Ghostfire Gaming
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Stand Up, Stand Firm, and Fight for Something
The Brujah are a clan of freethinkers and revolutionaries who thrive on their own liberty and fight against oppression and stagnation. They find a power in themselves that is reflected as strength, speed, and a force of personality that makes them formidable in the varied conflicts they often find themselves in.
Level 3: Brujah Bane
Your blood simmers with the rage of your vampiric ancestors. If you fail a D20 Test that is affected by your Beast feature and choose to expend Blood Points to ignore the effects of Hunger, you must expend a number of Blood Points equal to your Proficiency Bonus to ignore the effects, instead of 1.
Level 3: Fighting Fury
You can channel the rage simmering below the surface, funneling it into your physical strength and speed. You can expend 1 Blood Point to gain the following benefits for 1 minute.
Brawn. You have Advantage on the first attack roll you make with a Melee weapon or Unarmed Strike on your turn.
Swiftness. You can take the Dash or Dodge action as a Bonus Action.
Weapon Training. You gain proficiency with Martial weapons, and your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice.
Level 6: Fearsome
Your vampiric presence exudes menace from the rise of your inner Beast.
Dread Gaze. You bare your fangs, your eyes flash with predatory hunger, and you let out a hiss that strikes terror in the hearts of others. You can expend 1 Blood Point to cast the Fear spell.
Predatory Aura. You have Advantage on Charisma (Intimidation) checks.
Level 9: Fleetness
Your celerity grants you bursts of incredible speed.
Dizzying Speed. You can expend 3 Blood Points to cast the Haste spell on yourself. When you cast the spell in this way, when the spell ends, you aren’t Incapacitated and your Speed isn’t reduced to 0.
Level 11: Burning Wrath
You pour all of your intensity and fury into yourself, causing your blood to seemingly boil on your skin. As a Bonus Action, you can expend 2 Blood Points to empower your Unarmed Strikes. For 1 minute or until you fail to make an attack roll against an enemy on your turn, whichever comes first, you can deal an extra 2d8 Necrotic damage to a target you hit with an Unarmed Strike.
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Level 15: Rouse Emotions
You can extend your own passionate feelings into others, infecting them with your fervor. You can expend 3 Blood Points to cast one of the following spells
Enthrall. You cast the Charm Person spell as if with a level 6 spell slot, and the creatures have Disadvantage on the saving throw.
Incite. You cast the Confusion spell. A creature that fails its saving throw automatically rolls 7–8 to determine its behavior for each turn.
Terrorize. You 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.
Level 18: Puissant Might
Your raw, supernatural strength is legendary.
Ability Score Increase. Your Strength score increases by 4, to a maximum of 30.
Pulverize. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, your Melee weapon or Unarmed Strike deals two extra dice of its damage.

