Vampire: The Masquerade - Bound by Blood
Ghostfire Gaming

Caption

Control Others with Influence and Guile

The Ventrue have elevated themselves to be the “Clan of Kings,” imposing their will on the clans and standing contemptuously against those who would defy them. After lifetimes of prudent rule, the Ventrue have earned their figurative throne.

Level 3: Voice of Authority

You can impose control over others while keeping others from imposing control over you. You gain the following benefits.

Do as I Say. You can cast the Command 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 Short or Long Rest.

Unshakably Confident. You have Advantage on Wisdom saving throws.

Level 3: Ventrue Bane

You have an arguably refined palate for blood. Choose a specific physical aspect (such as natural blondes or the elderly) or a social aspect (such as employees, soldiers, or the willing). It cannot be a wide generalization, such as creature type. When you use your Feed feature on a creature that doesn’t have your preferred aspect, you roll half the number of Feed Dice.

Level 6: Dare Not Falter

You effortlessly shrug off harm to your body and mind. You gain the following benefits.

Toughened. Your Hit Point maximum increases by an amount equal to your Kindred level when you gain this feature. Whenever you gain a Kindred level thereafter, your Hit Point maximum increases by an additional 1 Hit Point.

Unswayable Mind. If you fail a saving throw to avoid or end the Charmed, Frightened, or Stunned condition, you can reroll it. You must use the new roll.

Level 9: Domineering Control

With a glance, you can steer the emotions and thoughts of intelligent creatures.

Befuddle. You can expend 1 Blood Point to cast the Hypnotic Pattern spell. When you cast the spell in this way, a creature with an Intelligence of 3 or lower automatically succeeds on its saving throw against the spell while a creature with an Intelligence of 4 or higher has Disadvantage on the saving throw.

Entrance. As a Magic action, make a Charisma (Persuasion) check and expend 2 Blood Points to choose a creature you can see within 30 feet of you. The target must make a Wisdom saving throw with a DC equal to the result of your Persuasion check. On a failed save, the creature has the Stunned condition until the end of your next turn. At the end of each of the Stunned creature’s turns, the creature repeats the save, ending the effect on itself on a success. A creature with an Intelligence of 3 or lower automatically succeeds on its saving throw against the effect.

Persuade. You can expend 1 Blood Point to cast the Charm Monster spell.

Terrify. As a Magic action, make a Charisma (Intimidation) check and expend 1 Blood Point to choose a creature you can see within 30 feet of you. The target must make a Wisdom saving throw with a DC equal to the result of your Intimidation check. On a failed save, the creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success. A creature with an Intelligence of 3 or lower automatically succeeds on its saving throw against the effect.

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Level 11: Mass Manipulation

Your ability to command and sway others grows to encompass multiple minds at once. You can expend 3 Blood Points to cast the Mass Suggestion spell. At level 15, you can expend 4 Blood Points to cast the spell as its level 7 version; at level 18, you can expend 5 Blood Points to cast it as its level 8 version; and at level 20, you can expend 6 Blood Points to cast it as its level 9 version.

Level 15: Sanguine Fortification

Your vitae has resilience-enhancing properties. You gain the following benefits.

Draught of Endurance. When a creature within 60 feet of you drinks your vitae, you can take a Reaction and expend 2 Blood Points to grant that creature a number of Temporary Hit Points equal to twice your Kindred level.

Flesh of Marble. When you take damage except Fire and Radiant, you can take a Reaction and expend 2 Blood Points to reduce the damage you take by half (round down) or 4 Blood Points to reduce the damage to 0.

Level 18: Lordly Power

Your will over others becomes ironclad and staggeringly powerful. You gain the following benefits.

Imposing Aura. When a creature within 15 feet of you targets you with an attack roll or a damaging spell, it must succeed on a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or either choose a new target or lose the attack or spell. On a successful save, the target isn’t affected, and it’s immune to Imposing Aura for 24 hours.

Penetrating Dominance. Creatures you can see within 60 feet of yourself have Disadvantage on saving throws to avoid or end the Charmed condition.

Summon. As a Magic action, you can expend 3 Blood Points to urge a Beast, Humanoid, or Undead you have touched and is on the same plane of existence as you to make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the creature is compelled to come to you. The creature must use as much of its movement as possible to move in your direction on its turns, taking the safest route, and stopping only to eat and rest. A compelled creature repeats the save at the end of each day at dusk, ending the effect on itself on a success. You know if the compulsion ends early. You can’t have more than one creature under this effect at a time. If you use this feature again, the effect on another creature ends.

When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms.

The GM can adjust these payments based on the circumstances under which you called upon it. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

A Remove Curse, Greater Restoration, or Wish spell ends this effect.