Ghostfire Gaming and White Wolf have joined forces to invite you into a World of Darkness with Vampire: The Masquerade - Bound by Blood, now available on D&D Beyond!
Inside, you will find the tools to embrace the night and craft vampire characters using the all-new Kindred class and six clan subclasses, along with new backgrounds, feats, and equipment made for a world where the undead walk in secret among the living.
Then, once choices are made, and your coterie of Kindred are ready, they can enter a world of historical horror beginning with the included adventure set in the Dark Ages, "One Last Goodbye".
Whether you're a longtime Vampire: The Masquerade fan, or new to the World of Darkness, Bound by Blood offers a new way to explore the night and bring terror to your D&D table!
- Embrace the Dark with the Kindred Class
- Six Clan Subclasses, Six Ways to Be a Vampire
- Backgrounds, Feats, and More Options for a World of Darkness
- One Last Goodbye: A Dark Ages Adventure
Embrace the Dark with the Kindred Class

A Vampiric Survivor Empowered by Blood. At the unbeating heart of Bound by Blood is the Kindred class. Made to capture what it means to be a vampire at the table. As Kindred, you draw power from Vitae, supernatural blood that fuels your abilities. However, every Kindred must resist the power of the Beast within, the predatory instinct lurking beneath their civility. Whether Feeding, resisting Hunger, or managing a limited pool of Blood Points, your vampiric compulsion is as central to play as combat itself.
Six Clan Subclasses, Six Ways to Be a Vampire

Clans are as much a reflection of your Kindred's intrinsic power as their place within the greater vampire society, making your choice of subclass more than just specialization. Bound by Blood offers you six of the original 13 clans in Vampire: The Masquerade, each offering their own unique features along with a bane that presents that clan's particular thematic challenges.
Brujah. Stand Up, Stand Firm, and Fight for Something. Freethinkers and revolutionaries, the Brujah thrive on their own liberty and fight against oppression and stagnation. They find a power in themselves reflected as strength, speed, and a force of personality making them formidable in a fight, but their bane can lead them to trading rage for self-control.
Gangrel. Let the Beast Inside in Order to Control It. The Gangrel have made peace with their Beast long ago, choosing to harness the wild power it promises and wield it rather than trying to stifle it. They are attuned to its feral nature, embodying the predator and drawing from its feral power while at risk of their bane manifesting through animalistic features hard to disguise.
Lasombra. Manipulate Darkness and Weakness with Ease. Kindred are creatures of darkness, but none so much as the Lasombra. They are masters infused with the inky abyss from which they draw their power, turning shadows into an extension of themselves. A clan of ruthless perfectionists, their particular bane brings mechanical punishment for failure on the roll of your dice.
Nosferatu. Hide Yourself from Prying Eyes and Unleash Your Own Monstrous Nature. Nosferatu undergoes a tragic transformation upon becoming Kindred. They wear their bane with a visage warped to represent the Beast inside, and temper it with features providing a means of disguise along with the advantage of more monstrous gifts.
Toreador. See the World Like No One Else Can. Toreador are steeped in art and beauty. They use their superhuman senses to experience aspects of the world no one else can. They feel everything deeply, and with a glance or a few words, can instil similar feelings in others. If there is awe to be found, a Toreador can find it, though their bane carries a mechanical cost if faced with an absence of beauty.
Ventrue. Control Others with Influence and Guile. The Ventrue have elevated themselves to be the "Clan of Kings," imposing their will on the clans and standing contemptuously against those who would defy them. After lifetimes of prudent rule, the Ventrue have earned their figurative throne, class features of command and influence, and the bane of a palate so refined that they must feed on a specific type of mortal.
Backgrounds, Feats, and More Options for a World of Darkness

Outside of the Kindred class and Clan subclasses, Bound By Blood offers a spread of backgrounds and feats for Kindred characters or the mortals unlucky enough to orbit them. Ghoul, Ritualist, Thrall, and Touchstone are all background options to choose from, and are just as useful for DMs building NPCs, or players who want to play a character whose blood doesn't run cold.
Feats & Equipment to sharpen fangs and arm your hunt.
Origin Feats. New options like Healthy, Nocturnal, Protected, Well-Read, and Thin-Blooded, the latter built for characters with only a portion of vampire blood in their veins.
Kindred Feats. A full spread of vampiric talents, including Alacrity, Cloak of Shadows, Daywalker, Heightened Senses, The Kiss, and Discipline Acquisition, are feats that let a Kindred borrow gifts from other clans.
Epic Boon Feat. Boon of Generations, reserved for Kindred who've reached the highest levels of power.
Wooden Stakes. Simple but effective against Kindred.
Silver Weapons and Ammunition. A full weapons table of silver-bladed gear, from daggers to greatswords.
Wooden Weapons and Ammunition. Bows, crossbows, and blades carved specifically to end a vampire's unlife.
Hunter's Kit. A vampire hunter's essentials, including holy water, stakes, and a mirror.
Leather Undervest. Armor built to protect the heart from a piercing strike.
Kindred Vitae. A potion brewed straight from a vampire's own vitae, granting its drinker a taste of Kindred power.
One Last Goodbye: A Dark Ages Adventure

Bound by Blood includes a full adventure for four to five Kindred characters at level 4. "One Last Goodbye" takes players to Knock Glad, a small village in Irish Britannia during the Dark Ages, where a coterie of vampires arrives to pay respects at the wake of a mortal loved one. What begins as an act of remembrance quickly becomes something far more dangerous, as the coterie must navigate threats that strike fear into the dead hearts of vampire and mortal alike.
Secrets are hard to keep, and this new adventure includes rules for keeping track of how close mortals are to suspecting the supernatural, as well as a Narrated Feeding system that lets storytellers continue the momentum of the night without needing to stop for a full combat encounter.
And when combat occurs, this adventure offers key location maps along with a selection of adversaries tailored to this adventure of historical horror.

The Night Beckons
Will you embrace the night, become one of the Kindred, and weave your way through the shadows of a world of darkness? If the answer is yes, then Vampire: The Masquerade - Bound by Blood offers you and your table the perfect means to do so. Craft your characters, form your coterie, and set out on an adventure that may begin in the Dark Ages, but can span centuries.
All you have to do is grab your copy and invite it in…
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Posted Aug 1, 2026This is exactly how I see it. It seems like White Wolf sees it the same way, and gave 5.5 players the tools to make wild things like this a reality. I love that this exists, and my table will use it. I think all TTRPG experiences are table dependent, and there's a reason people say "no d&d is better than bad d&d." My tables have always had heavy RP, and I think people should seek out the type of gameplay that they want in their game - because it most assuredly exists. The idea that people are somehow being robbed of a Vampire experience by being given the ability to add Vampire to d&d is so sad. Especially when that d&d Vampire experience is literally provided by the same people who make Vampire - it doesn't get any more authentic than that. What sorts of tables do people play at where adding more cool things feels like you're taking a loss? Or worrying about what other people do at their tables instead of focusing on ways to improve your own, which you clearly find inadequate? Maybe I'm just missing something that was never placed into my mind by gatekeepers, and that's why I don't feel like there's only one way to play a game. But I'm loving the new flavor that this supplement adds.
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Posted Aug 3, 2026Does this not count in my Legendary Bundle?
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Posted Aug 9, 2026Not sure where people are getting the idea it doesn't work with D&D, it very much does. Ofc, you will have some problems to overcome, especially if not everyone is playing a kindred. But, that's not that it doesn't work with D&D, that's just the fact you'll be playing a vampire. And those problems will also help push you to be more creative in how you play the game and interact with the world. And if someone is playing a kindred the dm of course will have to makee sure the game they are running will make it possible, just with any other player. That is their jobb, make sure that every player can have fun and play.