Vampire: The Masquerade - Bound by Blood
Ghostfire Gaming

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Manipulate Darkness and Weakness with Ease

Kindred are creatures of darkness, but none so much as the Lasombra. They are masters infused with the inky abyss from which they draw their power, turning shadows into an extension of themselves.

Level 3: Lasombra Bane

Lasombra don’t tolerate failure, especially their own. When you roll a 1 on the d20 of a D20 Test, you have Disadvantage on the next D20 Test you make within 1 minute.

Level 3: Taste of Oblivion

You are infused with the essence of darkness itself, gaining the following benefits.

Oblivion’s Sight. You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Shadow Cloak. You have Advantage on Dexterity (Stealth) checks, and you can take the Hide action as a Bonus Action.

Level 6: Shadow Mastery

You can call forth different aspects of the abyssal darkness.

Arms of Ahriman. You can expend 2 Blood Points to cast the Evard’s Black Tentacles spell. When you cast the spell in this way, the Black Tentacles deal 1d6 Bludgeoning damage and 2d6 Cold damage (instead of 3d6 Bludgeoning damage).

Shrouding. You can expend 1 Blood Point to cast the Darkness spell.

Level 9: Force of Will

You can focus your will upon others in a mental vise of your supernatural dominance.

Mesmerize. You can expend 1 Blood Point to cast the Suggestion spell.

Shhh … As a Magic action, you can expend 1 Blood Point to mentally lull a creature that you can see within 15 feet of yourself to sleep. The creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or gain the Unconscious condition for 10 minutes. The effect ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the effect. Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this effect.

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Level 11: Abyssal Strength

You are a creature of darkness able to tap into a fierce wellspring of physical power.

Monstrous Might. As a Bonus Action, you can expend 2 Blood Points to increase your Strength score by an amount equal to your Proficiency Bonus for for 1 minute.

Level 15: Crush Weakness

You abhor failure and weakness in all its forms, and you relish punishing those who succumb to it. You gain the following benefits.

Dark Judgment. When a creature that you can see within 30 feet of you fails an ability check or saving throw, you can take a Reaction to expend 2 Blood Points to deal 4d8 Psychic damage to that creature.

Obliviate. When a creature that you can see within 10 feet of you misses an attack roll, you can take a Reaction and expend 2 Blood Points to deal 2d8 Bludgeoning damage and 2d8 Cold damage to that creature.

Level 18: Tenebrous Form

Your body can be wreathed in a whirling, armored skin of tangible darkness. As a Magic action, you can expend 5 Blood Points to assume a Tenebrous Form for 1 minute. While in your Tenebrous Form, you gain the following benefits.

Armored by Darkness. You have a +4 bonus to AC.

Dark Vigor. You gain 4d10 Temporary Hit Points.

Extend Shadows. You can expend 1 Blood Point to increase the duration of Tenebrous Form by 1 minute.

Power of Oblivion. You have Advantage on Strength and Constitution checks and saving throws.

Shadowstep. You can expend 1 Blood Point to cast the Misty Step spell, but the unoccupied space you travel to must be in Dim Light or Darkness.

Umbral Limbs. When you make an Unarmed Strike, your reach is 5 feet greater than normal, you can deal an extra 2d10 Cold damage to a target you hit with an Unarmed Strike, and you can grapple a creature if it is Huge or smaller.