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Vampire: The Masquerade 5th Edition

Vampire: The Masquerade 5th Edition

3–5 players 2018

About this Game

Vampire: The Masquerade presents a more dramatic, contemplative world than most tabletop roleplaying games (TTRPGs). While the average TTRPG experience is a Dungeons & Dragons inspired one (fighting monsters and getting treasure), Vampire is about simply surviving and keeping a piece of yourself intact. Players in Vampire become the titular mythological figure in a version of our modern world. And while near-immortality and superpowers seems cool, they come at the cost of existing in a secret society where hunters and other clans are out to get you. And there’s also the whole hungering for blood thing. In a typical Vampire game, holding onto humanity is just as tough as fending off foes.

Categories

Horror Gritty Fantasy Supernatural Modern

Mechanics

Dice Pool System

How to play Vampire: the Masquerade

Vampire: the Masquerade is played with ten-sided dice. When a player character faces a challenge, they gather a “pool” of these dice based on their relevant attribute and skill corresponding to their approach, then roll them against a target number. Each die which meets or exceeds this target number is a success, with greater numbers of successes meaning a greater degree of success. Characters might have specialties or flaws which help or hinder them, and in Vampire, players must also manage their character’s Humanity as they drift farther into their monstrous urges, as well as their Hunger the longer they go without feeding.

Clans

Banu Haqim

Banu Haqim

The Banu Haqim are a clan of disciplined warriors, judges, and assassins with a storied legacy rooted in honor and justice. Known for their martial prowess and mastery of blood sorcery, the Banu Haqim have long been feared as lethal killers who use their skills to strike with precision and efficiency. Their traditional focus on justice and retribution has earned them a reputation as impartial arbiters, though many distrust their methods, particularly their infamous practice of diablerie, where a kindred devours another kindred, to strengthen their power. In modern nights, the Banu Haqim find themselves torn between their ancient traditions and their integration into the Camarilla, where they are seen as both valuable allies and dangerous outsiders. Their deep-seated codes of honor often clash with the duplicity and corruption of Kindred politics, yet their discipline allows them to navigate this treacherous landscape with cunning and strength.

Brujah

Brujah

The Brujah are fierce warriors who value passion, freedom, and individuality above all else. Clan Brujah are known more for their rebellious nature and uncontrollable tempers. They are often found on the frontlines of change, whether leading social movements or inciting riots, and they wield their unrelenting strength and speed to enforce their ideals. Despite their reputation for chaos, the Brujah harbor deep convictions and unshakable beliefs that guide their actions. They despise oppression and often clash with the rigid hierarchies of the Camarilla, but their disdain for authority can make them just as likely to burn a system to the ground as to create something better.

Caitiff

Caitiff

Caitiff are clanless kindred born without a clear connection to any specific lineage. Whether abandoned by their sires, created accidentally, or victims of unknown anomalies, Caitiff lack the inherited powers, traditions, and curses that define the other clans. This absence of a clan identity often leaves them struggling to understand their place in Kindred society. Outcasts by default, Caitiff frequently endure scorn and mistreatment from their peers. Particularly within the rigid hierarchies of the Camarilla. Because of this, many find solace among Thin-Bloods or in Anarch territories where they can escape the suffocating expectations of traditional vampiric society. Despite their hardships, Caitiff possess a unique freedom: unbound by the curses or rivalries of the clans, they are free to define their own destinies.

Gangrel

Gangrel

The Gangrel are primal kindred capable of shifting their form at a whim, adopting more animalistic traits. Known as wanderers, they are deeply connected to nature and often find solace in the wilderness, away from the politics. Their ability to commune with the beasts of the earth has earned them a reputation as savage predators, but Gangrel are also wise survivalists who understand the delicate balance between humanity and the beast within. Despite their solitude, Gangrel tend to be fiercely loyal to those they trust, though such bonds are rare. They value freedom above all else and are reluctant to submit to the rigid structures of the Camarilla and lean more towards anarch territories. Their rugged independence and intimate connection to the natural world make them both feared and respected among Kindred.

Hecata

Hecata

The Hecata, often referred to as the Clan of Death, are an enigmatic amalgamation of necromantic bloodlines unified by their shared mastery over death and the afterlife. Comprised of various older bloodlines, the Hecata are bound by their sinister practices and an uncanny ability to manipulate the boundary between the living and the dead. United in recent nights this clan has become a powerhouse of necromantic knowledge and a dangerous force within Kindred society. They embrace their macabre nature, using their powers to commune with spirits, command the dead, and uncover hidden truths buried in death itself. While they operate as an unholy coalition, the Hecata are plagued by internal rivalries and ancient grudges, making their unity tenuous at best. Their dealings with death often lead them to walk morally gray paths, driven by curiosity, ambition, or revenge. Despite their unsettling nature, the Hecata are pragmatic and often act as diplomats or intermediaries in supernatural disputes, using their knowledge and influence to broker deals or settle scores.

Lasombra

Lasombra

The Lasombra are the masters of shadow and intrigue, wielding darkness itself as a weapon and a tool. Their mysterious Oblivion powers allow them to manipulate darkness, creating terrifying displays of power that strike fear into their enemies. They see themselves as predators among predators, embracing their vampiric nature with ruthless efficiency. Similar to the Venture, Lasombra value strength, cunning, and self-determination but where these two leader clans differ is the Lasombra’s ruthless tenacity. Their disdain for traditional authority is matched only by their hunger for power, and they will manipulate, betray, and destroy to achieve their goals. Despite their brutal nature, Lasombra possess a dark charisma that draws others to them, making them both feared and admired.

Malkavian

Malkavian

The Malkavians are cursed with a fractured psyche that grants them unsettling insights into reality. Their madness can manifest in countless forms—delusions, compulsions, or even full-blown psychosis—but beneath their eccentric or disturbing behavior lies a profound, if often incomprehensible, wisdom. Malkavians can sometimes seem to speak in riddles or nonsense, but their words can hold cryptic truths that defy conventional understanding. Viewed with suspicion and fear by other clans, Malkavians are often marginalized for their unpredictability. However, their unique perspective allows them to see patterns, connections, and dangers that others overlook. Their presence can unsettle even the most stoic Kindred, yet are held in high regard in some courts for their insight.

Nosferatu

Nosferatu

The Nosferatu are the shadowy, grotesque underbelly of Kindred society, cursed with hideous physical deformities that make blending into mortal society difficult. They dwell in sewers, abandoned buildings, and the forgotten corners of cities, yet many revere them for being unparalleled information brokers, masters of espionage, and sometimes even assassins. Without being able to rely on their looks or abnormal charm, many Nosferatu become cunning fast. Their pragmatism make them invaluable allies, though they rarely engage in politics openly. Nosferatu value discretion, but they are not above using their vast knowledge to manipulate others if it serves their interests. Hidden yet ever-present, the Nosferatu see all and say little, ensuring that their role in the vampire hierarchy remains indispensable.

Salubri

Salubri

The Salubri are a mysterious and often misunderstood clan, known for their unique approach to vampirism and their tragic history. Once revered as healers and spiritual guides, they have been reduced to pariahs due to centuries of persecution. Salubri kindred are characterized by their third eye, often seen as a mark of their connection to the spiritual and metaphysical. They are deeply introspective, seeking redemption, enlightenment, or balance between the Beast and their humanity. Most Salubri follow a path of healing, striving to mend both body and soul. Salubri often are preyed upon for the unique properties of their vitae and it is said that only seven of them exist at any one time. The Salubri walk a lonely path, their tragic legacy shaping their every step as they seek to reclaim their place in Kindred history.

The Ministry

The Ministry

The Ministry is a clan shrouded in charming mystery. They believe that true freedom lies in breaking the chains of morality and societal norms. The Ministry operates as both a religious cult and a web of infiltrators, using manipulation, seduction, and persuasion to achieve their goals. They often offer wisdom or power to those in need while subtly ensnaring them in their schemes. Their clan believes that through chaos and transformation can true enlightenment be achieved. Their adaptability allows them to thrive in various domains, from crime syndicates to political intrigue, spreading their influence like a shadowy network of whispers. Ministry vampires often blur the line between ally and enemy, their motives obscured by their silver tongues and enigmatic philosophies.

Thin-Bloods

Thin-Bloods

Thin-Bloods occupy a precarious position in Kindred society, straddling the line between mortal and vampire. Descended from the weakest strains of vampiric blood, they lack the full potency of their undead kin and often experience an unstable yet powerful alchemy. Many Thin-Bloods are unable to embrace others, and their connection to their clan lineage is tenuous at best. Despite these limitations, their ‘thin blood’ allows them to more easily pass as a mortal and even endure sunlight more than their full-blooded peers. Thin-Bloods are often outcasts, struggling to find their place in an already hostile society. The Camarilla enforces harsh measures against them, leaving them to go into hiding or flee to Anarch-controlled territory for even a modicum of freedom. Despite this, their hybrid nature offers them a unique perspective, often granting them a more grounded connection to humanity.

Toreador

Toreador

The Toreador are the visionaries of Kindred society, captivated by beauty in all its forms. They revel in art, music, and culture, often surrounding themselves with the most talented mortals to feed their insatiable desire for inspiration. However, their obsession with beauty can make them shallow, self-absorbed, and dangerously distracted. Toreador possess a sharp cunning that belies their supernaturally graceful exterior. They excel in social maneuvering, using charm, wit, and seduction to bend others to their will. These kindred may seek beauty, but they are no strangers to the darkness within, and their pursuits often lead them into dangerous obsessions or destructive rivalries.

Tremere

Tremere

The Tremere are the secretive and scholarly masters of Blood Sorcery. Their unique abilities allow them to bend blood to their will offering immense insight, power, or utility. These gifts grant these warlocks a level of infamy that leaves their peers equally in awe and fear. Tremere are known for their ambition and meticulous nature, often pursuing knowledge and power at any cost. They are distrusted by many for their abilities, however none can deny that their mastery of rituals and wards makes them indispensable allies.

Tzimisce

Tzimisce

The Tzimisce are the flesh-shaping scholars and warped artists of Kindred society, revered and feared for their mastery of Vicissitude. They view vampirism as an opportunity to transcend mortal limitations, experimenting on themselves and others to create horrifying and beautiful new forms. The Tzimisce’s connection to their ancestral lands and their obsession with territory give them an almost spiritual bond with the places they claim as their own. Tzimisce are notoriously cruel, often treating others as mere materials for their grotesque creations. However, beneath their monstrous exterior lies a deep philosophical core, as many Tzimisce seek to understand the true nature of existence and their place within it. Their blend of intellect, artistry, and sadism makes them some of the most enigmatic and terrifying Kindred in existence.

Ventrue

Ventrue

The Ventrue are the aristocrats and rulers of Kindred society, born to lead and bred to command. Ventrue are known for their unshakable discipline, impeccable manners, and ability to wield power with subtlety and grace. Thanks to their tenacity, they often occupy positions of authority within the Camarilla, where their influence shapes the future of their territory. However, the Ventrue’s pride can also be their greatest weakness, driving them to arrogance and inflexibility. Despite this, Ventrue are master strategists, adept at navigating the complex webs of politics and intrigue that define Kindred life. Their unyielding will ensures that they remain steadfast in their pursuit of order, even in the face of chaos.

Frequently Asked Questions

How do you make a character for Vampire: The Masquerade 5e?
Players at a table playing Vampire typically create characters together at the same time. Starting with a character concept, each player chooses a vampire clan, the ancient bloodline they belong to. The rebellious Brujah, seductive Toreador, monstrous Nosferatu, mad Malkavian, noble Ventrue and many more might have sired your vampire. Then you detail your character with attributes, skills, vampiric powers, hunting style, advantages, flaws, and connections to both human and vampire society. All of this produces a complex web of relationships between the player characters and their connected NPCs, which will be the driving force behind your chronicle’s play!
What if I'm not comfortable with certain themes or content in Vampire: The Masquerade?
Tabletop Roleplaying Games can cover an impressive range of topics and styles, including violence, horror, romance, and many many more! However, if there are specific themes or content that you’re uncomfortable with, let your group and GM know before the game, and have an open conversation about these topics. Any group worth playing with should be respectful and understanding of your concerns and the game can be adjusted so everyone is having fun. Many tables also use “Safety Tools” which help ensure that these conversations are handled easily, and everyone has a voice at the table.
Do I need to know all the rules before I can play Vampire: The Masquerade?
Knowing every rule of the game may be helpful to some, but many players will learn the game as they play! If you want to read the rules ahead of time you absolutely can, but if you are a hands-on learner you can also just start playing, and if there is something you don’t understand never be afraid to ask questions, because everyone starts somewhere!
What supplies do I need to play Vampire: The Masquerade?
Obviously this will vary from table to table, but here are some good places to start! If your game is played in person, most likely you will want to get a set of dice, something to write with, and paper to take notes. If your game is hosted online instead, you will probably need to make accounts on a few sites for things like character sheets, access to the Virtual Tabletop for maps and tokens, and sites like Discord or Zoom for video/voice calls during the session. You won't always need to have the rulebooks to start, but if you want to read through them to make sure you know all the rules, this might also be a good option.
What Dice do you need for Vampire: the Masquerade?
Vampire uses ten-sided dice, or d10s, exclusively.

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