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This mods adds new class based on vampires from the game Vampire the Masquerade.

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Mirrors
Changelogs
This mod is the adaptation of vampire clans from the ttrpg Vampire The Masquerade.
Level 20 is supported.

OVERVIEW

Cainite is the vampiric class that comes with set of unique disadvantages, but offers a pool of powerful abilities.
Resources:
Blood. The main resource used to fuel your abilities. Replenish on short rest. You start with 10 blood points. By level 20 you'll have 57.
Willpower. Vampires are not the most stable creatures, their minds are under constant pressure. Willpower allows you to cleanse your mind of fear (spend 1 point) or madness (spend 2 points). Replenish on long rest. You start with 4 willpower points. By level 20 you'll have 10.
Passives: 
Proficiency with all armors and weapons.
Primary and spellcasting abilities - Wisdom. But each subclass uses own abilities.
Immunity to necrotic and poison damage and bleeding.
Roll bonus to death saving throw. You won't die that easily.
Night hunter - when obscured, you gain advantages on attacks and saving throws.
On level 5 and 10 you gain extra attack.
Debuffs:
You are undead. Healing spells can't heal you.
Sunlight sensitivity- While in sunlight, you have Disadvantage on everything.
Rotschreck - you are vulnerable to fire damage. When you've been targeted by fire attack, you have a chance to run away in fear.
Frenzy - you are vulnerable to radiant damage. When receiving radiant damage, critical or paralysis, you can fall into frenzy. In this state you lose control, your strength and dexterity are increased by 5, but you AC is decreased by 5. You can end this effect by spending willpower or passing wisdom check.
Clan Curse - each subclass has its own unique curse.
Generic abilities:
Bite - As a bonus action you can bite the enemy dealing 1d8/2d8/3d8/4d8/5d8 piercing damage, restore the same amount of HP and 1/2/3/5/8 blood points. Scales with level.
Bloodbuff - Strength, Dexterity and Constitution are raised by 1.
Bloodheal - Restore 1d6 health points each turn.

DISCIPLINES

Disciplines are the sets of abilities, level 1-9. Each subclass receives 3 sets.
You receive new abilities on levels 1, 4, 7, 10, 12, 13, 16, 19 and 20. At level 13, 16, 19 you choose one from range of abilities.

POTENCE
Available to: Brujah, Lasombra (WIP), Nosferatu (WIP)
Potence is the Discipline that endows vampires with physical vigor and preternatural strength. 
Level 1:
Prowess - Unarmed attacks deal scaling damage, unless their normal damage is higher. 
Level 2:
Might - damage bonus to your next melee attack. 
Level 3:
Rigidity - Your attacks ignore resistance to Bludgeoning damage.
Level 4:
Devastating blow - After making a melee attack, you can do another attack that costs bonus action
Level 5:
Amazing Power - Your next attack is critical and deals additional damage
Level 6:
Relentless Pursuit - Jump into the fray, dealing damage, pushing enemies away and knocking them prone
Caine's Fist - Punch four times in quick succession a few meters away.
Gentle Rebuke - Telekinetically knock enemy away dealing force damage
Level 7:
Forge's Hammer - Add bonus force damage to weapon attacks and +2 to AC to your ally.
Earthshock - Deal bludgeoning damage, knock enemies prone and create a difficult terrain
Fist of the Titans - Range of your melee attacks increases to 4.5m. Your attacks can knock enemies prone.
Immovable Object - You can't be moved against your will, you become immune to Difficult Terrain and your AC increases by 2.
Brutality - Your unnarmed attacks deal additional slashing damage and you receive +1 to attack roll.
Level 8:
Flick - Damage enemies around you, dealing thunder damage and stunning them
Lend the Supernatural Vigor - Set Strength of your ally to 24. They have Advantage on Strength checks.
Level 9:
Might of the Heroes - The number you need to roll a Critical Hit while attacking is reduced by 3.

CELERITY
Celerity is a Discipline that grants vampires supernatural quickness and reflexes.
Available to: Brujah, Toreador (WIP), Assamite (WIP)
Level 1:
Fluent Swiftness - Gain +2 bonus to Initiative and your movement speed is increased by 3m.
Level 2:
Instant Reflex - Add 1 to Dexterity Saving Throws and checks
Level 3:
Slipping into Shadows - When being attacked, set Disadvantage on this attack.
Level 4:
Elusive - Add 2 to Dexterity Saving Throws and checks
Level 5:
High Speed - Your movement speed is increased by 15. You ignore Opportunity Attacks, fall damage and Difficult Terrain.
Level 6:
Momentum - Your next melee attack deals additional Force damage equal twice your Dexterity Modifier.
Precision - You have Advantage on Dexterity Ability Checks and +3 roll bonus
Quickness - Immediately gain an extra action to use this turn and restore all movement points.
Projectile - Throw objects with the speed of your Celerity.
Flowless Parry - When being attacked, set Disadvantage on this attack, increase your AC by 5 and counterattack. 
Level 7:
Improved Quickness - Immediately gain 2 extra actions to use this turn and restore all movement points. Receive 30 force damage.
Flower of Death - Deal necrotic damage in addition when you make a melee attack. 
Stutter Step - When being attacked, set Disadvantage on this attack, increase your AC by 7 and counterattack. You have Advantage on your next attack.
Level 8:
Zephyr - Gain ability to fly
Time out of Time - Stop a spell being cast and deal Force damage.
Unseen Storm - Gain invisibility. It won't end if you interact with the world.
Physical Defiance - Move so fast, you defy gravity and kill mortals as you pass through them
Level 9:
Paragon of Motion - Add 5 to Dexterity Saving Throws and checks. When enemies try to attack you in melee with fire or radiant damage or their attack was critical, they fall prone.

PRESENCE
Presence is the Discipline of supernatural allure and emotional manipulation which allows vampires to attract, sway, and control crowds.
Available to: Brujah, Setite (WIP), Toreador (WIP), Ventrue (WIP)
Level 1:
Suggestion - Gain Proficiency in Performance and Persuasion
Intimidation - Gain Proficiency in Survival and Intimidation
Level 2:
Frightening Gaze - Scare the target.
Residual Feelings - After biting the enemy, your next attack has advantage against them.
Level 3:
Aura of Inspiration - You and your allies add their Charisma Modifier to Saving Throws.
Vampire's Charisma - Gain +2 to all rolls of Charisma skills.
Level 4:
Stupefaction - Stun the target.
Level 5:
Majesty - Enemies around you have disadvantage on attack rolls
Level 6:
Kingmaker - Give your ally advantage on Charisma checks and increase their Charisma by 3.
Love - Gain Advantage on Charisma Checks against a non hostile creature and add your Charisma Modifier.
Paralyzing Glance - Paralyze the enemy and deal psychic damage
Aire of Elation -  Force enemies around you to laugh
Force of Personality - Enemies that are trying to approach you can fall prone
Melusine's Song - Enemies around you become charmed by your song and drop their weapons.
Spark of Rage - Draw enemies around you to madness
Level 7:
Mask Empathy - Force the enemy to fight for you. Succeding in Saving Throw, target receives psychic damage
Vengeance of the Martyr's Legacy - Force your ally to frenzy
Cooperation - You and allies around you have advantage on all physical abilities' Saving Throws.
Level 8:
Ironclad Command - Enemies have disadvantage against your Presence abilities
Bloodlust - Make 2 your allies hungry for blood. They have advantage on attack rolls. Their attacks ignore resistance to physical damage. Their AC is decreased by 1.
Level 9:
God Incarnate - Force the target to serve you. When effect ends, target dies.

ANIMALISM
Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself.
Available to: Gangrel, Nosferatu (WIP), Ravnos (WIP), Tzimisce (WIP)
Level 1:
Feral Whispers - Gain the ability to comprehend and communicate with beasts.
Level 2:
Beckoning - Summon Dire Wolf or Dire Raven
Level 3:
Song of Serenity - Charm the beast
Level 4:
Subsume the Spirit - Possess the spirit of the hostile beast.
Level 5:
Drawing Out the Beast -If you are in frenzy, you can spend 5 blood points and end it and restore some HP.
Level 6:
Adaptability - You are resistant to Cold and Acid damage
Song in the Dark -Summon the underground monsters to turn the area into Difficult Terrain and deal damage
Quell the Herd - Sing the song and charm the enemies around you and deal psychic damage
Deep Song - Sing the song and deal psychic damage to enemies around you. 
Level 7:
Send the Eighth Plague - Locusts attack everyone within range, make the area Difficult Terrain
Twist the Feral Will - Force the beast to fight for you.
Conquer the Beast - Enter frenzy at will
Level 8:
Mass Summons - Summon Dilophosaurus or Great Eagle
Unchain the Ferocious Beast - Deal damage to the enemy and force them to frenzy
The Beasts Quills - When being attacked, force the attack to miss and apply frenzy onto the attacker
Level 9:
Free the Beast Within - Enter controlled frenzy at will. This frenzy reduces your AC by 2 instead of 5.

PROTEAN
Protean is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist.
Available to: Gangrel
Level 1:
Eyes of the Beast - Gain Darkvision
Level 2:
Feral Claws - Turn your hands into dangerous claws
Level 3:
Earth Meld - Move through the ground and regain HP. 
Level 4:
Shape of the Beast - Transform into a Dire Wolf or a Panther.
Level 5:
Mist Form - Transform into a mist
Level 6:
Flesh of Marble - You are resistant to physical and acid damage
Smoke and Mirrors - When damaged, transform into a smoke. You return to the battlefield at the start of the next turn.
Earth Control - Burrow into the ground and emerge at the target position, possibly knocking nearby creatures prone
Level 7:
Animal Swarm - Summon up to 20 Vampire Rats. For each rat summoned, receive 2 Force damage
Shape of the Beast's Wrath - Transform into an Ettercap
Spectral Body - Transform into a potent mist form. While in Mist Form, you may blind and deal Necrotic damage to nearby enemies.
Level 8:
Mythic Form - Transform into a Hook Horror
Shape of the Inner Beast - Transform into a Minotaur
Purify the Impaled Breast - Deal piercing damage to all enemies around you 
Level 9:
Draught of Phoenix Blood - When downed, regain all your hit points and enter frenzy

FORTITUDE
Fortitude is a Discipline that grants Kindred unearthly toughness, even to the point of resisting fire and sunlight.
Available to: Gangrel, Cappadocian (WIP), Ravnos (WIP), Salubri (WIP), Ventrue (WIP)
Level 1:
Resilience - Your Hit Point maximum increases by 1 for every level you have gained.
Level 2:
Toughness - You are resistant to physical damage
Level 3:
Defy Bane - You can half the incoming damage.
Level 4:
Shatter - When being attacked, deal force damage to the attacker and send them off balance
Level 5:
Flesh of Marble - Gain immunity to all damage, except radiant, for 1 attack. At the end of the round, buff reapplies.
Level 6:
Sensory Shield - You are resistant to Psychic damage, fear and charm
Stand Against All Foes - You cannot be moved against your will and are immune to prone. Your AC increases by 2.
Level 7:
Shared Strength - Increase ally's max HP, grant them resistance to Slashing and Bludgeoning damage and give them reaction - Half the incoming damage.
Level 8:
Eternal Vigilance - You are no longer vulnerable to Fire and Radiant damage. Fire can't scare you and you don't receive disadvantage under the sunlight
King of the Mountain -  Force the incoming attack to miss
Repair the Undead Flesh - Restore half of your HP
Level 9:
Arm of Prometheus - You are immune to Force, Thunder and Bludgeoning damage. When enemies attack you in melee, they are reeling for 3 turns

AUSPEX
Auspex is a Discipline that grants vampires supernatural senses.
Available to: Cappadocian (WIP), Malkavian, Salubri (WIP), Toreador (WIP), Tremere (WIP), Tzimisce (WIP)
Level 1-5 and 9:
Auspex - this ability upgrades. 
At level 1, you gain +1 Wisdom
At level 4, you gain +1 Wisdom and Expertise in Insight 
At level 7, you gain +2 Wisdom and Expertise in Insight 
At level 10, you gain +2 Wisdom and Expertise in Insight and Perception
At level 12, you gain +3 Wisdom and Expertise in Insight and Perception
At level 20, you gain +4 Wisdom and Expertise in Insight and Perception. You can see in the darkness, see the invisible and immune to blind
Level 6:
Eagle's Sight - Gain advantage on attack rolls for 3 turns
Crocodile's Tongue - You have advantage on Charisma checks and saving throws.
Clairvoyance - Summon 2 Scrying Eyes. They have ray abilities of the spectator.
Level 7:
Personality Metamorph - You have expertise in Charisma skills
Supernal Awareness - You gain +6 to Initiative and can no longer be surprised.
Stealing the Mind's Eye - Force the target to attack only you. Target has disadvantage on attack rolls and saving throws against you.
Ecstatic Agony - When receiving damage, you can increase your strength and wisdom by 3. This effect can stack.
Mirror Reflex - Retaliate with 3 formidable strikes when a creature attacks you in melee.
Level 8:
Psychic Assault - Deal Psychic damage to the target and confuse them.
Omniscience - You have Proficiency in Intelligence and Wisdom skills

OBFUSCATE
Obfuscate is a Discipline that allows vampires to conceal themselves, deceive the mind of others, or make them ignore what the user does not want to be seen.
Available to: Assamite (WIP), Setite (WIP), Malkavian, Nosferatu (WIP)
Level 1, 2 and 4:
Obfuscate -this ability upgrades. 
At level 1, you turn invisible as long as you stay motionless.
At level 4, skill upgrades to invisibility
At level 10, skill upgrades to greater invisibility
Level 3:
Shadow Double - Gain one mirror image and blur.
Level 5:
Mass Invisibility - Apply greater invisibility to your party
Level 6:
Mind Blank -You are resistant to Psychic damage and immune to charm
Blithe Acceptance - Turn Invisible. Attacks against you have Disadvantage. You attack with Advantage. Invisivility does not breaks if you attack.
Invisible Weapon - Hide a weapon so that it cannot be seen even when you are attacking with it.
Manifold Guise - Disguise up to 4 members of your adventuring party.
Level 7:
Ethereal - When damaged, become invisible
Fortress of Silence - Target can't cast spells. Every turn it receives Psychic damage
Level 8:
Horrid Countenance - Scare the enemies before you and force them to drop their weapons.
Phantom Haunter - Haunt creatures before you with illusions of their greatest fears. It takes 4d10Damage per turn
Level 9:
Obscure God's Creation - Banish the target. When it returns, it receives Psychic damage

DEMENTATION
Dementation draws on the vampire's own insanity and uses it to achieve profound insights or inflict madness upon others.
Available to: Malkavian
Level 1:
Hysteria - Leave a creature prone with laughter, without the ability to get up and deal Psychic damage
Level 2:
The Haunting - The target has disadvantage on attack rolls. Every turn it can make a saving throw to end the effect.
Level 3:
Eyes of Chaos - You have advantage on Investigation and Insight checks.
Level 4:
Untenable Secret - Inflict a mind-scarring secret upon a creature that it must pass on to an ally or receive damage after 1 turn.
Level 5:
Total Insanity - Give 4 derangements to the target and deal Psychic damage. You also take additional derangement.
Level 6:
Devil in the Mind - Give ally advantage on Intimidation and Deception checks and immunity to Domination.
Kindred Spirits - Depending on your own derangements, you can bless your ally with a positive effect (healing when damaged, advantage on concentration, on checks)
Stain the Soul - Lower target's Wisdom by 4 permanently.
Level 7:
Childmind - Give the target disadvantage on Intelligence, Wisdom and Charisma saving throws -2 to rolls with this abilities.
Sleep of Reason - Create physical manifestations of the "hobgoblins" in a victim's mind. Target's AC is lowered by 2 for each. 
The Sword of Malkav - Damage enemies. They have disadvantage on attack rolls. Every turn they receive Psychic damage
Wave of Insanity - Give 4 derangements to several targets and deal Psychic damage
Level 8:
Minds of the Children - Same as Childmind but on several targets
Coma - Put creature into a magical coma. It won't awake even when attacked
Level 9:
Brother's Gift - You are free from your derangements and immune to Psychic damage
Mass Coma - Same as Coma but on several targets

SUBLCASSES

Subclasses represent vampire clans from ttrpg.
Each subclass has unique abilities you can choose on level 7, 12 and 17

BRUJAH
Clan of radicals and troublemakers, Embracing those willing to put someone in their place if the situation calls for it. 
Main Ability: Strength
Spellcasting: Charisma
Proficiency Bonus on Strength and Charisma saving throws. Proficiency in Intimidation and Athletics.
Clan Curse: Wisdom check against frenzy is more difficult (was 14, now 17)
Disciplines: Potence, Celerity, Prescence
Unique abilities:
Leaps and Bounds - Triple your jump distance and gain +1 to Strength skill checks.
Burning Wrath - Your weapon attacks deal additional force damage
Iron Heart - You and allies around you are immune to charm and can't be dominated
Esprit de Corps - Give your allies advantage on Strength saving throws and checks. They are resistant to physical damage, their attacks deal additional damage.
Reluctant Performance Artist - Force the target to dance. Their allies near them can start to laugh
Scourge of Alecto - Force the target to frenzy. Each turns it receives necrotic damage  
Command the Wary Beast - Frighten or charm beasts before you.

GANGREL
Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast.
Main Ability: Dexterity
Spellcasting: Wisdom
Proficiency Bonus on Constitution and Dexterity saving throws. Proficiency in Animal Handling and Survival.
Clan Curse: Each time you frenzy, your Intelligence drops by 1 up to 5. After the long rest your Intelligence restores back to normal.
Disciplines: Animalism, Protean, Fortitude
Unique abilities: 
Additional Form: Bear
Additional Form: Eagle
Claw Immunity - Beasts deal only half damage to you
King of the Beasts - Your summoned beasts gain your 1st and 2nd level Fortitude abilities
Shatterproof - Absorb elemental damage. Take half damage from the next elemental attack targeting you, and deal an additional 4d6 of that element type on your next attack.
Blood Thorns - Fire your claws, dealing piercing damage

MALKAVIAN
Seers and oracles among Kindred and kine, eerie figures bound by strange compulsions and the ability to perceive what others cannot.
Main Ability: Wisdom
Spellcasting: Wisdom
Proficiency Bonus on Wisdom and Dexterity saving throws. Proficiency in Stealth and Insight.
Clan Curse: You are insane. Choose one derangement.
Disciplines: Auspex, Obfuscate, Dementation
Unique abilities:
Creepy Clown Coat - Enemies around you can become frightened
Ignore Me - Enemies around you can become charmed
Malkav’s Pavlovian Response - Force the target to fall prone with laughter or become frightened. Its allies around it must make saving throw or do the same
Screams Made Real - Choose a target. It either falls into madness or becomes possessed
I have a Doggy - When you are attacked by a melee attack that does not deal Radiant damage, splinter off a piece of yourself in the form of a shadow dog.