Ghostfire Gaming
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Let the Beast Inside in Order to Control It
The Gangrel have made peace with their Beast long ago, choosing to harness the wild power it promises and wield it rather than trying to stifle it. They are attuned to its feral nature, embodying the predator.
Level 3: Gangrel Bane
The Beast reveals itself in you as animalistic features and behaviors. If you are affected by the Hunger of your Beast feature, you have Disadvantage on Charisma (Deception and Persuasion) checks until you finish a Long Rest.
Level 3: Gifts of the Beast
Your body reflects the protean gifts of your animalistic Beast. You gain the following benefits.
Eyes of the Beast. The range of your Darkvision increases to 240 feet.
Feral Weapons. As a Bonus Action, you can expend 1 Blood Point to grow rending claws for 1 minute. Your Unarmed Strikes deal 2d6 Slashing damage, and you can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes.
Level 6: Feral Spirit
Your connection to your wild self forges a spiritual bridge with Beasts.
Beastmind. While you look in the eyes of a Beast within 30 feet of yourself, you can speak telepathically with it, and you can use any of the Influence action’s skill options with it.
Like Minds. You can cast the Animal Friendship spell without expending a spell slot. And when you cast the spell in this way, it is cast as if you had used a spell slot level equal to your Proficiency Bonus.
Wild Hunger. When you are affected by the Hunger of your Beast feature, you can deal 1d6 extra Slashing damage when you hit it with an Unarmed Strike, and you also count as one size larger when determining what you can grapple.
Level 9: Gifts of Survival
Your body is built to survive whatever the world sets before you.
Feral Fortitude. When you take damage except Fire and Radiant, you can take a Reaction to reduce the damage taken by your Proficiency Bonus plus your Constitution modifier (minimum reduction of 1).
Meld with Earth. As a Magic action, you can expend 1 Blood Point to cast the Meld into Stone spell, except the surface must be dirt, sand, or clay instead of stone. Additionally, while the spell is active, you gain Tremorsense with a range of 60 feet. The spell lasts until you end it (no action required) or when you finish a Long Rest.
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Level 11: Corporeal Mastery
You embody the supernatural powers of ancient vampire legends, transforming for a time.
Beast Form. As a Magic action, you can expend a number of Blood Points to shape-shift into a Beast form applicable to this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Kindred level or until you use Corporeal Mastery again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Known Forms. You can expend 2 Blood Points to shape-shift into a Bat, Cat, Rat, Raven, or Wolf. You can expend 4 Blood Points to shape-shift into a Dire Wolf, Giant Bat, Giant Rat, or Panther.
Temporary Hit Points. When you assume a Beast form, you gain a number of Temporary Hit Points equal to your Kindred level.
Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block. While in Beast form, you retain your personality and memories, and you can understand languages you know, but you can’t speak.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, your equipment merges into your new form. Nonmagical equipment that merges with the form has no effect while you’re in that form.
Level 15: Command the Beast
You can impose your will upon wild things, allowing your Beast to overwhelm theirs.
Rein. You cast the Dominate Beast spell as its level 7 version, without expending a spell slot, and you can modify it so that it doesn’t require Concentration.
Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest.
Rouse. When an Undead (Kindred) you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction and expend 1 Blood Point to force that creature to use its Beast feature on that D20 Test. If the Kindred has no remaining uses of its Beast feature, this effect automatically fails.
Level 18: Protean Rewards
Your body can perform greater wonders.
Flesh of Marble. As a Magic action, you can expend 2 Blood Points to double your Gifts of Survival feature’s Damage Reduction for 1 minute.
Mistform. You can expend 2 Blood Points to cast the Gaseous Form spell on yourself. When you cast the spell in this way, you can modify it so that it doesn’t require Concentration.

