Some things I have noticed after going through the rules...
1) Melee characters. Mostly drives you to unarmed combat. The only character with Martial weapons is the Bruha subclass and ONLY when they spend a blood point. Even then you are better off with unarmed combat in particular as you level up and more kindred feats become available that help with this. Plus grapple.
2) Grapple feet is a must once you decide to go unarmed as your primary attack. Smack and grab. And feed with the bonus action at higher levels.
Multiclassing: Kindred features are very overpowered, but their vulnerabilities are great - Fire, radiant, damage in sunlight. maybe your story starts you as a fighter to give you the heavy armor option, but frankly for this class you are better staying as kindred. You take these terrible vulnerabilities you may as well get the big benefit of these extra kindred feats and abilities.
While at first it may seem that the class is pushing you to a Dex build with only light armor and breastplate proficiency, the grapple is strength based, and it's far more satisfying to think of a superhumanly strong vampire.
BALANCE: In a masquerade campaign set in Europe it's no issue, as most characters would be vampires. If you try to mix this in a DND campaign, the kindred's vulnerability to the common fire damage balances this class, and in some cases makes it a huge disadvantage. Teh class is also fairly MAD as some abilities also operate off of Con and Charisma....
Issue: Blood Bond
It doesn't say how often the Kindred can give his blood or if there is a penalty. It costs a blood point to make a potion so we could assume it's the same to have someone drink directly.
sample grapples build Bruha (rolled stats but average)
I prefer martial classes anyway, so i was immediately drawn to the brujah subclass. I definitely think this class can work in a proper DnD setting, but you have to go into it knowing that you will probably be the weakest member at the start. As you level up though, the weaknesses become less and less important. This class is very malleable and depending on player choices, party esthetics and GM generosity, it can become a well rounded character in the end. Here's a level 20 character I came up with. It has some strengths, and weaknesses, but the vast amount of options you have at your disposal is salivating once you get down to it. I added a few magic items to help it along as well.
Play an aasimar or another species that gets radiant resistance so that cancels it out, or play only in a setting without sunlight like barovia or the underdark
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Some things I have noticed after going through the rules...
1) Melee characters. Mostly drives you to unarmed combat. The only character with Martial weapons is the Bruha subclass and ONLY when they spend a blood point. Even then you are better off with unarmed combat in particular as you level up and more kindred feats become available that help with this. Plus grapple.
2) Grapple feet is a must once you decide to go unarmed as your primary attack. Smack and grab. And feed with the bonus action at higher levels.
Multiclassing: Kindred features are very overpowered, but their vulnerabilities are great - Fire, radiant, damage in sunlight. maybe your story starts you as a fighter to give you the heavy armor option, but frankly for this class you are better staying as kindred. You take these terrible vulnerabilities you may as well get the big benefit of these extra kindred feats and abilities.
While at first it may seem that the class is pushing you to a Dex build with only light armor and breastplate proficiency, the grapple is strength based, and it's far more satisfying to think of a superhumanly strong vampire.
BALANCE: In a masquerade campaign set in Europe it's no issue, as most characters would be vampires. If you try to mix this in a DND campaign, the kindred's vulnerability to the common fire damage balances this class, and in some cases makes it a huge disadvantage. Teh class is also fairly MAD as some abilities also operate off of Con and Charisma....
Issue: Blood Bond
It doesn't say how often the Kindred can give his blood or if there is a penalty. It costs a blood point to make a potion so we could assume it's the same to have someone drink directly.
sample grapples build Bruha (rolled stats but average)
https://www.dndbeyond.com/characters/169089323/Xpa2H3
I prefer martial classes anyway, so i was immediately drawn to the brujah subclass. I definitely think this class can work in a proper DnD setting, but you have to go into it knowing that you will probably be the weakest member at the start. As you level up though, the weaknesses become less and less important. This class is very malleable and depending on player choices, party esthetics and GM generosity, it can become a well rounded character in the end. Here's a level 20 character I came up with. It has some strengths, and weaknesses, but the vast amount of options you have at your disposal is salivating once you get down to it. I added a few magic items to help it along as well.
https://www.dndbeyond.com/characters/169126650
Play an aasimar or another species that gets radiant resistance so that cancels it out, or play only in a setting without sunlight like barovia or the underdark