Base Class: Kindred
Clan Tremere — The Warlocks
The Tremere are a secretive and fiercely intellectual clan of Kindred whose power is built upon occult knowledge, ruthless ambition, and the manipulation of vitae itself. Unlike most clans, the Tremere did not descend naturally from an ancient Antediluvian lineage; they began as mortal mages who stole immortality through an arcane ritual, transforming themselves into vampires and earning the hatred and suspicion of Kindred society. Through centuries of experimentation they developed Blood Sorcery, using vitae to fuel rituals, curses, wards, elemental forces, and other forms of supernatural magic. Tremere traditionally organize themselves through tightly controlled Chantries, where knowledge is guarded jealously and apprentices rise through intricate hierarchies of loyalty and power. Their mastery of Blood Sorcery, Auspex, and Dominate makes them formidable scholars, manipulators, and occult specialists, but their relentless pursuit of forbidden knowledge has given the clan no shortage of enemies. To the Tremere, blood is more than sustenance—it is power, knowledge, and the key to mysteries other Kindred fear to uncover.
Tremere Bane
Tremere Bane: Deficient Blood
The Tremere’s unnatural origins and the breaking of their ancient Blood Bond have left a lasting weakness within their vitae.
Your blood has difficulty establishing lasting bonds with other Kindred.
Whenever another Kindred drinks your vitae for the purpose of creating or strengthening a Blood Bond, two additional drinks are required before the bond progresses to its next stage.
Additionally, whenever you attempt to create a Blood Bond with another creature, the creature has advantage on any saving throw made to resist effects arising from that bond.
Level 3: Blood Sorcery
Blood Sorcery
Your vitae has awakened to the occult practices of Clan Tremere, allowing you to manipulate blood into supernatural effects.
You gain the ability to cast spells.
Intelligence is your spellcasting ability for your Tremere spells.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You may select spells from the following schools:
Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy and Transmutation.
You cannot learn or cast Divination spells through this feature.
Level 6: Thaumaturgical Scholar
Your mastery of occult theory has deepened through your study of Blood Sorcery. You gain Expertise in the Arcana skill, allowing you to double your Proficiency Bonus for any ability check you make using Arcana.
Additionally, you can cast any Tremere spell you have prepared that has the Ritual tag as a Ritual.
Level 9: Scorpion’s Touch
You have learned to transform your vitae into a supernatural poison. As a Bonus Action, you can expend 2 Blood Points and apply your vitae to one melee weapon, your fangs, or up to three pieces of ammunition.
For 1 minute, the first time on each of your turns that an affected attack damages a creature, the attack deals an additional 2d8 Necrotic damage. The target must succeed on a Constitution saving throw against your Tremere spell save DC or become Poisoned until the start of your next turn.
If the target is a Kindred, instead of becoming Poisoned, it cannot regain Blood Points until the start of your next turn.
Level 11: Domitor’s Will
Your mastery of Dominate allows your voice to impose your will upon others. You always have the Command and Suggestion spells prepared, and they don’t count against the number of Tremere spells you can prepare.
You can cast Command by expending 1 Blood Point or Suggestion by expending 2 Blood Points.
At 15th level, you also always have Dominate Person prepared. You can cast it by expending 5 Blood Points.
Level 15: Cauldron of Blood
You have mastered one of the most feared applications of Blood Sorcery. As an Action, you can expend 4 Blood Points and choose one creature containing blood that you can see within 60 feet.
The target must make a Constitution saving throw against your Tremere spell save DC. On a failed save, its blood boils within its body and it takes 8d8 Necrotic damage. On a successful save, it takes half as much damage.
A Kindred that fails this saving throw also loses 2 Blood Points.
Once you use Cauldron of Blood, you can’t use it again until you finish a Short or Long Rest.
Level 18: Master Thaumaturge
Your mastery of Blood Sorcery has reached heights achieved by only the greatest members of Clan Tremere.
Ability Score Increase. Your Intelligence score increases by 4, to a maximum of 30.
Blood Magic Mastery. Whenever you expend Blood Points to cast a Tremere spell, reduce the Blood Point cost by 1, to a minimum of 1.
Elder Thaumaturgy. Your mastery of the occult allows you to wield magic normally beyond the capabilities of Kindred Blood Sorcery. Choose one 6th-level spell from any school other than Divination. You always have this spell prepared, and it doesn’t count against the number of spells you can prepare. You can cast the chosen spell once without expending a spell slot or Blood Points, and you regain the ability to do so when you finish a Long Rest.
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Posted Nov 6, 2026Noted will take it into consideration
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Posted Nov 6, 2026I’m trying to figure that out this is my first proper homebrew subclass
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Posted Nov 4, 2026I would make these Charisma based, rather than Intelligence based. Kindred already suffer from being MAD just to function well, adding Intelligence on top of Strength, Dexterity, Constitution, and Charisma spreads them well past too thin. Multiclassing helps fix some problems, but Intelligence adds another facet to the problem we're trying to manage.
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Posted Aug 26, 2026Doesn't seem to have spellcasting integrated.
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Posted Aug 25, 2026It sounds interesting, but I can't seem to add any spells!