Ghostfire Gaming
Kindred Feat (Prerequisite: Level 8+, Discipline Acquisition Feat)
Your talents with the vampiric Discipline of another clan or bloodline have improved. Gain one of the following benefits for which you already possess the matching Discipline from the Discipline Acquisition feat.
Animalism. You can cast the Speak with Animals and Animal Messenger spells but only as Rituals. You can cast the Animal Friendship spell without expending a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Auspex. As a Bonus Action, you can expend 1 Blood Point to gain Advantage on Intelligence and Wisdom checks and saving throws for 1 minute.
Celerity. As a Bonus Action or as a Reaction when you are hit by an attack roll, you can expend 1 Blood Point to double your Speed and gain a +3 bonus to AC until the start of your next turn.
Dominate. You can cast the Charm Person and Suggestion spells. You can cast either spell without expending a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Fortitude. When you’re subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feat if you have the Incapacitated condition. In addition, you have Advantage on Constitution saving throws.
Obfuscate. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
Oblivion. You can expend 1 Blood Point to cast the Darkness spell. When you cast the spell in this way, you can modify it so that it doesn’t require Concentration.
Potence. As a Bonus Action, you can expend 2 Blood Points to empower your strikes for 1 minute. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d10 Force damage. In addition, you deal double damage to objects and structures.
Presence. You expend 3 Blood Points to cast the Fear spell. When you cast the spell in this way, you can modify it so that it doesn’t require Concentration, and creatures have Disadvantage on the saving throw against the spell.
Protean. As a Bonus Action, you can expend 2 Blood Points to deal an extra 2d6 Slashing damage to a target you hit with an Unarmed Strike for 1 minute.
Repeatable. You can take this feat more than once, but you must choose a different Discipline each time.