What a Clan Means
Every vampire in Vampire: The Masquerade belongs to a clan, and they don't choose it. Your clan is the bloodline of your sire, passed down through the Embrace like a family resemblance nobody asked for. It shapes how other Kindred see you before you open your mouth, which gifts come naturally to you, and which curse you'll carry every night of your unlife.
In 5th Edition a clan gives you four things:
- Three in-clan Disciplines. The supernatural powers your blood takes to easily. You start with dots in two of them, and they're cheaper to raise with experience than any other Discipline.
- A Bane. A permanent curse built into the clan's blood. Some are social (you can't pass as human), some are physical (sunlight hurts more), some get into your head.
- A Compulsion. A clan-flavoured urge the Beast can push on you when a Hunger die betrays you. It gives a penalty until you satisfy it or the scene ends.
- An identity. Reputation, stereotypes, old grudges, and a place (or lack of one) in the sects. Other Kindred will assume things about you from your clan alone, and they'll often be right.
Bane Severity
A Bane isn't a flat penalty. Its strength is set by Bane Severity, a number that comes from your Blood Potency. Older, thicker blood means a heavier curse: a fresh neonate's Bane is a nuisance, while an elder's can rule their nights. Where a Bane gives a dice penalty or a number of turns, Bane Severity is usually that number. Check the Blood Potency table in the corebook for the exact value at each level; for most starting characters it's low.
This is one of 5th Edition's quiet balancing tricks: the same blood that makes an elder more powerful also makes their clan weakness bite harder.
Bane vs. Compulsion
New players often blur these two. A Bane is always on: it's part of what you are, every night. A Compulsion only fires when something triggers it, most often a bestial failure or a messy critical. When the Beast gets a say, your Storyteller can choose one of the general Compulsions (Hunger, Dominance, Harm, Paranoia) or your clan's own.
The Nine Core Choices
The 5th Edition corebook (2018) gives players seven clans plus two kinds of vampire who don't fit the clan system at all. The seven are the clans most tied up in the Camarilla and the Anarch Movement, the two big sects of the modern nights. The Disciplines and Compulsion names below are the book's; the Bane descriptions are deliberately our own summary, so check the corebook for the exact rule text.
Brujah
Identity: Rebels, idealists, brawlers and philosophers. Once the Camarilla's warrior-scholars, most of the clan walked out and now forms the backbone of the Anarchs.
Play style: Passionate, physical, political. Great for players who want to punch the system, literally or otherwise.
Disciplines: Celerity, Potence, Presence
Bane (in brief): Their tempers run hot; resisting fury frenzy is harder for them.
Compulsion: Rebellion. They have to push back against whoever or whatever is in charge in the scene.
Gangrel
Identity: Survivors and wanderers, the clan closest to the Beast. They left the Camarilla too, and most now go their own way or run with the Anarchs.
Play style: Self-reliant, tough, at home outside the city's polished rooms.
Disciplines: Animalism, Fortitude, Protean
Bane (in brief): Frenzy leaves its mark; they pick up animal features that get in the way of normal life for a while.
Compulsion: Feral Impulses. The animal takes over and speech and fine thinking get hard.
Malkavian
Identity: Seers and madmen. Their blood brings a mental affliction along with flashes of insight others can't reach.
Play style: Investigation, prophecy, unsettling insight. Treat the madness with care: play a specific, human condition, not a joke.
Disciplines: Auspex, Dominate, Obfuscate
Bane (in brief): Their affliction worsens when the Beast stirs, costing them dice for a time.
Compulsion: Delusion. Their perceptions twist and they can't fully trust what they see.
Nosferatu
Identity: Monstrous to look at, connected beyond anyone else. The Sewer Rats trade in secrets and keep the hidden tunnels of every city.
Play style: Information brokers, spies, the coterie's eyes and ears. Excellent for players who like knowing things.
Disciplines: Animalism, Obfuscate, Potence
Bane (in brief): The Embrace makes them hideous; they can't pass as human without supernatural help.
Compulsion: Cryptophilia. They need to learn a secret, and won't share it once they have it.
Toreador
Identity: Artists, aesthetes and socialites, devoted to beauty and to the mortal culture that produces it. A pillar of the Camarilla's Elysium.
Play style: Social power, glamour, art scenes and high society. Swift when they need to be.
Disciplines: Auspex, Celerity, Presence
Bane (in brief): Ugliness and squalor distract them; drab or ugly surroundings cost them dice.
Compulsion: Obsession. Something beautiful catches them and they can't look away.
Tremere
Identity: Blood sorcerers who were once mortal mages. Their famous Pyramid hierarchy shattered in the modern nights, leaving rival houses where there used to be one obedient structure.
Play style: Occult investigators and ritualists. The only core clan with Blood Sorcery in-clan.
Disciplines: Auspex, Blood Sorcery, Dominate
Bane (in brief): Their blood has lost the power to Blood Bond other vampires.
Compulsion: Perfectionism. Anything less than flawless feels like failure, and they keep at it until it's right.
Ventrue
Identity: Kings, executives and generals; the Blue Bloods who expect to rule. The Camarilla's traditional leaders.
Play style: Command, influence, money. Perfect for a player who wants to run the room.
Disciplines: Dominate, Fortitude, Presence
Bane (in brief): Picky palates: they can only feed on one narrow kind of mortal, chosen when the character is made.
Compulsion: Arrogance. Someone in the scene has to obey them.
Caitiff
Identity: Clanless vampires whose blood shows no lineage. Distrusted by almost everyone and often abandoned by their sires.
Play style: Underdogs and blank slates. Flexible, but they start with a social stigma and no standing.
Disciplines: Any; you pick your starting two freely. None count as in-clan, so they cost a little more than in-clan Disciplines to raise (new level × 6 XP).
Bane: No clan Bane, but they begin with the Suspect Flaw and no Status.
Compulsion: None of their own; only the general ones.
Thin-Blood
Identity: Vampires of the 14th to 16th Generations, so far from the source that they barely count as Kindred. Elders see them as an omen of the end times.
Play style: Strange, half-mortal, inventive. A thin-blood lives between two worlds.
Disciplines: Thin-Blood Alchemy instead of the usual clan powers.
Bane: No clan Bane; instead they take thin-blood Merits and Flaws, in matched pairs, that make them more or less like true vampires.
Compulsion: None of their own. Blood Potency is always 0.
Choosing a Clan for Your First Game
If you're new, think about what you want to do at the table, then pick the clan that's best at it. Want to talk your way through the night? Ventrue or Toreador. Want to know what nobody else knows? Nosferatu or Malkavian. Want to fight the power? Brujah. Want to be alone with the Beast? Gangrel. Want blood magic? Tremere. Then read the Bane and Compulsion and ask yourself whether they sound fun to play. A curse you enjoy roleplaying is a gift to the whole table.
Clans from Later Books
The classic game had thirteen clans. The 5th Edition corebook kept only the seven above and brought the rest back one book at a time, each rebuilt for the modern setting. All seven were later collected in the Players Guide, so if your Storyteller allows the full list, that's the easiest place to find them.
Banu Haqim
Introduced in: Camarilla
Judges and hunters of other vampires, once called Assamites. In 5th Edition many of them have joined the Camarilla, which is glad of their skills.
Disciplines: Blood Sorcery, Celerity, Obfuscate
Bane (in brief): Kindred blood calls to them; tasting another vampire's vitae risks a hunger frenzy.
Compulsion: Judgment. They must punish someone who has done wrong.
The Ministry
Introduced in: Anarch
Once the Followers of Set. A clan that is also a faith, offering liberation through temptation, and finding easy allies among the Anarchs.
Disciplines: Obfuscate, Presence, Protean
Bane (in brief): Light hurts them more than other Kindred; bright light hampers them and sunlight burns deeper.
Compulsion: Transgression. They need to push someone past their own boundaries.
Lasombra
Introduced in: Chicago by Night
Proud masters of shadow and the old leaders of the Sabbat. In 5th Edition many have turned their backs on that sect and want a seat in the Camarilla instead.
Disciplines: Dominate, Oblivion, Potence
Bane (in brief): Their reflections and recordings come out wrong, and modern technology fights them.
Compulsion: Ruthlessness. After a failure, they'll pursue success by any means necessary.
Hecata
Introduced in: Cults of the Blood Gods
A family of necromancer bloodlines, led by the former Giovanni, bound together into one clan. Merchants of death in every sense.
Disciplines: Auspex, Fortitude, Oblivion
Bane (in brief): Their bite brings pain instead of the usual pleasure, which makes feeding harder.
Compulsion: Morbidity. They become fixated on death and decay.
Tzimisce
Introduced in: the free V5 Companion
Possessive old-world lords who define themselves by what they own: land, people, things.
Disciplines: Animalism, Dominate, Protean
Bane (in brief): They must rest surrounded by something they've claimed as their own, or suffer for it.
Compulsion: Covetousness. They have to take possession of something.
Ravnos
Introduced in: the free V5 Companion
Wanderers and tricksters from a clan that was nearly wiped out. The survivors keep moving.
Disciplines: Animalism, Obfuscate, Presence
Bane (in brief): Staying put is dangerous; sleeping in the same place too often harms them.
Compulsion: Tempting Fate. They're drawn to the riskiest possible way of doing things.
Salubri
Introduced in: the free V5 Companion
Healers and seekers with a third eye, hunted for centuries and now very rare.
Disciplines: Auspex, Dominate, Fortitude
Bane (in brief): Their third eye can weep blood and give them away, and other vampires prize their blood, which makes them targets.
Compulsion: Affective Empathy. Someone's suffering grips them and they feel driven to ease it.
Ask Before You Bring One
None of these seven are in the corebook, and each comes with heavy setting baggage. A Lasombra or Tzimisce raises questions about the Sabbat; a Banu Haqim's purpose is to judge other vampires. Talk to your Storyteller first; some chronicles are built around a tight core-only cast for good reasons.
Disciplines: The Powers of the Blood
Disciplines are vampire powers fuelled by blood. Each Discipline is rated from 1 to 5 dots, and every dot gives you one power from that level or lower. So at Dominate 3 you know three Dominate powers: one from each of levels 1, 2 and 3, or two from lower levels if you prefer. There are no sixth-level "elder" powers in 5th Edition; growth past 5 dots happens through amalgams, rituals and Blood Potency instead.
The Core Disciplines
| Discipline | What it does, in general terms |
|---|---|
| Animalism | Command and commune with animals, keep an animal servant, and sense or soothe the Beast in others. |
| Auspex | Heightened senses, reading auras and emotions, seeing through deception, glimpses of the future, even touching minds. |
| Blood Sorcery | Magic worked through vitae: turning blood into a weapon, reading it, moving it. Comes with rituals (see below). |
| Celerity | Supernatural speed and reflexes: dodging, closing distances in a blink, acting faster than mortals can follow. |
| Dominate | Commanding minds with eye contact and words: simple orders, erasing or rewriting memories, deeper conditioning. |
| Fortitude | Toughness: shrugging off damage, resisting mind control and other powers, eventually defying even fire and sunlight to a degree. |
| Obfuscate | Going unseen: fading from notice, moving unobserved, wearing a false face, hiding objects or others. |
| Potence | Supernatural strength: lethal unarmed blows, huge leaps, crushing grips, breaking things that shouldn't break. |
| Presence | Emotional pull: drawing admiration, inspiring dread, captivating a crowd, summoning someone to you. |
| Protean | Changing the body: eyes that see in the dark, claws, sinking into the earth, taking animal or mist form. |
| Thin-Blood Alchemy | Thin-bloods' own craft: brewing formulae from blood and other ingredients that mimic or replace true Disciplines. |
A few well-known examples so the names feel concrete: Dominate's first-level Compel issues a single short command; Auspex starts with Heightened Senses; Obfuscate includes Cloak of Shadows for staying unseen while still; Presence includes Awe and Daunt; Protean opens with Eyes of the Beast. The corebook lists every power with its level, dice pool, duration and cost.
Rouse Checks: The Price of Power
Most Discipline powers cost blood, and in 5th Edition that cost is a Rouse check: roll one d10. On 6 or higher nothing happens. On 1 to 5 your Hunger goes up by 1. Some powers are free, most cost one Rouse check, and a few of the strongest cost more. That's the core tension of the game in a nutshell: every time you use your gifts, you risk feeding the Beast.
- A single Rouse check raises Hunger exactly half the time (5 of the 10 faces).
- Two Rouse checks: a 1 in 4 chance of no Hunger, 1 in 2 of +1 Hunger, 1 in 4 of +2.
- At Hunger 5 you can't make Rouse checks voluntarily, so most powers are off the table until you feed.
- Higher Blood Potency lets you reroll a Rouse check for low-level powers. At Blood Potency 1 or 2 that means level 1 powers; at 3 or 4, level 2 and below; and so on.
Amalgams
Some powers belong to one Discipline but need dots in a second one too. These are amalgams. For example, Animalism's Unliving Hive also requires Obfuscate 2. Amalgams are how 5th Edition handled many of the old clan-exclusive Disciplines: rather than being separate trees, their signature tricks became powers that sit at the crossroads of two common Disciplines. The Tzimisce's infamous flesh-shaping, Vicissitude, is now a Protean amalgam power rather than a Discipline of its own.
Blood Sorcery and Rituals
Blood Sorcery has ordinary powers like any other Discipline, plus rituals: slower, ceremonial workings that take time, ingredients and preparation, and can do things a quick power can't, such as warding a place against intruders. A ritual's level can't be higher than your Blood Sorcery dots. You gain rituals as your Blood Sorcery grows and can buy more with experience (ritual level × 3 XP). Core Blood Sorcery is a single tree; the classic edition's many separate Thaumaturgy paths are gone.
Thin-Blood Alchemy
Thin-bloods can't master the usual clan Disciplines, but they can cook. Thin-Blood Alchemy lets them brew formulae from vitae and other materials. Some formulae reproduce weaker versions of true Discipline powers; others do things no proper vampire can. Brewing takes time and supplies, and formulae can be bought with experience (formula level × 3 XP). It's the thin-blood answer to being looked down on: ingenuity in place of pedigree.
Oblivion: A Later Discipline
Oblivion is not in the corebook. It arrived with the Lasombra in Chicago by Night and was expanded for the Hecata in Cults of the Blood Gods. It reaches into shadow and the realm of the dead: commanding darkness, speaking with or binding ghosts, drawing on the void. Like Blood Sorcery it has extra ceremonial workings, called ceremonies. It's widely considered dangerous to the soul as well as to everyone nearby; read its rules carefully before you take it.
Learning and Raising Disciplines
At character creation you put 2 dots in one of your clan's Disciplines and 1 dot in another (Caitiff choose any two), and your Predator type adds one more dot. After that, Disciplines cost experience:
| Type of Discipline | Cost per new dot | Example: going from 2 to 3 dots |
|---|---|---|
| In-clan | New level × 5 | 15 XP |
| Caitiff (any Discipline) | New level × 6 | 18 XP |
| Out-of-clan | New level × 7 | 21 XP |
| Blood Sorcery ritual / thin-blood formula | Level × 3 | A level 3 ritual: 9 XP |
Learning a Discipline outside your clan usually needs more than XP: the troupe will expect a story reason, often tasting the blood of a vampire who has it. Your Storyteller will tell you how that works in your chronicle.
Clan Disciplines at a Glance
All sixteen options in one table. Core-book entries come first; the later seven follow.
| Clan | In-clan Disciplines | Compulsion | Source |
|---|---|---|---|
| Brujah | Celerity, Potence, Presence | Rebellion | Corebook |
| Gangrel | Animalism, Fortitude, Protean | Feral Impulses | Corebook |
| Malkavian | Auspex, Dominate, Obfuscate | Delusion | Corebook |
| Nosferatu | Animalism, Obfuscate, Potence | Cryptophilia | Corebook |
| Toreador | Auspex, Celerity, Presence | Obsession | Corebook |
| Tremere | Auspex, Blood Sorcery, Dominate | Perfectionism | Corebook |
| Ventrue | Dominate, Fortitude, Presence | Arrogance | Corebook |
| Caitiff | Any (none in-clan) | None | Corebook |
| Thin-blood | Thin-Blood Alchemy | None | Corebook |
| Banu Haqim | Blood Sorcery, Celerity, Obfuscate | Judgment | Camarilla |
| The Ministry | Obfuscate, Presence, Protean | Transgression | Anarch |
| Lasombra | Dominate, Oblivion, Potence | Ruthlessness | Chicago by Night |
| Hecata | Auspex, Fortitude, Oblivion | Morbidity | Cults of the Blood Gods |
| Tzimisce | Animalism, Dominate, Protean | Covetousness | V5 Companion |
| Ravnos | Animalism, Obfuscate, Presence | Tempting Fate | V5 Companion |
| Salubri | Auspex, Dominate, Fortitude | Affective Empathy | V5 Companion |
Notice the overlaps. Dominate turns up in six clans, Auspex and Presence in five each, and no two clans share all three Disciplines. That's why two vampires with the same power can feel completely different: a Ventrue's Dominate is a CEO's order, a Malkavian's is a whisper that reshapes how you see the world.
A Worked Example: Paying for Power
Marisol is a neonate Brujah at Blood Potency 1 and Hunger 2. In a fight her attack pool comes to 6 dice, and the Storyteller sets Difficulty 3. She's also about to fuel a Potence power that costs a Rouse check. Two of her six dice are Hunger dice.
- As is: she wins about 66.6% of the time (exactly 213/320), and risks a bestial failure about 9.1% of the time (3631/40000).
- With a Blood Surge: at Blood Potency 1 a Surge adds 2 dice, so she rolls 8 (still two Hunger dice). Her chance to win rises to about 86.0% (5503/6400) and bestial failure drops to about 4.1% (1301/32000).
- The price: the Surge costs a Rouse check, so half the time her Hunger rises to 3 after the roll, and the Potence power needs its own Rouse check too. Two checks means a 1 in 4 chance she walks away at Hunger 4.
That's the shape of almost every Discipline decision: the power is there, it works, and every use pushes you a little closer to the Beast. See Feeding & Frenzy for what happens when Hunger climbs.
Old Names, New Nights
If you've read older Vampire books, played the video games, or browse fan wikis, you'll meet names that 5th Edition has changed. Here's a translation table so nothing trips you up.
| Older editions | 5th Edition |
|---|---|
| Assamite | Banu Haqim |
| Followers of Set (Setites) | The Ministry |
| Giovanni | Hecata (now one family alongside other necromantic lines) |
| Thaumaturgy | Blood Sorcery |
| Obtenebration | Oblivion |
| Necromancy | Folded into Oblivion |
| Vicissitude (a Discipline) | A Protean amalgam power |
| Quietus, Serpentis, Chimerstry | No longer separate Disciplines; their ideas live on in other Disciplines and amalgams |
Watch for Edition Bleed
Many fan sites mix editions. If a source lists Protean for the Nosferatu, calls the Tremere Compulsion "Obsession", gives the Lasombra "Obtenebration", or mentions Disciplines above 5 dots, it's describing an older edition or making a mistake. Check against the clan table above.
Try It at the Table
1. A player wants a character who gathers secrets and stays unseen. Which two core clans have Obfuscate in-clan, and which of them fits a "knows everyone's secrets" concept best?
Answer
Malkavian and Nosferatu both have Obfuscate. The Nosferatu fit best: their identity is the information trade, and their Compulsion, Cryptophilia, literally pushes them to learn secrets.
2. A Ventrue rolls a bestial failure while trying to talk down a rival. Is the Ventrue Bane what happens next?
Answer
No. The Bane (restricted feeding) is always in effect and isn't triggered by the roll. A bestial failure can trigger a Compulsion: the Storyteller might pick Arrogance, the Ventrue clan Compulsion, or one of the general ones.
3. Your character has Blood Potency 1 and uses a level 1 power that costs one Rouse check. What's the chance your Hunger goes up?
Answer
1 in 4 (25%). At Blood Potency 1 you may reroll the Rouse check for a level 1 power, so Hunger only rises if both dice show 1 to 5: 1/2 × 1/2 = 1/4.
4. A Gangrel wants to raise Fortitude from 1 to 2, and also pick up Celerity at 1. What does each cost?
Answer
Fortitude is in-clan: new level 2 × 5 = 10 XP. Celerity is out-of-clan: new level 1 × 7 = 7 XP, plus whatever story reason your Storyteller requires. Total 17 XP.
5. A friend says their character is a 5th Edition Assamite using Quietus. What would you tell them?
Answer
In 5th Edition the clan is the Banu Haqim, introduced in Camarilla, with Blood Sorcery, Celerity and Obfuscate. Quietus isn't a separate Discipline any more.
Where to Go Next
- Character Creation: put a clan and its Disciplines onto a character sheet.
- Feeding & Frenzy: what all those Rouse checks lead to, and how to bring Hunger back down.
- Vampire Society: where each clan stands among the Camarilla, the Anarchs and the independents.