Disciplines

Vampire Disciplines
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.
Action: What type of action (such as free, move or standard) the Discipline constitutes.
Cost: How much Vitae the Discipline costs.
Duration: 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.

Devotions
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.

Discipline Groups
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].

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.

Auspex
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.

Celerity
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
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
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.

Nightmare
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.

Obfuscate
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.

Protean
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.

Resilience
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.

Vampire Disciplines

Disciplines Prerequisites Group Benefit
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.

Disciplines

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