Vampiric subclass from Vampire: The Masquerade – Bound By Blood, adapted for D&D 5.5e.
Clan Ventrue are a fraternity of vampires from Vampire: The Masquerade and have been converted into a subclass for the Kindred class.
The Kindred of clan Ventrue have established themselves as the leaders of vampiric society. Haughty in their elevated position, they demand obedience and their magical prowess imposes such demands. They are capable of both an unassailable charm and an imposing command over those they deem their lessers (which is almost everyone).
The Ventrue subclass comes as part of the 3rd party Vampire: The Masquerade – Bound by Blood supplement on D&D Beyond. It outlines the Kindred class, its 6 subclasses and some other character options for converting vampiric, playable characters into your own D&D games. For this article, I’m diving into the Ventrue subclass for the Kindred to see how good it is and how you can optimise for one.
At a glance
- A tough, melee class with substantial self-healing
- Enhanced resilience makes you tougher against both physical and mental attacks
- Strong spellcasting options allow you to nullify enemies and feed on them
4/5 – This is perhaps the most balanced and well-designed subclass for the Kindred, if not the most powerful. It fluidly integrates resilience with some hefty spellcasting that will help you nullify enemies long enough to feed on them. This makes for a much more charisma-focused Kindred. Ventrue’s bane feels too punishing though, but largely, this is a decent subclass, even if it will hit less hard than other Kindred.
Ventrue features
Voice of authority (Lv3) – 4/5
Command and suggestion are both good spells and you have plenty of castings of them. Importantly, suggestion also imposes the charmed condition meaning that you can feed on creatures affected by this.
Wisdom saving throws are some of the most common so advantage on these is a very useful durability feature.
Ventrue bane (Lv3) – 1/5
Feed is a really important feature for kindred, but this severely limits your benefits from non-favoured targets. I think Vampire: The Masquerade assumes a less diverse range of creatures than D&D typically has. The problem though is that Kindred are being inserted into D&D games so if you’re favouring blonde targets for feeding, the vast majority of creatures you feed on likely aren’t blonde (even if blonde hair isn’t necessarily uncommon among a Human population).
While I understand the desire for drawbacks to balance out quite a powerful class (though I’m not a big fan of it in gameplay), these should not be seriously crippling your important features.
Dare not falter (Lv6) – 4/5
This is quite a substantial resilience feature. An extra hit point per level is basically the tough feat (and is stackable if that’s not enough resilience for you).
Charmed, frightened and stunned are among the most common conditions in the game. Rerolling these saving throws when failed makes you extra resilient to these conditions. This is especially the case for those requiring a wisdom saving throw. Because you have advantage and a potential reroll, these mechanics stack too.
Domineering control (Lv9) – 5/5
Hypnotic pattern for 1 blood point and with disadvantage on the saving throw is an absolute steal. Not only is hypnotic pattern an excellent level 3 spell, it’s enhanced and it causes the charmed and incapacitated conditions allowing you to feed on the multiple creatures you can affect with this.
Entrance and persuade will also allow you to feed on the victims of these effects.
The difference between DC for your spells and terrify and entrance is important here. The spells will have a DC of 8 + proficiency bonus + charisma modifier whereas terrify and entrance will be a d20 roll + your proficiency or intimidation modifier (which you may or may not have proficiency in). If you have proficiency in these, then this should average slightly higher in DC than the spells, but is more prone to some low and high rolls. If you can grab advantage or expertise on these rolls, then that can help (for instance, by being a Changeling or grabbing the skill expert feat).
Mass manipulation (Lv11) – 4/5
Mass suggestion is a great spell and with up to 12 targets that become charmed, can not only nullify enemies, but also allow you to feed on them while charmed. Of course this will end the spell for them, but this remains excellent.
Sanguine fortification (Lv15) – 4/5
Draught of endurance is an oddly explained feature as vitae isn’t typically the terminology used to speak about feeding. But the only mechanical method for drinking vitae is through the Kindred’s feat mechanic. So essentially, if you have multiple Kindred in the party, you let them feed on you and grant an extra boost in temporary hit points (30-40). While the supplement recommends full parties of Kindred, I suspect many parties won’t necessarily be doing this. Remember there are other drawbacks to being fed on, even willingly, so this is more a feature when an ally is struggling.
Flesh of marble requires a fairly substantial amount of blood points so I’d reserve it for huge damage attacks or to preserve your life when you might ordinarily be knocked to 0HP. It’s got serious potential for potency though.
Lordly power (Lv18) – 5/5
Imposing aura is basically a more localised, permanent sanctuary which is excellent for durability. Imposing disadvantage against the charmed condition is great considering how many charm effects you possess.
Summon has some really interesting potential. Be aware that DM has a lot of power over whether a creature is actually helpful when compelled in this way, but it’s a way for bringing allies (perhaps reluctant allies) to aid you.
How good is the Ventrue subclass?
I perhaps shouldn’t have to applaud this, but after 5 other subclasses that just completely lack mechanical fluidity, clan Ventrue is actually a subclass that flows reasonably OK with the other features of the Kindred class. Mostly this is accomplished by simply granting flat benefits that require no action economy or blood points as well as a bunch of strong and often enhanced spells that do require blood points. Most of these will cause a condition from which you can feed, and some will open up multiple enemies to being fed on.
Sadly, the subclass is let down by a flaw that is overly punishing, halving the impact of your feed on what is likely to be most creatures in a universe as diverse as D&D.
I do like that Kindred of clan Ventrue can be played quite differently from the other subclasses, focusing more on a charismatic, spellcasting build, than a hard hitting attacker. Still, they have the durability to survive just fine on the frontlines, but you may find yourself doing more spellcasting than the other subclasses.
4/5
Building a Ventrue Kindred

While Kindred of Clan Ventrue can operate in a similar way to other Kindred clans, they are also much less attack-oriented. That’s not to say that attacks are weak, but you will likely spend more time nullifying enemies through spells than the other subclasses. This means a charisma build is more important and makes for a decent frontline part-caster.
Ability scores
Recommended options
- Strength: A strength build isn’t as essential for Ventrue Kindred as they don’t need to rely on grapples like some other subclasses do. It’s still an option though, and you may have a couple of levels where you need to grapple (or at least use a net). A strength build is an option, but I’d probably lean towards a dexterity build for the lower strain on your ability scores.
- Dexterity: All kindred will want to push this to at least 14 for the benefits of medium armor (specifically a breastplate, the only medium armor they’re proficient in). If you go for a dexterity build (which will be kinder on your ability scores) then you can equal or better medium armor with studded leather once you reach 18+ dexterity.
- Constitution: Not only important for your hit points, but will also enhance your healing and damage from feeding. This will also help your concentration saving throws which you may be making a fair bit.
- Charisma: Charisma is your spellcasting ability and with clan Ventrue likely relying on spells to enable feeding and nullify enemies, this can be very important for this build. It will also enhance you face skills which also form the DC for some features.
Options to avoid
- Intelligence: Kindred have little use for intelligence. You can dump this, you don’t have enough points to invest here.
- Wisdom: The same goes for wisdom.
| Ability score | Point Buy | Standard Array |
|---|---|---|
| Strength | 8 | 12 |
| Dexterity | 15 | 15 |
| Constitution | 15 | 13 |
| Intelligence | 8 | 8 |
| Wisdom | 8 | 10 |
| Charisma | 15 | 14 |
Skills
Recommended options
- Deception: Kindred make a decent party face and you may need some deception to keep your true nature secret.
- Intimidation: Similarly if you’re prioritising charisma, this can help with your face skills. It also forms the DC for one of your features.
- Perception: While your wisdom may be low, perception is good for anyone.
- Persuasion: Really crucial face skill if you’re going down the party face route. Another skill that represents the DC for one of your features.
- Stealth: Many Ventrue Kindred will invest in dexterity making stealth a decent option. I’d focus on face skills first though.
Species/race
Below are some general things you’ll want to gain from your species for a Ventrue kindred.
- Toughen up: Kindred are martials and while fairly high on HP, they aren’t the best when it comes to AC. Anything that can help shore up their defences will be useful. One interaction to consider is what happens when your species grants a resistance and vulnerability to a damage type (like an Aasimar granting radiant resistance). I’ve decided that these cancel each other out which may be useful to consider with species choices but keep in mind this isn’t clarified in the rules as they don’t ordinarily crossover.
- Damage dealing: You’re also there to deal damage. Any species that can enhance this will be useful.
- Party face: Ventrue Kindred should typically be the party face so anything that aids face skills will help.
Recommended species
- Aasimar: All the celestial revelations work well for a kindred. This is helped by your decent charisma, but also by the fact that kindred want to be getting close to enemies. Flight is always a useful option too. Radiant and necrotic resistance help to up your durability while compensating for radiant vulnerability.
- Changeling: Changelings are the best charisma species in the game! 2 face skill proficiencies and advantage on charisma checks while shapeshifted make your words very hard to resist. Perfect for a Ventrue Kindred.
- Dragonborn: Kindred aren’t the best at damaging multiple targets (though you’ll be able to cause conditions on multiple targets) so breath weapon gives some ways of handling this. You can take fire resistance to compensate for your vulnerability and temporary flight is useful for scouting or moving around.
- Dwarf: Damage resistance gives you resistance to the most common damage type and toughness gives you more hit points for more resilience. You also get poison and prone resilience too making this one for really gnarly kindred.
- Human: An extra skill can help you become a better party face. An extra origin feat can be useful for all sorts of things, but tough is definitely a good option for the extra resilience or magic initiate to grab some early charm spells. More heroic inspiration is always useful.
- Orc: Orcs are tough. They get extra temporary hit points, can survive the odd drop to 0HP and can dash sometimes as a bonus action. All good for a kindred.
- Warforged: Improved AC and other resilience features make this good for toughening up your kindred.
Backgrounds
For a ventrue kindred, I mostly want a background that can give dexterity, constitution and/or charisma. Depending on your build, you could also go for strength, but I think a dexterity build works better. I’ve outlined strong origin feats in a later section too. I’d also prioritise face skills if you haven’t picked these up with your core class.
| Name | Ability scores | Origin feat | Skill proficiencies | Tool proficiency |
|---|---|---|---|---|
| Entertainer | Strength, dexterity, charisma | Musician | Acrobatics, performance | One type of musical instrument |
| Guide | Dexterity, constitution, wisdom | Magic initiate (druid) | Stealth, survival | Cartographer’s tools |
| Merchant | Constitution, intelligence, charisma | Lucky | Animal handling, persuasion | Navigator’s tools |
| Soldier | Strength, dexterity, constitution | Savage attacker | Athletics, intimidation | Cartographer’s tools |
| Thrall | Constitution, wisdom, charisma | Healthy | Athletics, medicine | One kind of gaming set or musical instrument |
| Touchstone | Constitution, intelligence, charisma | Protected | Persuasion, survival | One kind of artisan’s tools |
Feats
Origin feats
I’d recommend the following origin feat options for a Ventrue kindred:
- Alert: Earlier turns in combat is always useful. You should have a decent dexterity meaning you should be fairly high on initiative order more often than not.
- Healthy: Improved short rest healing is alright, but the extra saving throw proficiency is especially useful for some extra resilience.
- Lucky: Imposing advantage or disadvantage on a d20 test 3 times a day is always going to be good.
- Magic initiate: Grab spells that can help restrain, charm or deal another feeding condition on enemies so you can feed on them. Charm person, entangle, sleep and Tasha’s hideous laughter all fit the bill here.
- Musician: Always a strong origin feat for sharing out more heroic inspiration round the party.
- Protected: Somehow this is better than lucky, which is already really good but you can grab a reroll on a few d20 tests or use your luck points to prevent yourself dropping to 0HP.
- Skilled: Use this to enable yourself to have more face skills.
- Tough: More hit points is always useful, but especially for a martial build.
General feats
At level 4, you can start picking up general feats:
- Actor – Kindred are good with face skills, if you want to impersonate others (as kindred often might), then this will make you quite good at that.
- Lightly armored – If you’re planning on just going for an unarmed build, then you can have a hand free for grappling and attacking while also wielding a shield. This will get you the shield proficiency you need and +2 AC.
- Mage slayer – Better at tackling concentrating spellcasters and a form of legendary resistance is all pretty good.
- Skill expert – If you want to get really good at face skills, then you can grab expertise in one of them with this feat. You can use persuasion or intimidation for the DC of a couple of the options in your domineering control feature. Expertise in one of those will make it really hard to resist.
- Speedy – Decent option for hit and run techniques by giving you extra speed and being harder to hit from opportunity attacks.
Weapons
I think Ventrue Kindred are going to work best building for dexterity, this means wielding finesse weapons primarily (as Kindred favour melee combat). This means of the weapons available to a Kindred, that wielding a shortsword or scimitar will be best. A shortbow can be used when you need to make ranged attacks.
A strength build is possible which opens up versatile weapons like a quarterstaff or unarmed combat. While unarmed combat can be good for a Kindred (using grapples for feeding) it requires investment in strength and dexterity alongside constitution and charisma making for an extremely MAD build. Ventrue have spells to aid feeding anyway so I think it’s best just to rely on those and nets when spells aren’t an option.
Armor
Once you reach 18+ dexterity, studded leather is your best option. Before this point (or if you’ve gone for a strength build), then a breastplate and 14 dexterity is your best bet.
If you take the lightly armored feat, you can grab a shield too for an AC boost.
