Player's Handbook · Chapter 14

Dominate and Presence Compulsions

Dominate and Presence

Dominate and Presence are major social Disciplines, but they do not use a generic "compulsion" subsystem. Each power has its own V5 effect, dice pool, cost, resistance, duration, and limitations.

1. Dominate

Dominate controls or alters the target's mind. It normally requires the vampire to establish eye contact and speak to the target, unless a specific power or amalgam removes those requirements.

Level 1

Cloud Memory

  • The vampire causes the target to forget the current moment and the few minutes immediately before it.
  • Against an unprepared mortal, the effect normally requires no roll.
  • Against a resisting target or another vampire, use the power's listed contest: Charisma + Dominate vs. Wits + Resolve.
  • The altered memory is not replaced with a fabricated detailed memory by Cloud Memory itself.

Compel

  • The vampire issues a short, simple command that the target can immediately carry out.
  • The command cannot require complex reasoning or a conditional sequence.
  • Resolve the power using its V5 dice pool and resistance procedure.
  • The target follows the command to the best of their ability when the power succeeds.

Level 2

Mesmerize

  • The vampire gives the target a more complex command.
  • The target must be able to hear and understand the vampire and must normally meet the power's eye-contact requirement.
  • The command is carried out to the target's best ability.
  • Do not add a universal Willpower resistance rule. If the specific power or another rule provides resistance, use that rule.

Dementation

  • Dementation is an Amalgam power requiring Dominate 2 and Obfuscate 2.
  • It subtly destabilizes the target through conversation rather than functioning as a generic mind-control condition.
  • Use the power's own V5 contest and effects.

Level 3

The Forgetful Mind

  • The vampire can rewrite memories rather than merely blanking the most recent minutes.
  • The power requires sustained interaction and uses its own V5 dice pool and margin-based limits.
  • The Storyteller determines what memories can be altered from the successes achieved.
  • Do not add a generic recovery roll, therapy rule, or automatic permanent immunity.

Submerged Directive

  • This power expands Mesmerize by allowing a command to be triggered by a specified stimulus.
  • It requires Mesmerize as a prerequisite.
  • Use the power's stated trigger and command limitations.
  • Do not replace it with an invented generic "Condition" system.

Level 4

Conditioning

  • Conditioning represents repeated applications of Dominate that gradually make the victim increasingly susceptible to the vampire's commands.
  • It is not an instantaneous generic behavioral condition.
  • Use the published V5 procedure and time requirements.

Rationalize

  • Rationalize makes a victim interpret the results of previous Dominate use as their own choices.
  • It does not create a new universal compulsion resistance mechanic.

Level 5

Mass Manipulation

  • Extends appropriate Dominate effects to multiple targets.
  • Use the power's stated targeting and cost requirements.

Terminal Decree

  • A high-level Dominate power capable of issuing an exceptionally difficult command with severe consequences.
  • Use the published power's specific requirements and limitations rather than treating it as unrestricted mind control.

2. Presence

Presence influences emotions, attention, and social behavior. Unlike Dominate, Presence does not normally seize direct control of the target's mind.

Presence powers do not stack. When multiple Presence powers affect the same subject, apply the Discipline rating only once to relevant Social pools.

Level 1

Awe

  • People in the vampire's presence find their attention drawn to the vampire.
  • The vampire adds their Presence rating to appropriate Persuasion, Performance, and other relevant Social pools at the Storyteller's discretion.
  • Aware targets can resist using the power's listed contest.
  • Awe does not force obedience and does not create a permanent bond.

Level 2

Daunt

  • The vampire projects an intimidating supernatural presence.
  • The target becomes wary and may find it difficult to oppose or ignore the vampire.
  • Use the power's listed contest and duration.
  • Do not convert Daunt into a generic "fear compulsion" that requires Willpower expenditure every time the target acts.

Lingering Kiss

  • This is not a core V5 Presence power and should not be presented as one here.
  • Similar effects from later sourcebooks or other editions must be identified by their actual source when used.

Level 3

Entrancement

  • The vampire creates a powerful emotional attraction toward themselves.
  • The target remains capable of making choices; Presence affects what the target wants rather than directly commanding their mind.
  • Use the power's V5 dice pool, duration, and resistance rules.
  • Do not describe Entrancement as a temporary Blood Bond unless a separate rule actually creates a Blood Bond.

Level 4

Summon

  • The vampire calls a person who is already susceptible to their Presence to come to them.
  • The target travels toward the vampire using the safest practical route and behaves according to the power's limits.
  • Use the power's listed restrictions and duration.
  • Summon is not an unrestricted command to anyone in the world.

Level 5

Majesty

  • The vampire projects overwhelming supernatural authority.
  • People in the vampire's presence find it extremely difficult to act directly against them.
  • Use the published Majesty resistance and duration rules.
  • Majesty does not grant unrestricted control over other characters and does not erase player agency.

3. Resistance and contests

Do not use a single universal Composure + Resolve resistance pool for all Dominate and Presence powers.

Each power specifies its own dice pool and opposing pool. Use that specific rule.

Likewise, do not add a universal "spend 1 Willpower to resist" rule. Willpower can be spent according to the normal V5 rules, but a Discipline power's resistance or override procedure takes precedence when it explicitly provides one.

4. Hunger Dice and Discipline results

A Discipline test can interact with Hunger Dice normally.

  • A Messy Critical is still a successful critical with a Hunger die showing a 10. Apply the normal Messy Critical consequence.
  • A Bestial Failure occurs when a test fails and at least one Hunger die shows a 1.
  • Neither result should be converted into a generic permanent "compulsion" by this chapter.
  • If a specific Discipline power gives a Beast-related consequence, use that power's actual rule.

For vampire characters, the V5 Companion also recognizes Messy Criticals as a possible source of Compulsions. That is a Hunger/Beast consequence, not a replacement for the Discipline's own rules.

5. Player agency

Dominate and Presence can strongly constrain a character, but the exact power determines how.

The Storyteller should not invent extra resistance rolls, automatic Willpower costs, permanent conditions, or fixed durations simply because a power feels supernatural.

When a power controls behavior, use its published limits. When it changes emotion, let the changed emotion affect the character without pretending it has become direct mind control.

6. Storyteller guidance

Before resolving a Dominate or Presence effect, identify:

  1. The exact power being used.
  2. Its level and prerequisites.
  3. Its listed cost.
  4. Its required dice pool.
  5. Its opposing pool, if any.
  6. Its duration and ending condition.
  7. Any special restrictions on the target or command.

If those details are not supplied by the power, do not manufacture a second subsystem.

Dominate changes the mind. Presence changes the emotional and social landscape. Neither requires a universal "compulsion resistance" rule.

Manual updated Aug 27, 2026.