Clan-specific powers developed by blending two or more Disciplines — prerequisites, XP costs, and mechanics for all major V20 clan combos.
Combination Disciplines are unique powers that emerge from mastering multiple Disciplines simultaneously. They must be learned separately (costing XP as listed) and are not automatically gained when prerequisites are met.
Learning: A character must meet all listed prerequisites, find a teacher or develop the power through extended experimentation (Storyteller approval), and pay the XP cost.
Assamite Combinations
Power
Prerequisites
XP
Effect
Baal’s Sight
Auspex 1, Quietus (Sorc) 4
18
Permanently see dematerialized spirits; alters eyes visibly
Draught of the Soul
Auspex 3, Quietus 5
27
During diablerie: gain 1 XP per Skill the victim exceeded you in; failure = derangement
Eyes of Alamut
Auspex 4, Quietus 3
21
See/hear through touched target’s senses for 1 hour/success
Eyes of Blades
Auspex 2, Celerity 3
15
Counts as Celerity activation; defend with full pool vs. every attack that turn
Forced March
Celerity 2, Fortitude 2
12
Multiply running speed by Celerity rating for hours equal to Fortitude (cannot use in combat)
Honeyed Words
Auspex 2, Presence 1
9
Reduce persuasion/manipulation difficulty vs. one target by successes for the scene
Shadow Feint
Celerity 1, Obfuscate 2
12
+2 difficulty to target you for rest of turn when evading with Celerity active
Brujah Combinations
Power
Prerequisites
XP
Effect
Burning Wrath
Celerity 3, Potence 3
18
Costs 1 BP; lasts one scene; Brawl attacks augmented this scene inflict aggravated damage
Touch blood: identify type/creature/generation; recognize the source for 1 hour/success
Chain of Slavery
Auspex 2, Dominate 2
12
Eye contact: see who is Dominating the target (clarity scales with successes)
Theft of Will
Dominate 3, Thaumaturgy 2
21
Take control of a nearby Thaumaturgy effect one level below your own
Thaumaturgical Sight
Auspex 3, Thaumaturgy 1
6
Stare at item/area: detect magic (1 succ), identify (3 succ), recognize any effect (5 succ)
Tzimisce Combinations
Power
Prerequisites
XP
Effect
Birth the Vozhd
Animalism 5, Vicissitude 5
36
Fleshcraft 15+ ghouls into a vozhd war beast; 1 success = ~1 year, 5 = ~1 month
Body Armory
Protean 2, Vicissitude 2
18
Grow swords, axes, and other weapons from your own body; aggravated damage
Chaining the Beast
Animalism 3, Dominate 1
16
Use Dominate on frenzying or Rotschreck-fleeing vampires without penalty
Ears of the Bat
Auspex 1, Vicissitude 1
6
Grow echolocation ears; 360° darkvision; –3 hearing difficulty; +1 Social with mortals
Flaying Touch
Potence 2, Vicissitude 2
12
Tear skin from flesh; lethal damage soakable at diff 8; mortals bleed until treated
Soul Decoration
Auspex 2, Obfuscate 3
21
Needle/shock ritual paints a false aura for 1 night/success; falsifies diablerie, nature, condition
The False Drink
Auspex 1, Vicissitude 4
18
Divert blood to internal cavity instead of absorbing; avoid bond or Vinculum
Wound Sculpting
Fortitude 3, Vicissitude 2
15
Spend 1 BP and roll Wits + Medicine (diff 8); each success heals 1 lethal or bashing level with 1 minute of uninterrupted work per wound
Ventrue Combinations
Power
Prerequisites
XP
Effect
Command from Afar
Auspex 2, Presence 4
24
Send up to 5 words/success to a bonded or vinculum-linked target at any distance (night only)
Denial of Aphrodite’s Kiss
Dominate 2, Presence 3
18
Higher-Generation vampires cannot use Presence 1–3 against you
Divine Aura
Auspex 1, Presence 3
15
Anyone reading your aura triggers a reflexive Entrancement attack from you
Impeccable Manners
Auspex 2, Presence 1
9
Reduce Etiquette/Persuasion difficulty vs. one target by successes for the scene
Rescue Beacon
Fortitude 1, Presence 4
15
Auto-activates Summon on blood-bonded allies when you enter torpor or are staked
Retaliatory Terror
Fortitude 1, Presence 2
9
Spend 1 BP reflexively when hit; Dread Gaze effect against attacker
Telepathic Command
Auspex 3, Dominate 1
15
Issue Command telepathically — inaudible to bystanders; generation restriction applies
Caitiff Combinations
Power
Prerequisites
XP
Effect
Bagman’s Shelter
Obtenebration 1, Fortitude 3
15
Shadows block sunlight in a small covered space for daytime rest
Beneath Contempt
Obfuscate 2, Presence 3
15
Any vampire that considers you a threat rolls WP (diff = your Humanity) or dismisses you as harmless
Mover and Shaker
Auspex 2, Presence 3
15
Spend 1 WP/night mingling; +2 difficulty for anyone making accusations against you for weeks
Anarch Combinations
Power
Prerequisites
XP
Effect
Call Upon the Blood
Animalism 3, Auspex 3
18
Sense number of Kindred/ghouls in a radius (1 succ = room, 5 = estate); risky for frenzied
The Humberside Panic
Celerity 1, Thaumaturgy 1
6
Share your Celerity with coterie members who’ve tasted your blood (1 BP + 1/member/turn)
Internet Famous
Presence 4, Thaumaturgy 4
30
Issue Summon to all social media followers simultaneously
Quickshift
Protean 4, Vicissitude 2
21
Invoke a Protean form as an instant reaction to any hostile action (or pre-spend 4 BP at scene start)
Remote Access Buffer
Thaumaturgy 5 + target Disc.
30
Encode a Discipline power into a digital file; proxy uses it once then file deletes
Retain the Quick Blood
Celerity 3, Quietus 3 or Protean 3
15
Blood spent on Celerity returns at 1 BP/hour
Slenderman
Auspex 3, Obfuscate 2
15
When photographed or recorded, appear as a featureless figure (1 BP per photo/turn)
Smiling Jack’s Trick
Dominate 3, Obfuscate 3
18
Contested roll: target consistently mistakes you for another Kindred in sight
Stonesight
Auspex 1, Visceratika 1
3
See through a 3×3-foot area of stone (up to 3 feet deep) as if it were glass
Suck It Up
Animalism 1, Protean 2
9
Touch spilled blood and draw it directly into your blood pool
Tenebrous Veil
Obfuscate 1, Obtenebration 1
6
While motionless in shadow, perfectly invisible to all senses
Baali Combinations
Power
Prerequisites
XP
Effect
Command the Swarm
Daimonion 2, Animalism 1
9
Speak with vermin at range like Feral Whispers; spend 1 BP to send swarm to a location (range scales with Generation) as an extension of senses; can channel Daimonion through swarm for 1 additional BP
The Re-Embrace
Daimonion 7
—
Contested Manipulation + Occult (diff 8) vs. target’s Willpower (diff 7); success converts another vampire’s childe to Baali; results table scales from Final Death (0 success) to free Daimonion ● (5 successes)
Daughters of Cacophony Combinations
Power
Prerequisites
XP
Effect
Celebrity
Obfuscate 3, Presence 2
15
Appearance + Presence (diff 8); successes add dice to social interactions where fame helps; 1 scene
Silent Voice
Melpominee 3, Obfuscate 3
18
Melpominee powers work inaudibly/at frequencies above hearing; Auspex users who detect take 1 non-lethal wound per 2 successes
Tune Out
Auspex 2, Melpominee 2
12
Dull senses reflexively against sonic attacks and environmental distractions; cannot hear new unspecified sounds while active
Gargoyle Combinations
Power
Prerequisites
XP
Effect
The Shoulders of Atlas
Flight 2, Potence 2
12
Potence dots count as Flight dots for carrying capacity calculation
Falconer’s Dive
Flight 1, Visceratika 4
15
Spend 1 WP; Dexterity + Athletics (diff 7); each success = −1 difficulty on next Brawl/Melee roll against a target below; must use next action or bonus lost
Carry the Mountain’s Burden
Visceratika 4, Fortitude 3
21
Spend 1 WP to enhance Armor of Terra: double all soak bonuses; +2 extra soak vs aggravated/lethal, +4 vs bashing; ignore 2 wound penalties; fire damage quartered; touch Perception rolls at +4 difficulty
I Am the Keystone
Fortitude 2, Potence 2, Visceratika 3
21
Spend 1 WP to temporarily redistribute Fortitude/Potence dots (max by Generation); lasts until Incapacitated or sunrise; additional WP spend to revert early
Harbingers of Skulls Combinations
Power
Prerequisites
XP
Effect
Bloodied Hands
Necromancy 1, Auspex 2
9
Perception + Empathy (diff 7): touch a body and see the killer’s face (1 succ), the body (2), cause of death (3), the victim’s voice recounting their final moments (4), full life history (5)
Leer of Hades
Necromancy 2, Serpentis 1
9
Fix a vampire with Eyes of the Serpent before their death; if they die within a week, they reconstitute as a wraith next night in the necromancer’s presence
Sutekh Fathers Anubis
Necromancy 4, Serpentis 4
24
1 BP + 1 WP; 2-turn transformation into a rotting jackal form (~7 feet at shoulder); bite = Strength +2 Aggravated; double movement speed; −2 smell Perception difficulty; retain all Disciplines
Kiasyd Combinations
Power
Prerequisites
XP
Effect
Dreamstalker
Dominate 2, Mytherceria 1
9
Manipulation + Expression (diff = target’s temp Willpower) to implant recurring dreams in a sleeping victim; dreams affect waking behavior (concentration penalties, fear responses); duration scales 1 turn → 1 month by successes
Sacrifice to Nightmare
Mytherceria 4, Obtenebration 3
21
Inscribe a Chanjelin Ward; seal a sacrifice inside; spend 2 BP to summon a tentacled nightmare from the Abyss (1 minute max). Four tentacles: Strength +1 Lethal via constriction. Mouth: Strength +2 Aggravated after successful grapple. Nightmare shares caster’s health/resistances but damage to it doesn’t affect the caster
Salubri Combinations
Power
Prerequisites
XP
Effect
Vital Fluids
Obeah 3, Fortitude 3
18
Passive; always active; blood spent healing Bashing/Lethal returns to blood pool at 1 BP/hour (applies to self-healing only, not Corpore Sano on others)
Samedi Combinations
Power
Prerequisites
XP
Effect
Switched at Death
Thanatosis 1, Obfuscate 3
12
Wits + Awareness (diff = observer’s Willpower); appear as a specific dead body touched, duplicating all its damage states; actions out of place for the corpse trigger Courage rolls to maintain the illusion
Grisly Gris-Gris
Fortitude 2, Thanatosis 2
12
Break off a body piece; target ingests it; next Stamina soak roll adds lower of Fortitude or Thanatosis as bonus dice; target loses 1 Appearance/hour to 0, then vomits the gris-gris; can be expelled at will once active
Exquisite Corpse
Fortitude 3, Obfuscate 3
18
Cosmetic damage (gunshots, severed limbs) is hidden by illusion; health levels and penalties remain normal; after the first successful attack, target must make Willpower (diff 7) or be stunned; future attack rolls then at +2 difficulty
True Brujah Combinations
Power
Prerequisites
XP
Effect
Jackhammer Punch
Potence 2, Temporis 2
12
On a successful unarmed strike, spend 1 BP; add Temporis rating as additional Potence dots for that attack’s damage calculation
Old Friend
Presence 4, Temporis 4
24
Physical contact; Manipulation + Empathy (diff = target’s Willpower); implants a real-feeling shared memory from an alternate timeline; target believes the True Brujah is loyal and above reproach for duration (1 scene → 1 year by successes)
Nagaraja Combinations
Power
Prerequisites
XP
Effect
Unseen Spirit
Vitreous Path 2, Obfuscate 2
8
Stamina + Empathy (diff 6); invisible to living and undead; speaking, attacking, or drawing attention costs 1 success per action before the invisibility breaks
Soul Separation
Vitreous Path 3, Auspex 4
21
Manipulation + Empathy (diff 7) vs. target’s Willpower (diff 6); on strong success, bite draws up to 10 BP and can devour the target’s soul; results scale from +2 difficulty on next roll (1 success) to complete soul consumption and 10 BP (5+ successes)
Elder Disciplines (Level 6+)
Powers available only to Kindred who have elevated a Discipline beyond the mortal ceiling. Extremely rare in the modern nights; represent centuries of focused cultivation. XP costs vary and are determined by Storyteller.
Power
Prerequisite
Effect
Alabastard
Fortitude 6
1 BP to activate. Ignore all wound penalties for the scene. Storyteller may impose logical situational penalties (e.g., severed limb) but no dice pool reductions from Health chart.
Oathbreaker
Vicissitude 8
1 BP + 1 WP per dose created. Each dose breaks one blood bond in the drinker; freedom lasts one month and one night. After breaking the bond, invoker may spend 10 WP in a single scene to substitute a false bond to themselves lasting 1 year.
Scourging the Instinct
Presence 6
Charisma + Leadership, diff 7. Willing followers embrace the Beast: 1 person / 2 / 6 / 20 / all in earshot per success. All affected make Self-Control rolls at diff 7; failure = frenzy. Frenzying Kindred may still spend WP to direct themselves.
Tireless Tread
Celerity 6
1 BP per night. Travel at 50 mph for a minimum of 8 hours (minimum 400 miles). Any significant pause collapses the rhythm and the power fails entirely for that night.
Turnabout
Protean 6
2 BP. On the turn after melding into earth, emerge from any spot within 50 feet — including behind or to either side of enemies. May also be used to move through up to 50 feet of earth underground without emerging.
Vengeance of the Martyr’s Legacy (Impulse)
Presence 7
1 WP. Every descendant of the invoker — childer, grandchilder, and further — makes a Self-Control roll (diff 8) regardless of location or state. Failure = immediate frenzy.
Vengeance of the Martyr’s Legacy (Mandate)
Presence 8
1 WP. Forces frenzy in all descendants automatically, no roll. Frenzying Kindred may spend WP to direct themselves normally.