stakes and similar piercing effects, but numbing all emotional and social awareness, causing disadvantage on Charisma-based checks and saving throws.

Blood Ritual: Escape to True Sanctuary
4

Blood Ritual: Escape to True Sanctuary

Creates two linked circles that act as one-way portals; stepping into the first circle instantly transports the caster and willing creatures to the second circle's location, but not vice versa.

Blood Ritual: Eden's Bounty
4

Blood Ritual: Eden's Bounty

You draw life essence from creatures in a 30-foot radius, siphoning their blood to heal yourself. Creatures must make a Constitution saving throw or take necrotic damage as their blood is drained, healing you for half the damage dealt.

Blood Ritual: Atrocity's Release
4

Blood Ritual: Atrocity's Release

A ritual spell that reverses the effects of Diablerie on a target, restoring their soul and undoing the damage caused, regardless of their willingness.

Blood Ritual: Antebrachia Ignium
4

Blood Ritual: Antebrachia Ignium

The caster coats their arms in magical vitae, igniting them in flames that do not harm the caster but burn enemies on contact.

Blood Ritual: Protean Curse
3

Blood Ritual: Protean Curse

Transforms a creature into a bat, reducing its size and limiting its abilities. The target retains its mental faculties but gains the physical traits and movement of a bat.

Blood Ritual: Incorporeal Passage
3

Blood Ritual: Incorporeal Passage

You become incorporeal, allowing you to pass through solid objects and granting immunity to physical damage for the duration.

Blood Ritual: Eyes of the Nighthawk
3

Blood Ritual: Eyes of the Nighthawk

You possess a carnivorous bird within 60 feet, seeing through its eyes and controlling its actions for up to 10 minutes. The bird gains advantage on perception checks and has enhanced vision in darkness.

Blood Ritual: Defense of the Sacred Haven
3

Blood Ritual: Defense of the Sacred Haven

Creates a protective ward around a designated area that blocks harmful effects of sunlight, including sun damage and blinding light, for 1 hour.

Blood Ritual: The Unseen Change
2

Blood Ritual: The Unseen Change

Forces a Garou to transform into their Lupus form, compelling a shift into their wolf-like shape for the spell's duration.

Blood Ritual: Sleep of Judas
2

Blood Ritual: Sleep of Judas

You create a potent drug that, when administered to a kindred, causes them to fall into a deep, incapacitating sleep for the duration. The target is incapacitated and unaware of their surroundings until the effect ends or they are awakened.

Blood Ritual: Sanguine Watcher
2

Blood Ritual: Sanguine Watcher

Summons a rat familiar formed from Kindred vitae that serves as a scout and spy for the caster. The rat has enhanced senses and can communicate telepathically with the caster within 100 feet.

Blood Ritual: Illusion of Peaceful Death
2

Blood Ritual: Illusion of Peaceful Death

Restores wounds on a corpse that is at most half-unexsanguinated, concealing evidence of an unnatural death by making the body appear peacefully deceased.

Blood Ritual: Haunted House
2

Blood Ritual: Haunted House

Transforms a vampire haven into a terrifying haunted location, causing eerie sounds, ghostly apparitions, and unsettling shadows that frighten intruders.

Blood Ritual: Gentle Mind
2

Blood Ritual: Gentle Mind

Increases the target's resistance to frenzy effects by bolstering mental calm and clarity, granting advantage on saving throws against being frightened or charmed due to frenzy or rage.

Blood Ritual: Galvanic Ruination
2

Blood Ritual: Galvanic Ruination

This ritual spell violently disrupts electrical currents in a 30-foot radius, shorting out or fusing all wiring and electrical devices, rendering them inoperable for the duration.

Blood Ritual: Firewalker
2

Blood Ritual: Firewalker

The caster grants the target resistance to fire damage for the duration of the spell.

Blood Ritual: Eyes of the Past
2

Blood Ritual: Eyes of the Past

Allows the caster to vividly recall and witness events that occurred in their current location up to five years ago, as if watching a silent, ghostly replay in their mind.

Blood Ritual: Essence of Air
2

Blood Ritual: Essence of Air

Creates a potion that grants the drinker the ability to fly with a speed of 30 feet for 10 minutes. The flight ends early if the user is incapacitated or falls prone.

Blood Ritual: Deflection of Wooden Doom
2

Blood Ritual: Deflection of Wooden Doom

When a wooden stake is about to pierce the caster's heart, this spell causes the stake to shatter, preventing damage and granting a brief moment to react.

Blood Ritual: Bladed Hands
2

Blood Ritual: Bladed Hands

The caster's hands become physically sharpened, dealing slashing damage with unarmed strikes for the duration.

Blood Ritual: Truth of Blood
1

Blood Ritual: Truth of Blood

Creates a potion that, when consumed, allows the drinker to discern lies from truth in spoken statements for 1 hour.

Blood Ritual: Illuminate the Trail of Prey
1

Blood Ritual: Illuminate the Trail of Prey

You create a glowing trail visible only to you that reveals the past whereabouts of a creature you choose within range, tracing their movements for the last hour.

Blood Ritual: Eyes of Babel
1

Blood Ritual: Eyes of Babel

Grants the caster the ability to understand and speak any language known by a target creature within range for the duration.

Blood Ritual: Calling the Aura's Remnant
1

Blood Ritual: Calling the Aura's Remnant

Allows the caster to commune with the lingering aura of a corpse, gaining insight into the deceased's final emotions and memories without contacting their spirit or ghost.

Blood Ritual: Wake with Evening's Freshness
0

Blood Ritual: Wake with Evening's Freshness

This spell allows the caster to instantly shake off lethargy and torpor as if the day had turned to evening, refreshing their mind and body. The caster gains advantage on Wisdom and Dexterity saving throws and checks for 1 hour.

Blood Ritual: Unseen Underground
0

Blood Ritual: Unseen Underground

Turns the caster invisible while they remain underground. The invisibility ends if the caster surfaces or attacks.

Blood Ritual: Revealing the Crimson Trail
0

Blood Ritual: Revealing the Crimson Trail

This ritual enables the caster to detect and trace blood traces, regardless of age or quantity, revealing a glowing crimson path visible only to the caster.

Blood Ritual: Herd Ward
0

Blood Ritual: Herd Ward

A protective ritual that creates a ward around the vampire's herd of kine, deterring poachers by instilling fear and confusion in intruders.

Blood Ritual: Enrich the Blood
0

Blood Ritual: Enrich the Blood

This ritual enhances the potency of human blood, allowing Kindred to satisfy their Hunger from a smaller quantity. When active, any blood consumed by the caster restores twice the usual benefit.

Blood Ritual: Douse the Fear
0

Blood Ritual: Douse the Fear

Temporarily subdues the caster's fear of fire, granting advantage on saving throws against fire-based fear effects and immunity to being frightened by fire for the duration.

Blood Ritual: Craft Bloodstone
0

Blood Ritual: Craft Bloodstone

You create a Bloodstone, a small magical gem that acts as a tracking device. The Bloodstone can be attuned to a creature, allowing you to sense its direction and distance within 1 mile for 24 hours.

Blood Ritual: Coax the Garden
0

Blood Ritual: Coax the Garden

You manipulate nearby plant life to entangle and shield you, creating a natural defense that hampers attackers and provides cover.

Blood Ritual: Clinging of the Insect
0

Blood Ritual: Clinging of the Insect

Grants the caster the ability to cling to walls and ceilings, allowing movement along vertical and inverted surfaces as if they were horizontal ground.

Blood Ritual: Beelzebeatit
0

Blood Ritual: Beelzebeatit

A ritual that creates an aura repelling lower-order living creatures, causing them to avoid the area for the duration.

Blood Ritul: Blood to Water
0

Blood Ritul: Blood to Water

This ritual cleanses blood stains within a 20-foot radius, transforming all blood into harmless water, leaving the area spotless and odorless.

Blood Ritual: Bloody Message
0

Blood Ritual: Bloody Message

A vampire writes a message in blood on a mirror bathed in UV light. The message appears on another reflective surface for a chosen recipient and clears after being read.

Blood Sorcery: Reclamation of Vitae
4

Blood Sorcery: Reclamation of Vitae

Allows a vampire to reclaim blood previously given to create ghouls, restoring their own vitality by drawing back the yielded vitae from their ghouls within range.

Blood Sorcery: Cauldron of Blood
4

Blood Sorcery: Cauldron of Blood

You cause the blood of a creature within range to boil violently, dealing intense internal damage and causing excruciating pain. The target must make a Constitution saving throw or take severe damage and suffer disadvantage on attack rolls and ability checks until the end of its next turn.

Blood Sorcery: Baal's Caress
4

Blood Sorcery: Baal's Caress

The vampire transmutes their blood into a potent poison that lashes out at foes, dealing necrotic damage and potentially poisoning them. The poison is deadly to both mortals and Kindred, weakening their vitality and resistance.

Blood Sorcery: Theft of Vitae
3

Blood Sorcery: Theft of Vitae

The vampire creates a mystical wound in a target's major artery, causing a stream of blood to shoot toward the vampire, healing them as they consume it.

Blood Sorcery: Transitive Bond
2

Blood Sorcery: Transitive Bond

Extends the Blood Bonding properties of the caster's vitae, allowing it to retain its ensnaring effects even when stored or within a ghoul's body.

Blood Sorcery: Scorpion's Touch
2

Blood Sorcery: Scorpion's Touch

The vampire transmutates their blood into a potent paralyzing poison. On a successful melee touch attack, the target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Blood Sorcery: Blood of Potency
2

Blood Sorcery: Blood of Potency

The vampire concentrates their blood, enhancing its potency. For the duration, the vampire's melee attacks deal additional necrotic damage and their healing from blood consumption is increased.

Blood Sorcery: Extinguish Vitae
1

Blood Sorcery: Extinguish Vitae

You target a vampire within range, disrupting the unlife-giving properties of their blood. The victim's inner reserves curdle, increasing their Hunger and weakening their vitality.

Blood Sorcery: Shape of the Sanguine Sacrament
0

Blood Sorcery: Shape of the Sanguine Sacrament

Allows the caster to manipulate blood within range to form intricate images, such as simple messages or geometric shapes, visible for up to 1 minute. The images are purely visual and cannot cause harm or affect creatures.

Blood Sorcery: A Taste for Blood
0

Blood Sorcery: A Taste for Blood

By tasting a drop of blood, the caster discerns the creature's basic traits: approximate age, health status, and emotional state. This knowledge grants insight into the creature's vitality and current mood.

Blood Sorcery: Corrosive Vitae
0

Blood Sorcery: Corrosive Vitae

The caster imbues their own blood with corrosive properties, allowing it to dissolve dead organic and inorganic matter over time. The blood can corrode most non-living materials into a steaming sludge, requiring repeated application and bloodshed to maintain the effect.

Obfuscate: Memories Fading Glimpse
9

Obfuscate: Memories Fading Glimpse

You erase your presence from the memories of all creatures, effectively removing yourself from reality for 24 hours. During this time, creatures cannot perceive, remember, or detect you by any means.

Memories Fading Glimpse
6

Memories Fading Glimpse

You become intangible and invisible, removing yourself from reality for 24 hours or until you decide to end the spell. During this time, you cannot be detected by any means and do not interact with the physical world.

Obfuscate: Obscure God's Creation
8

Obfuscate: Obscure God's Creation

This spell removes a person or object from the perceptions of others, rendering them unseen and unnoticed as if they do not exist to those around them.

Obfuscate: Create Name
8

Obfuscate: Create Name

You create a convincing new identity for yourself, including appearance, mannerisms, and background, that overcomes any suspicion or scrutiny for 24 hours. While under this effect, any attempts to discern your true identity have disadvantage.

Obfuscate: Old Friend
7

Obfuscate: Old Friend

You magically compel a creature to see you as a trusted friend and confidant, granting advantage on Charisma checks to interact with you and resistance to being charmed by others for the spell's duration.

Obfuscate: Horrid Countenance
7

Obfuscate: Horrid Countenance

You transform your visage into a terrifying nightmare unique to each observer, instilling fear and dread. Creatures within range must succeed on a Wisdom saving throw or become frightened for the duration.

Veil of Blissful Ignorance
6

Veil of Blissful Ignorance

This spell renders a target invisible to all creatures, making them undetectable by sight regardless of conditions or attempts to reveal them.

Obfuscate: Fortress of Silence
6

Obfuscate: Fortress of Silence

Creates a zone of absolute silence around the caster or a target. The caster gains heightened awareness and clarity of thought, while a target affected hears only their own heartbeat, potentially driving them mad.

Obfuscate: Mask The Devil
5

Obfuscate: Mask The Devil

Blank your aura, rendering yourself immune to all powers and effects targeting your inner Beast.

Obfuscate: Invisible Weapon
5

Obfuscate: Invisible Weapon

You render a weapon you are holding invisible, making it unseen even when you attack with it. The weapon remains invisible for the duration or until you dismiss the spell, granting advantage on attack rolls made with it as enemies struggle to anticipate your strikes.

Obfuscate: Gemini's Mirror
5

Obfuscate: Gemini's Mirror

You become invisible and create an illusory duplicate of yourself that continues to act normally, distracting enemies. The duplicate mimics your last actions and can be targeted but cannot deal damage.

Obfuscate: Diastasis
5

Obfuscate: Diastasis

You become invisible and create an illusory duplicate of yourself within 30 feet that you can control. The illusion mimics your actions but cannot deal damage or interact physically.

Obfuscate: Blithe Acceptance
5

Obfuscate: Blithe Acceptance

You emanate an aura that causes creatures within 30 feet to ignore you and your actions, provided you do not engage in violence. This effect lasts for 1 minute or until you attack or cast a harmful spell.

Imposter's Guise
2

Imposter's Guise

Allows the vampire to magically disguise themselves as a specific person they have seen, altering appearance, voice, and mannerisms for up to 1 hour or until concentration is broken.

Obfuscate: Conceal
3

Obfuscate: Conceal

Cloaks an inanimate object up to the size of a small building, rendering it invisible to sight until the spell ends or the object is moved.

Obfuscate: Mind Masque
2

Obfuscate: Mind Masque

Conceals your emotions and thoughts from being read by any means, mundane or magical, for the duration. Creatures attempting to read your mind must succeed on an Intelligence saving throw or fail to gain any information.

Obfuscate: Mental Maze
2

Obfuscate: Mental Maze

The vampire traps the target's mind in a labyrinthine illusion, making them believe the building endlessly folds back on itself, preventing escape.

Obfuscate: Fata Morgana
2

Obfuscate: Fata Morgana

You create elaborate multisensory hallucinations that disorient and confuse creatures within range, making them perceive false images, sounds, and sensations.

Obfuscate: Mask of a Thousand Faces
2

Obfuscate: Mask of a Thousand Faces

You assume the voice and appearance of a generic person who blends into the current setting, such as a factory worker or nightwatchman, allowing you to move unnoticed.

Obfuscate: Ghost in the Machine
2

Obfuscate: Ghost in the Machine

This spell causes electronic recording devices within range to malfunction, obscuring or erasing any recorded data, effectively rendering surveillance or recordings useless.

Obfuscate: Doubletalk
1

Obfuscate: Doubletalk

You speak a phrase that appears straightforward, but you secretly convey a different message only understood by a chosen target within range. The target must succeed on a Wisdom saving throw or be confused about your true intent.

Obfuscate: Ghost's Passing
1

Obfuscate: Ghost's Passing

Allows the vampire to extend their Obfuscate powers to animals under their influence, rendering them partially invisible and silent for stealth and infiltration purposes.

Obfuscate: Ventriloquism
1

Obfuscate: Ventriloquism

You throw your voice to a creature within range, allowing only that creature to hear your message clearly.

Obfuscate: Chimerstry
1

Obfuscate: Chimerstry

You create a brief, vivid hallucination affecting one sense of a creature within range, causing them to perceive something unreal for up to 1 minute. The hallucination is single-sensory and can be visual, auditory, olfactory, gustatory, or tactile.

Obfuscate: Unseen Passage
1

Obfuscate: Unseen Passage

The vampire becomes invisible and can move freely without breaking the invisibility for the duration. The spell ends if the vampire attacks or casts another spell.

Obfuscate: Silence of Death
0

Obfuscate: Silence of Death

The vampire cloaks itself in an unnatural silence, nullifying all sound it makes for the duration, rendering it completely silent and undetectable via sound.

Obfuscate: Ensconce
0

Obfuscate: Ensconce

Allows the vampire to magically conceal a small object on their person, making it undetectable by normal means until deliberately revealed.

Obfuscate: Cloak of Shadows
0

Obfuscate: Cloak of Shadows

The caster becomes invisible while standing completely still. Moving or taking any action ends the invisibility.

Celerity: Paragon of Motion
8

Celerity: Paragon of Motion

You gain unparalleled control over your body, allowing you to perform physical acts flawlessly. For the duration, you have advantage on all Dexterity checks and saving throws, and you cannot be restrained or grappled.

Celerity: Zephyr
7

Celerity: Zephyr

You move with such incredible speed that you appear to defy gravity, allowing you to dash swiftly and lightly over any surface, including vertical walls and water, for the duration.

Celerity: Time Out of Time
7

Celerity: Time Out of Time

You momentarily step outside the flow of time, allowing you to react instantly and move before others can perceive your action. This spell grants you an immediate reaction to any trigger, enabling a swift movement or action without provoking opportunity attacks.

Celerity: The Unseen Storm
7

Celerity: The Unseen Storm

You move with such incredible speed that you become invisible until the start of your next turn. While invisible this way, you leave behind a faint, storm-like shimmer that lightly obscures the area around you.

Celerity: Physical Defiance
7

Celerity: Physical Defiance

You move with supernatural speed, defying gravity to pass through enemies, dealing instant force damage as you strike them.

Celerity: Stutter-Step
6

Celerity: Stutter-Step

You harness your Celerity to momentarily blur your movements, granting you enhanced defensive agility. For the duration, you gain a bonus to AC and advantage on Dexterity saving throws.

Celerity: Flower of Death
6

Celerity: Flower of Death

You channel your agility into a deadly flourish, gaining a bonus to attack rolls equal to your Acrobatics modifier for the duration. This spell lasts for 1 minute and requires concentration.

Celerity: Quickness
5

Celerity: Quickness

You expend your own blood to gain an additional turn immediately after your current one. This sudden burst of speed allows you to act again before other creatures.

Celerity: Tireless Tread
5

Celerity: Tireless Tread

You gain the ability to run at an incredible speed of 50 miles per hour for up to eight hours without tiring. Your movement speed is greatly increased, and you suffer no exhaustion from running during this time.

Celerity: Projectile
5

Celerity: Projectile

You hurl a small object at high speed, propelled by your swift movements. The projectile deals force damage as it strikes a target within range.

Celerity: Precision
5

Celerity: Precision

You enter a trance that heightens your dexterity and focus, allowing you to perform tasks requiring exceptional fine manipulation with ease.

Celerity: Momentum
5

Celerity: Momentum

Focus your Celerity into one instant, increasing your Strength by +4 for 1 minute. This surge of power enhances your melee attacks, granting advantage on Strength checks and saving throws during the duration.

Celerity: Flawless Parry
5

Celerity: Flawless Parry

As a reaction, you make a perfect defensive motion, gaining advantage on the next attack roll made against you before the start of your next turn. You cannot take any other actions or reactions until then.

Celerity: Split Second
4

Celerity: Split Second

Allows the caster to act instantly, interrupting the normal flow of events to perform a quick action such as moving through a closing door or dodging an explosion.

Celerity: Lightning Strike
4

Celerity: Lightning Strike

The vampire harnesses supernatural speed to prevent the target from dodging or defending against its melee attacks until the start of the vampire's next turn.

Celerity: Unerring Aim
3

Celerity: Unerring Aim

The vampire marks a target, preventing them from dodging or defending against the vampire's ranged attacks for the spell's duration.

Celerity: Draught of Elegance
3

Celerity: Draught of Elegance

By drinking the vampire's blood, the target gains supernatural speed and agility, granting them an extra action on their turn for 1 minute.

Celerity: Traversal
2

Celerity: Traversal

Allows the caster to move up vertical surfaces or across water as if it were solid ground for the duration. Requires a successful Dexterity (Acrobatics) check to maintain movement each round.

Celerity: Blink
2

Celerity: Blink

The vampire instantly teleports up to 60 feet to an unoccupied space it can see. After teleporting, the vampire can make one melee weapon attack as a bonus action.

Celerity: Fleetness
1

Celerity: Fleetness

Grants the caster a supernatural boost to agility, adding +4 to all non-combat Dexterity checks for the duration of the spell.

Celerity: Fluent Swiftness
0

Celerity: Fluent Swiftness

Grants the caster advantage on Dexterity saving throws, enhancing their agility and reflexes to evade harm more effectively.

Celerity: Rapid Reflexes
0

Celerity: Rapid Reflexes

Grants the vampire exceptional agility, allowing it to dodge ranged attacks without penalty even when exposed and without cover.

Celerity: Cat's Grace
0

Celerity: Cat's Grace

This spell grants the vampire supernatural balance and agility, allowing them to automatically succeed on checks to maintain their balance and avoid falling.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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