Disciplines

All V20 Disciplines with complete dot-by-dot power descriptions, costs, dice pools, and durations.

Disciplines are supernatural powers awakened by the vampiric condition. They develop through blood expenditure, instruction, and practice. Each dot represents a discrete power; higher-level powers require all lower levels as prerequisites.

Using This Reference

Each Discipline page lists powers in dot order (● through ●●●●●), followed by Elder/Combination powers where applicable. The standard format for each power:

Cost | Dice Pool | Duration

Then the mechanical and narrative description.

General rules:

  • Most powers cost 1 Blood Point and/or 1 Willpower Point to activate
  • Activation is instant unless noted as a sustained action
  • Discipline rolls typically use an Attribute + relevant Ability, opposed by the target’s Willpower or a static difficulty
  • Botching a Discipline roll against a True Faith target may result in burnout (see Ghouls & True Faith)

Core Disciplines

DisciplineClanNotes
AnimalismGangrel, Nosferatu, Ravnos, TzimisceBeast communication and domination
AuspexMalkavian, Toreador, Tremere, TzimisceHeightened senses, ESP, aura reading
CelerityAssamite, Brujah, ToreadorSupernatural speed
ChimerstryRavnosIllusions — from sensory tricks to solid constructs
DementationMalkavianMadness induction; Malkavian Network access
DominateGiovanni, Lasombra, Tremere, VentrueMind control and memory manipulation
FortitudeGangrel, Ravnos, VentrueSupernatural resilience; only way to soak aggravated
NecromancyGiovanniControl over the dead and the Underworld
ObfuscateAssamite, Followers of Set, Malkavian, NosferatuConcealment and invisibility
ObtenebrationLasombraShadow manipulation; entering the Abyss
PotenceBrujah, Giovanni, Lasombra, NosferatuSupernatural strength
PresenceBrujah, Followers of Set, Toreador, VentrueEmotional manipulation and command
ProteanGangrelShapeshifting — claws, mist, earth burial, animal form
QuietusAssamiteBlood-based assassination; Assamite caste variants
SerpentisFollowers of SetSerpent transformation and corruption
ThaumaturgyTremereHermetic blood sorcery — paths and rituals
VicissitudeTzimisceFlesh and bone reshaping

Supplemental

SectionContents
Combination Disciplines73 cross-clan combo powers; organized by clan
Sorcery TraditionsAkhu, Dur-An-Ki, Sadhana, Wanga — non-Tremere blood sorcery
Dark ThaumaturgyInfernal blood magic — Fires of the Inferno, Path of Phobos, Taking of the Spirit

Resistance

To resist Presence or Dominate: spend 1 Willpower per scene. Vampires three or more Generations lower may resist for an entire night with 1 WP spend. Spending WP does not guarantee resistance — it grants a resistance roll in most cases.

Clan Disciplines

ClanDisciplines
VentrueDominate, Fortitude, Presence
ToreadorAuspex, Celerity, Presence
BrujahCelerity, Potence, Presence
GangrelAnimalism, Fortitude, Protean
NosferatuAnimalism, Obfuscate, Potence
MalkavianAuspex, Dementation, Obfuscate
TremereAuspex, Dominate, Thaumaturgy
LasombraDominate, Obtenebration, Potence
TzimisceAnimalism, Auspex, Vicissitude
AssamiteCelerity, Obfuscate, Quietus
RavnosAnimalism, Chimerstry, Fortitude
Followers of SetObfuscate, Presence, Serpentis
GiovanniDominate, Necromancy, Potence

Combination Disciplines

Combination Disciplines blend two or more Disciplines into a new power unique to a clan or lineage. They require meeting all prerequisite Discipline levels and paying their own XP cost separately.

See Combination Disciplines for the full list organized by clan.

Bloodline Disciplines

The ten V20 bloodlines have unique Disciplines unavailable to the main clans. See Bloodline Disciplines for full coverage.

Sorcery Traditions

Non-Tremere blood magic systems developed independently by other lineages. Each is a separate Discipline with its own paths, rituals, and activation rules.

See Sorcery Traditions for: Akhu (Egyptian divine magic — Followers of Set), Dur-An-Ki (Mesopotamian sorcery), Sadhana (Indian blood magic — Nagaraja/Ravnos), and Wanga (Afro-Caribbean tradition — faith-based, group rituals).

Dark Thaumaturgy

Infernal blood magic granted through demonic pacts rather than developed through study. Practitioners are infernalists who have bargained away portions of their soul. Detection is possible through Auspex and True Faith.

See Dark Thaumaturgy for the three paths: Fires of the Inferno (balefire requiring Fortitude to soak), Path of Phobos (fear induction through five escalating powers), and Taking of the Spirit (Willpower drain with graduated recovery rates).

Animalism
Primal connection to animals and the Beast. In-Clan for Gangrel, Nosferatu, Tzimisce, Ravnos.
Auspex
Supernatural senses, aura reading, telepathy, and astral projection. In-Clan for Toreador, Tremere, Tzimisce, Malkavian.
Celerity
Supernatural speed. In-Clan for Brujah, Toreador, Assamite.
Chimerstry
Illusion creation. In-Clan for Ravnos.
Dementation
Transmitting madness. In-Clan for Malkavian.
Dominate
Mind control through eye contact and verbal commands. In-Clan for Ventrue, Tremere, Lasombra, Giovanni.
Fortitude
Supernatural resilience and damage resistance. In-Clan for Ventrue, Gangrel, Ravnos.
Necromancy
Control over death, ghosts, and corpses. In-Clan for Giovanni.
Obfuscate
Supernatural concealment and invisibility. In-Clan for Nosferatu, Malkavian, Assamite, Followers of Set.
Obtenebration
Control over darkness and shadow. In-Clan for Lasombra.
Potence
Supernatural physical strength. In-Clan for Brujah, Nosferatu, Lasombra, Giovanni.
Presence
Emotional manipulation at range. In-Clan for Ventrue, Toreador, Brujah. Controls mood, not actions.
Protean
Shapeshifting — claws, mist, animal forms, earth-merging. In-Clan for Gangrel.
Quietus
Vitae control and assassination. In-Clan for Assamite.
Serpentis
Snake-body transformation and seduction. In-Clan for Followers of Set.
Thaumaturgy
Blood magic and hermetic sorcery. In-Clan for Tremere.
Vicissitude
Flesh and bone sculpting. In-Clan for Tzimisce.
Combination Disciplines
Clan-specific powers developed by blending two or more Disciplines — prerequisites, XP costs, and mechanics for all major V20 clan combos.
Sorcery Traditions
Alternate Thaumaturgy systems — Akhu, Dur-An-Ki, Sadhana, and Wanga. Non-Tremere blood magic traditions with unique mechanics.
Dark Thaumaturgy
Infernal blood magic — the three paths of damnation: Fires of the Inferno, Path of Phobos, and Taking of the Spirit.