Vampire: The Masquerade - Bound by Blood
Ghostfire Gaming

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Hide Yourself from Prying Eyes and Unleash Your Own Monstrous Nature

Nosferatu undergo a tragic transformation upon becoming Kindred. Their visage is warped to represent the Beast inside, making them into a terror who forges connections only with vermin and monsters. They must overcome this adversity with their gifts, lest they become the monsters they resemble.

Level 3: Hidden in Plain Sight

You have developed important survival tools, supernaturally clouding your image from the minds of those who see or interact with you.

Mask of a Thousand Faces. You can cast the Disguise Self spell without expending a spell slot.

Vanish. You can cast the Invisibility 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 Short or Long Rest.

Level 3: Nosferatu Bane

Your physical appearance is monstrous and unsettling, which leads you to hide and disguise yourself. You have Disadvantage on Charisma checks when interacting with non-Undead that can see your hideous visage.

Level 6: Monstrous Gifts

You have become more at peace with your monstrous appearance, unlocking aspects of yourself. You can choose two benefits from the following list.

Animalist. You can cast the Animal Friendship, Animal Messenger, and Speak with Animals spells. You can cast each of these spells without expending a spell slot. Once you cast each spell in this way, you can’t cast that spell in this way again until you finish a Short or Long Rest.

Ears of the Bat. You have Blindsight with a range of 60 feet.

Feral Talons. You have a Climb Speed equal to your Speed, and when you hit with your Unarmed Strike and deal damage, you can deal Slashing damage equal to 1d8 plus your Strength modifier instead of the normal damage of an Unarmed Strike.

Leathery Hide. Damage dealt to you except Fire and Radiant is reduced by an amount equal to your Constitution modifier (minimum reduction of 1).

Patagia. If you aren’t Incapacitated or wearing Heavy armor, you can extend your skin to glide. When you fall, you can move up to 5 feet horizontally for every 1 foot you descend, and when you would take damage from a fall, you can take a Reaction to reduce the fall’s damage to 0.

The Terror. As a Magic action, you can reveal your monstrous nature to up to three creatures you can see within 30 feet. Each target must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or gain the Frightened condition for 1 minute, or until you deal damage to it.

Level 9: Inhuman Strength

Your supernatural strength is as potent as your appearance is horrifying.

Ability Score Increase. Your Strength score increases by 2, to a maximum of 25.

Powerful Blows. As a Bonus Action, you can expend 3 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.

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Level 11: The Concealing

Your obfuscation abilities can now extend to objects and creatures in your vicinity.

Conceal. As a Magic action, you can expend 3 Blood Points and touch an object (such as a door, wagon, or small building) and make it vanish from sight and memory. It must be no larger than a 120-foot Cube. The object gains the Invisible condition. Creatures of your choice within 120 feet of yourself that see the object vanish must make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the creature loses all memory of the object. A creature examining the object can take the Study action to make an Intelligence (Investigation) check (DC 8 plus your Charisma modifier and Proficiency Bonus) to discern or recall it. If a creature discerns or recalls that the object is real, the creature sees the real object. The object has the Invisible condition and memory-distorting effect until you use this feature again. At which point, a creature regains its memories of the object. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as concealing a high priest’s shrine, is dismissed as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature.

A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.

Cloak the Gathering. When you cast the Invisibility spell, you can expend up to 6 Blood Points to have it target additional creatures that you can see within 30 feet. The number of Blood Points expended in this way equals the number of creatures affected by this feature.

Level 15: Greater Monstrous Gifts

Your physical monstrousness has evolved. You can choose one benefit from the following list.

Call the Wretched. You can expend 2 Blood Points to cast the Blight or Insect Plague spell.

Distending Jaws. You can roll one additional Feed Die when you feed. In addition, you can use your jaws to make Unarmed Strikes. When you hit with your Unarmed Strike and deal damage, you can deal Piercing damage equal to 2d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike.

One with the Night. Your Blindsight is increased to 90 feet, and you can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Skin of the Chameleon. You can expend 2 Blood Points to cast the Greater Invisibility spell. In addition, you have Advantage on Dexterity (Stealth) checks.

Stony Flesh. In response to taking damage, you can use your Reaction to expend 1 Blood Point to gain Resistance for 1 minute to two damage types, other than Fire, Psychic, and Radiant, including against the triggering damage.

Wings of the Gargoyle. While you aren’t wearing Heavy armor, your Speed increases by 10 feet, and you gain a Fly Speed equal to your Speed.

Level 18: What Goes Bump in the Night

You have fully come to embrace the nature of your existence and thrive as a creature of the night. You gain the following benefits.

Lord of Vermin. As a Magic action, you can expend 3 Blood Points to summon 1d4 + 1 Swarms of Bats, Swarms of Insects, or Swarms of Rats. These swarms arrive at the end of your next turn and are under your control for 1 hour. The swarms are an ally to you and your allies. In combat, the swarms share your Initiative count, but they take their turn immediately after yours. The swarms obey your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action and use their movement to avoid danger.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Stalk the Shadows. You can cast Greater Invisibility on yourself without expending a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.