Damned and the city of Sharn
Disciplines are the strange, supernatural powers that vampires possess. Using a Discipline is a supernatural ability (as opposed to an extraordinary or spell-like ability), and so does not provoke attacks of opportunity.
Discipline descriptions are similar to feat descriptions, except Discipline descriptions include the following information.
What type of action (such as free, move or standard) the Discipline constitutes.
How much Vitae the Discipline costs.
How long the Discipline lasts.
In addition, each Discipline (except Blood Potency) has a bold entry referring to one or more clans, such as “Gangrel or Ventrue.” A vampire of that clan gains the listed benefit. This benefit may be a decreased cost, increased effect or some other advantage. Each clan has a natural affinity for three Discipline groups, and this benefit represents that affinity.
This section also describes devotions. Some skilled vampires have found ways to combine Disciplines, creating new abilities that augment or complement other vampire abilities. Called devotions, they are not part of any of the known Discipline groups — devotions bridge the gaps among the Disciplines. Unlike Disciplines, devotions do not give extra benefits to vampires from certain clans.
Disciplines are organized into a number of broad groups, as described below. The group to which a Discipline belongs appears after its name, such as Feral Whispers [Animalism].
These Disciplines allow you to converse with, command and summon animals. This group includes Call of the Wild, Feral Whispers, Leashing the Beast, Obedience and Subsume the Lesser Spirit. Gangrel and Ventrue vampires have an affinity for these Disciplines.
These Disciplines involve improving your senses and perceiving what others cannot. This group includes Aura Perception, Heightened Senses, The Spirit’s Touch, Telepathy and Twilight Projection. Malkavian and Mekhet vampires have an affinity for these Disciplines.
This group includes only a single Discipline, Celerity, which you can take multiple times. It makes you faster and more agile. Bruja, Daeva and Mekhet vampires have an affinity for this Discipline.
Dominate Disciplines allow you control over other intelligent beings. The group includes Command, Conditioning, The Forgetful Mind, Mesmerize and Possession. Malkavian and Ventrue vampires have an affinity for these Disciplines.
Where appropriate, the save DC against Dominate Disciplines is 10 + your Hit Dice + your Charisma modifier.
All Dominate Disciplines work only on creatures with sentient minds, not on animals.
Dominate Disciplines cannot make a target directly harm himself, so obviously suicidal orders have no effect.
A Dominated creature (dominated with any Dominate Discipline) may later realize what happened to her; while she may not realize she was under mental control, she may wonder why she performed that activity. Creatures aware of the supernatural, and vampires in particular, likely determine that they were forced to obey against their will.
Majesty Disciplines allow you great charisma and power over intel-ligent beings without needing to directly command them. This group includes Awe, Entrancement, Revelation, Sovereignty and Summoning. Bruja and Daeva vampires have an affinity for these Disciplines.
These Disciplines cause fear and insanity in intelligent creatures. The group includes Dread, Eye of the Beast, Monstrous Countenance and Shatter the Mind. Nosferatu vampires have an affinity for these Disciplines.
Where appropriate, the save DC against Nightmare Disciplines is 10 + your Hit Dice + your Charisma modifier.
This group clouds the minds of others, making them overlook objects and people as if they were invisible. This group includes Cloak of the Gathering, Cloak of Night, The Familiar Stranger, Mask of Tranquility, and Touch of Shadow. Malkavian, Mekhet and Nosferatu vampires have an affinity for these Disciplines.
These Disciplines allow you to change your shape. They include Aspect of the Predator, Body of Spirit, Claws of the Wild and Haven of Soil. Gangrel vampires have an affinity for these Disciplines.
This group includes only a single Discipline, Resilience, which you can take multiple times. It makes you tougher, difficult to kill. Bruja, Gangrel and Ventrue vampires have an affinity for this Discipline.
|Aspect of the Predator||—||Protean||Other vampires think you are stronger; +4 on Intimidate.|
|Aura Perception||Heightened Senses||Auspex||Identify a creature’s emotions and personality, and if it is supernatural.|
|Awe||—||Majesty||+5 on social skills.|
|Blood Potency||—||—||+10 maximum Vitae, +1 Vitae spent/round.|
|Body of Spirit||Aspect of the Predator, Claws of the Wild, character level 10||Protean||Take the form of mist.|
|Call of the Wild||Character Level 4||Animalism||Summon animals.|
|Celerity*||—||Celerity||One Vitae for +30 feet to speed, +4 Dodge bonus AC, and +4 on Reflex saves.|
|Claws of the Wild||Character Level 6||Protean||Grow claws that deal 1d8 points of damage.|
|Cloak of Night||Touch of Shadow, Character level 4||Obfuscate||Become invisible.|
|Cloak of the Gathering||Cloak of Night, Touch of Shadow, level 8||Obfuscate||You and up to five others become invisible.|
|Command||—||Dominate||Target must obey one-word command.|
|Conditioning||Command, Mesmerize, character level 10||Dominate||Over weeks, give target penalties to resist your Dominate Disciplines.|
|Dread||Character Level 4||Nightmare||Aura makes creatures shake; they make Will saves or are frightened.|
|Entrancement||Awe, Character level 6||Majesty||Target feels strong positive feelings toward you.|
|Eye of the Beast||Dread, Monstrous Countenance, character level 6||Nightmare||Target makes a Will save or cowers in place.|
|The Familiar Stranger||Mask of Tranquility, Touch of Shadow, character level 6||Obfuscate||Appear as someone the target expects.|
|Feral Whispers||—||Animalism||Converse with animals.|
|The Forgetful Mind||Command, Mesmerize||Dominate||Add, alter or delete target’s memories.|
|Haven of Soil*||Character Level 2||Protean||Merge into soil for protection.|
|Heightened Senses||—||Auspex||Gain +5 on Perception and Sense Motive; darkvision 60 feet and double low-light vision.|
|Leashing the Beast||Level 10||Animalism||Rage for one minute, gaining +4 Str, +2 HP per level, and a +2 on Will saves.|
|Mask of Tranquility||Level 2||Obfuscate||Others cannot detect that you are a vampire.|
|Mesmerize||Command||Dominate||Target must obey suggestion.|
|Monstrous Countenance||—||Nightmare||Viewers must make Will saves or be frightened.|
|Mortal Fear||Dread, Eye of the Beast, Monstrous Countenance, level 12||Nightmare||Deals 5d6 damage; free action.|
|Obedience||Feral Whispers||Animalism||Compel an animal.|
|Possession||Command, level 12||Dominate||Take control of target.|
|Resilience*||—||Resilience||+3 HP per level and DR/1 for one minute.|
|Revelation||Awe||Majesty||Target reveals secrets.|
|Shatter the Mind||Dread, Eye of the Beast, Monstrous Countenance, level 10||Nightmare||Target gains a mild psychological disorder for weeks.|
|Sovereignty||Awe, Entrancement, Character level 12||Majesty||No one defies or criticizes you; targets must make Will saves to attack you.|
|The Spirit’s Touch||Aura Perception, Heightened Senses||Auspex||Perceive psychic impressions on an object.|
|Subsume the Lesser Spirit||Feral Whispers, Obedience, character level 8||Animalism||Take control of an animal’s body.|
|Summoning||Awe, level 10||Majesty||Command target to come to you from anywhere in the world.|
|Telepathy||Level 6||Auspex||Communicate mind-to-mind and read surface thoughts.|
|Touch of Shadow||—||Obfuscate||Make object invisible on your person.|
|Twilight Projection||Heightened Senses, level 12||Auspex||Project your senses from your body.|
|Vigor*||—||Vigor||+4 Str and +5 on Acrobatics checks for one minute.|