Species

== Doppelgänger ==
Doppelgängers, also known as Shadow Selves or Mortal Shadow Selves, were a supernatural occurrence that were created by Nature. After Silas and Amara became true immortals by consuming Qetsiyah's immortality elixir, they violated the natural law that all living things must die. Nature found a balance by creating mortal shadow selves that could die. For this reason, doppelgängers have existed for as long as immortals, having been born and died in the place of Silas and Amara.
There are only two doppelgänger "lines" that rippled throughout history, colloquially known as the Salvatore and Petrova doppelgängers.
=== Powers and Abilities ===
* Blood: Doppelgängers, being mystical and recurrent, are sources of great magical power. The blood of a doppelgänger can be used to link supernatural beings with the help of magic conducted by any witch. Their blood can also be used to bind an extremely powerful curse or spell or to use as a power source in spells that require more magic than the witch in question possesses on their own. For some spells, the blood must come from a human doppelgänger. For other spells, the blood of a doppelgänger can still be used even if they've been turned into a vampire. 
=== Weaknesses ===
* Magic: Doppelgängers are still susceptible to the powers of witchcraft. Given the right spells, casting a spell on one doppelgänger will affect that of another.
* Mortality: Despite their mystical occurrence, doppelgängers share similar weaknesses as humans (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).
=== Loopholes ===
Doppelgängers are for most intents and purposes humans; however, they are a supernatural occurrence. In some ways they are considered a supernatural species while in others they are human.
* Death by a doppelgänger counts as a supernatural death. A person wearing a Gilbert Ring will come back to life if killed by a human doppelgänger. 
* The Gilbert rings do not protect supernatural creatures and is theorized to not to work on a doppelgänger. This has never been confirmed. Human doppelgängers, however, can be compelled by vampires like any regular human. 
* Despite being "supernatural," or at the very least mystical, human doppelgängers cannot be siphoned
== Enhanced Original Vampire ==
Enhanced Original Vampire is a term used to describe a type of Original vampire created when Esther recast the Immortality Spell. She made changes such as binding one's life to a doppelgänger, whereas the other Originals' immortality was granted by the white oak tree. This meant that they could not be killed at all, as long as the doppelgänger lived, thus meaning even the white oak stake or the white oak ash daggers have no effect on them, as it will not even neutralize them. The only way they could die is if someone killed the doppelgänger, which is why they have to guard their lives. Their darker personality is also enhanced as well, as their true personality are now gone completely, replaced by the psychotic vampire-hating serial killer, along with Esther manipulating their mind.
The Enhanced Original vampire is purified when dragged across the border of Mystic Falls, stripping away the effects of Esther's spell that turned them into an Original.
=== Creation ===
Esther modified her original spell and turned Alaric into an Enhanced Original vampire. The spell, however, had one major addition. Since Esther's spell called for the need of the doppelgänger's blood to cast the Immortality Spell, she took the opportunity to bind Alaric's life to Elena's. Her intention for doing so was to correct her first mistake and a means of ensuring that he would have eventually died as Esther did not intend to have any more vampires roaming the earth after the Originals and their descendants have been killed. If Elena was near death or dying, then it would affect Alaric. When Elena was dying as Alaric was fighting Damon, it allowed Damon to get the upper hand, and Alaric died as soon as Elena drowned underwater, rendering Enhanced Originals extinct.
=== Powers and Abilities ===
Due to the nature and purpose of the spell that created them, the Enhanced Original vampire's powers and abilities were at least on par if not superior to the Original vampires that came before.
* Super Strength: The Enhanced Original vampire was much stronger than other human and supernatural beings even possessing enough strength to overpower Original vampires and even the Original Hybrid.
* Super Speed: The Enhanced Original vampire was much faster than other human and supernatural beings. They are slightly faster than Original vampires and are of similar speed to the Original hybrid. They are able to stop other supernatural species in their tracks and run miles in mere minutes.
* Super Agility: The Enhanced Original vampire possesses more superhuman agility, flexibility, and dexterity than humans and other supernatural beings. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.
* Super Senses: The Enhanced Original vampire has extremely keen senses of hearing, sight, and smell, even greater than vampires and Original vampires.
* Super Durability: The Enhanced Original vampire can take far more trauma than humans and other supernatural beings without much discomfort or injury. They can heal faster than normal vampires when exposed to vervain and sunlight. It is unknown if decapitation or heart extraction would have had any effect on him, although it is unlikely as the magic that protects them renders their body completely indestructible.
* Semi-Immortality: The Enhanced Original vampire will not physically age and is immune to all illnesses, toxins, poisons, and diseases. However, the only Enhanced Original had its life force tied to a doppelgänger, thus they have the same lifespan as the doppelgänger, meaning once it dies of old age or by any other means, they would immediately follow.
* Healing Factor: The injuries of the Enhanced Original vampire healed faster than other human and supernatural beings. Human blood has also known to make the healing process faster.
* Emotional Control: The Enhanced Original vampire can control and manipulate the emotions of one's self.
* Enhanced Emotions: The Enhanced Original vampire experienced emotions more powerfully than humans. Emotions like love, joy, and happiness are intensified for vampires allowing them to live life more intensely. This ability allowed the Enhanced Original vampires to feel emotions at their peak regardless of their age.
* Mind Compulsion: The Enhanced Original vampire can compel the minds of humans, non-Original vampires, and non-Original werewolf-vampire hybrids.
* Dream Manipulation: The Enhanced Original vampire could control dreams and subconscious. The vampires can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the distortion of reality and trapped in the dreams.
* Illusions: The Enhanced Original vampire had the power to trick the minds of others into seeing or feeling things that aren't actually happening.
* True Face: An Enhanced Original vampire's true face is the appearance they are hiding under their normal human face. When revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through them, and their canine teeth extend into razor-sharp fangs. An Enhanced Original vampire’s fangs are extremely sharp which gives them the ability to tear into almost any substance and tear off limbs.
=== Weaknesses ===
* Animal Blood: Animal blood weakens an Enhanced Original vampire's strength.
* Broken Neck: Breaking an Enhanced Original vampire's neck will not kill them, but it will render them unconscious for several hours.
* Desiccation: Being completely drained of blood or the heart stopping will cause an Enhanced Original vampire to desiccate like any other vampire or Original, losing most of their strength and any ability to move. This process can be replicated artificially by a witch casting a desiccation spell.
* Invitation: In order to enter any house owned by humans, they had to be invited by that person. Once invited the vampire cannot be uninvited, only if ownership of the house is changed can they be removed until re-invited. If a vampire lives in a house, other vampires can enter freely and if a vampire is in the house without being invited in it will become disoriented and will begin to suffocate.
* Link to Doppelgänger: If the doppelgänger dies, then so shall the Enhanced Original vampire that is bound to them.
* Magic: Enhanced Original vampires are susceptible to the powers of witchcraft. A witch with enough magical power at their disposal could harm or even kill it. Magic can also be used to trap an Original through boundary spells, and magic can also be used to desiccate an Original. This is inclusive of mystical and dark objects. Likewise, it is assumed that the Cure would have similar effects as with non-Original vampires.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause an Enhanced Original vampire pain and also slow them down.
* Sunlight: The sun also burns the Enhanced Original vampire but it cannot kill them. 
* Vervain: Vervain burns Enhanced Original vampires just like it does with the other vampires, although an Enhanced Original vampire will heal very fast to the point where the damage done by the vervain is gone within seconds.
* Werewolf Venom and Enchanted Thorns: Similar to Original vampires, it is assumed that werewolf venom can't kill an Enhanced Original vampire and will likely experience similar effects. It is unknown whether or not Lucien Castle's advanced werewolf venom or the Hollow's enchanted thorns could kill an Enhanced Original given the difference in the spells that created the two different, yet similar species.
==== Former Weaknesses ====
* Doppelgänger Blood Magic: If blood from the last pair of doppelgängers are used in the Magic Purification Spell, all vampires' abilities will be stripped from them little by little and then they will be brought back to the last stage of their human life: Death. They will then relive the way they died when they transitioned into vampirism. Kai absorbed the magic purification spell and it's no longer there.
== Immortal ==
Immortals, also called Immortal Beings, are a species of supernatural beings that are truly immortal and cannot be killed by any weapon. The term "immortal" is used to describe the species into which Silas and Amara, the very first immortal beings in history, were transformed when they consumed the immortality elixir created by the witch Qetsiyah.
Immortals can be considered as the template for the Original vampires and, in turn, all vampires. However, immortals differ to vampires in many different ways, and vice versa. The biggest of those differences being that they are still alive, rather than being undead like vampires, who must die after ingesting vampire blood so their bodies can be magically reanimated. They also do not possess superhuman physical powers to the same level as vampires; however, they do possess far superior range of psychic abilities than vampires.
=== History ===
Over 2,000 years ago in Ancient Greece, a young and powerful witch named Silas desired immortality, the ability to live forever without ever aging or dying. Silas was engaged to be married to another powerful witch named Qetsiyah. Silas told her that he wanted to be with her forever, and never wanted to be parted from her, even by death. Silas asked her to help him create the Elixir of Immortality, also known as the Immortality Spell. Qetsiyah created the elixir of Immortality and planned on consuming it (with Silas) during their wedding ceremony. 
Unfortunately, Qetsiyah quickly realized that the elixir had already been consumed when all of the plants around the altar began to wilt and die. She discovered that Silas did not intend to use immortality to spend eternity with her, but instead share it with another woman, one whom Silas was truly in love with: Qetsiyah's handmaiden, Amara. Qetsiyah immediately became enraged with jealousy and wanted instant revenge. Therefore, she created a cure for immortality prior to enacting her plan for vengeance. She confronted and desiccated Amara first before entombing her and making it look as though she had killed her to try to convince Silas to take the cure and spend the rest of their mortal lives together. 
After Silas angrily refused this offer, she lured Silas to a remote island, desiccated him like she did his lover, and buried him in a magically-protected tomb along with the cure deep underground. Qetsiyah then created the Other Side, a limbo or purgatory meant for the souls of dead supernatural beings, which she bound to the now-immortal and desiccated Amara, using her as a physical anchor between the living and the dead. Qetsiyah's main goal was for Silas to be forced to take the cure to avoid an eternity of entombment, die a mortal death (i.e. become a witch again), then die before being reunited with Qetsiyah on the Other Side for eternity, and therefore never allowing Silas to reunite with Amara in the afterlife. However, Silas knew this was Qetsiyah's intention, and, as a result, he resisted taking the cure for over two thousand years, hoping that someday he would be freed so he could destroy the Other Side, take the cure, and then die to reunite with Amara in the peaceful afterlife for eternity in spite of his vengeful ex-fiancée.
=== Nature ===
Immortals appear to have a physical form completely identical to that of a human, and do not have another form in addition to their human aspects, unlike their vampire cousins, who have a "true face" that causes the sclera of their eyes and the blood vessels surrounding them to swell and darken with blood.
Immortals, like vampires, require blood to live and maintain their supernatural abilities. However, unlike vampires, they have no fangs. When Silas had to feed he cut his victims with a knife (primarily on the wrists) in order for him to be able to feed on them, and Amara had to use a large glass shard to cut Silas' throat so she could drink the cure from his blood.
=== Powers and Abilities ===
Immortals possess supernatural physical and psychic abilities. Although they are the first vampiric lifeforms to exist, their physical abilities e.g. their strength and speed etc. pale in comparison to that of vampires created from Esther's ritual, and do not increase over time. Their psychic powers however, are far more superior and the strongest seen thus far, having grow stronger with human blood and by simply honing them with intensive practice over time.
* Immortality: Immortals possess an infinite life span and are thus, immune to aging, all known diseases and illnesses, and death by any conventional means. Unlike all other known semi-immortal beings, such as Original and non-Original vampires, immortals are truly and unconditionally immortal and can't be killed by any means.
* Advanced Healing Factor: Immortals are able to regenerate from any damage sustained on their bodies as a result of their unconditional immortality. Their bones snap back into place after being broken, and they have been seen to fully recover from gunshots, stab wounds, snapped necks, and torso impalement.
* Advanced Immunity: Immortals possess a caliber of immortality that grants them immunity to all weaknesses. They're immune to wooden weapons, sunlight, vervain, werewolf bites, decapitation, heart extraction or fire and are able to walk freely into a home without being invited by the owner first. Their bodies are completely indestructible.
* Psychic Powers: Immortals possess various advanced psychic abilities which they can develop to affect any human or supernatural species, even at vast distances. In fact, immortals are the only known species who have abilities powerful enough to incapacitate or compel Original vampires. After intensive practice and consumption of exceptional amounts of blood, immortals can even affect multiple targets with their psychic abilities. This ability seems to grow stronger with age, practice, and significant consumption of blood. Only Supernatural Hunters of the Brotherhood of the Five and those beings possessed by Travelers using Passenger spells are immune to these abilities.
** Telepathy: Immortals have the ability enter into the minds of another to read their thoughts and access their memories just by being in the same vicinity as them. However, it is not a passive ability, suggesting that it takes conscious effort on his part to activate and sift through memories and thoughts. This ability can also have its drawbacks if the user accidentally reveals information that they are not supposed to know, which can blow their cover if they are trying to appear as someone else.
** Illusions: Immortals have the power to create powerful illusions. They are able to use these illusions on anyone they desire, no matter how powerful. The ability to cause illusions also allows a form of shapeshifting, since they can cause beings to believe that they are seeing the Immortal in the form of another. They can be used on multiple people in multiple locations simultaneously. They can keep themselves at a physically safe distance while casting illusions. The illusions have been proven sufficient against many vampires capable of brute force.
*** Voice Mimicry: When they use their illusions to appear as someone else, immortals are able to change their voice to whatever they want, using their voice in addition to their appearance to trick their victims into believing that they are truly who they are pretending to be.
*** Psychic Pain Infliction: Similar to witches with their pain infliction spells, immortals are able to inflict illusory psychic pain on their victims. By extension of this power, Immortals are also able to make victims think they are suffocating to death by inflicting the same kind of illusory pain; however, they were ultimately able to snap out of it by realizing that it was just an illusion.
** Advanced Mind Compulsion: Immortals can control thoughts, plague dreams, and erase memories of humans and supernatural creatures alike. They do not need eye contact, and can affect extremely powerful supernatural beings. Unlike vampires, vervain does not prevent an immortal from invading a victims mind. They are even able to control entire crowds from a distance with relative ease after feeding on a large enough quantity of blood. Immortals are the only known beings who can compel an Original vampire or hybrid.
* Enhanced Strength: Immortals have greater than average strength that makes them stronger than most humans, enhancing their strength to more or less similar levels as that of Supernatural Hunters of the Brotherhood of the Five. Their strength can vary on how much blood is in their system. However, their strength is inferior to that of regular vampires.
* Enhanced Speed: Immortals possess enhanced speed which allows them to move faster than humans. However, like with their strength, immortal possess inferior speed to that of vampires.
* Enhanced Reflexes: Immortals possess enhanced reflexes which allows them to unconsciously react faster than humans to stimulus.
* Super Durability: Immortals are indestructible, they are highly resistant to pain and can take a great amount of damage without succumbing to physical injury.
* Enhanced Senses: Immortals have a keen sense of hearing, sight, smell, taste, touch, and perception that exceed those of humans although, the degree of which is still unknown.
=== Weaknesses ===
Despite being truly immortal and being incredibly powerful in their own right, immortals do possess some weaknesses, as Nature requires a balance and will not allow any living thing to be truly invulnerable.
* Broken Neck: Breaking an immortal's neck will result in unconsciousness of said immortal until their regenerative healing ability kicks in and repairs the damage to the spinal cord.
* The Cure: If an immortal takes the cure, they will become return to their mortal selves again. In Silas' case, since he was a witch prior to becoming an immortal, he returned to being a witch.
* Desiccation: Immortals who abstain from blood for extended amounts of time will eventually desiccate into mummification. Desiccation can also be caused by magic in order to incapacitate the immortal in question.
* Doppelgängers: As doppelgängers were created to offset the balance caused by the existence of a truly immortal being, they can be used to invoke linking spells that bind them to the immortal progenitor of their line, along with their fellow doppelgängers. If a powerful witch is able to link an immortal to one or more of their respective doppelgängers, it will allow them to take away the immortal's psychic abilities, leaving them less powerful than even a regular vampire.
* Hunter's Curse: The Hunter's Curse still affects an immortal upon the death of a Supernatural hunter.
* Magic: Immortals are susceptible to the powers of witchcraft. In addition, the Hunter's Curse can affect an immortal, though the effects only seemed to be temporary.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause an immortal pain and also slow them down. However, this is momentary as they will heal completely within seconds, so long as they have fed recently. It seems physical trauma can hurt them anywhere on the body (i.e., eye gauging, drowning, etc).
== Medium ==
Mediums were humans who could communicate with deceased beings on the Other Side as a result from being resurrected from a non-supernatural death. They are not considered a supernatural species, unlike the Doppelgängers and Supernatural Hunters who do not reside in the Other Side when they die.
Since the collapse of the Other Side, mediums can no longer contact the spirits of the dead, as the spirits have now moved on to other afterlife dimensions that are currently inaccessible to those in the living world.
=== Powers and Abilities ===
* Mediumship: Mediums possess the ability to perceive ghosts who are otherwise normally invisible. Ghosts can be summoned just by thinking of said individual although the medium needs to have some sort of connection to the ghost in question when they were alive. However, it has been demonstrated that being around someone connected to the ghost they seek can be enough to contact the spirit if the medium had no interaction with them in life. Those who serve the role as Anchor to the Other Side were able to not only communicate with the spirits of deceased supernaturals, but also physically interact with them as a result of their existence in both dimensions.
=== Weaknesses ===
* Mortality: Mediums who gain their powers from resurrection are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.)
* Magic: Mediums are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as Papa Tunde's Blade, and Dark Objects.
== Original Hybrid ==
Niklaus Mikaelson was conceived when his mother Esther had an affair with Ansel, the Alpha of the North East Atlantic werewolf pack. Her affair, as well as Klaus' werewolf heritage, was kept a secret from everyone. However, when Klaus made his first human kill after being turned into an Original vampire, he triggered his werewolf gene, which turned him into the world's first hybrid.
When Mikael learned about his wife's infidelity, he killed Ansel and the werewolves. As a hybrid, Klaus had additional powers over his siblings and father. Esther, however, cursed him to cause his werewolf side to become dormant, as a duty to Nature to keep the balance as well as a way of atoning for her affair. She bound the curse with the blood of Tatia, the Petrova doppelgänger, and the moonstone.
In 2010, Klaus enlisted a witch, Greta Martin, to break the curse by sacrificing Jules, a werewolf, Jenna Sommers, a newly turned vampire, and Elena Gilbert, the Petrova doppelgänger.
=== Powers and Abilities ===
Klaus has the powers and abilities of both werewolves and Original vampires, both physically enhanced powers and abilities of mind compulsion. Klaus will grow stronger and faster when he is using his lycanthrope enhancement due to his werewolf side. His strength and speed will also increase during a full moon. Klaus is slightly more physically powerful than his maternal half-siblings, even more so when enraged, using his lycanthrope enhancements or when he is in his werewolf form; due to his werewolf heritage.
* Super Strength: Klaus is much stronger than many other supernatural beings and humans. He is able to decapitate other species with a single chop and shatter windows and doors with small objects. He is even slightly physically superior to the Original vampires, even more so when enraged, using his lycanthrope enhancements, or when he is in his werewolf form.
* Super Speed: Klaus' intensified quickness, agility, reflexes, and endurance makes him much faster than immortals, non-Original vampires, werewolves, evolved werewolves, non-Original werewolf-vampire hybrids, supernatural hunters and humans, he is slightly faster than his Original Vampire maternal half-siblings. He is able to stop other supernatural species in their tracks and run miles in mere minutes. His reflexes are similarly heightened.
* Super Agility: Klaus possesses much more superhuman stamina, flexibility, reflexes, agility and dexterity than any immortals, non-Original vampires, werewolves, evolved werewolves, non-Original werewolf-vampire hybrids, and humans, even slightly more than original vampires. He can move, jump very high, flip, climb, and run incredibly fast without difficulty or exhaustion.
* Super Senses: Klaus has a more enhanced sense of hearing, sight and smell that far exceeds those of other supernatural beings.
* Super Durability: Klaus can take far more trauma than other supernatural beings without much discomfort or injury. However, like with his maternal half-siblings, he has never been dismembered, implying that his durability may be close to invincibility though he can still be hurt. Wood and White Oak Ash Daggers do not weaken him, making him virtually indestructible.
* Enhanced Healing Factor: Klaus heals and recovers faster from any and all injuries than those of other supernatural beings. He also seems to heal much more quickly when exposed to vervain, wolfsbane, or wood than the individual species. Vervain or wolfsbane laced liquid has also been shown to weaken him, though he recovers from the effects much more quickly. Human blood has also been known to make the healing process faster.
* Immortality: With the last White Oak Stake destroyed, no physical weapon on earth can kill Klaus. Nothing but immense magical power worth a hundred witches summoned by an exceptionally powerful witch, or the bite of an Upgraded Original vampire, can kill Klaus. Despite the extent of his immortality, Klaus still needs to feed otherwise he will desiccate and become immobile just like any other immortal or vampire-based species.
* Day Walking: Due to his werewolf heritage, Klaus is immune to the lethal effects that UV rays and sunlight have on vampires thus allowing him to walk in daylight without the use of a daylight ring.
* Emotional Control: Due to his vampire heritage, Klaus is able to exert certain control over his own emotions and can turn off his humanity.
* Enhanced Emotions: Because of his vampiric and werewolf traits, Klaus experiences emotions more powerfully than humans and other supernatural beings. Particularly due to his werewolf heritage, he experiences emotions such as anger, rage, aggression, and violence more deeply and more prone to violence and rage than the other Original vampires. However, emotions such as love, joy, and happiness are intensified for him as well, allowing him to live life more intensely. This ability allows him to feel emotions at his peak regardless of his age.
* Lycanthrope Enhancement: Klaus is capable of using his werewolf features to further supplement his powers. Klaus can grow werewolf claws and fangs even when he is still in his human form. Klaus can display both sets of vampire and werewolf fangs. His eyes also change into those of his werewolf form, presumably granting him better eyesight. Due to his werewolf heritage, Klaus' strength and speed are heightened further during a full moon and at its peak in his werewolf form.
* Mind Compulsion: Klaus can compel the minds of most sentient creatures; humans, non-Original vampires, and non-Original hybrids. He cannot compel supernatural hunters that are members of the Five due to them being immune to mental manipulation. Klaus cannot compel werewolves, evolved werewolves, or any of the other Original vampires.
* Shapeshifting/Transformation Control: Klaus has the ability to transform into his werewolf form at will. Elijah informed Klaus that he remained a wolf for two days, even when the sun was up. He can transform some features partially, displaying his werewolf eyes and teeth.
* Sire Bond: Non-Original werewolf-vampire hybrids turned by Klaus had a deep sense of gratitude and commitment to him, causing them to obey his every command.
* Telepathy: Klaus has the ability, albeit a weak variant, to enter the minds of others as long as he is stronger than them. Normally, this ability works in a tactile fashion and requires physical contact to work successfully. Klaus has also been able to share his memories with others.
** Dream Manipulation: Klaus can control dreams and subconsciousness. He can produce and modify dreams, bestow nightmares, or lucid dreaming. Other effects of this ability are the distortion of reality and trapped in the dreams.
** Illusions: Klaus has the power to trick the minds of others into seeing or feeling things that aren't actually happening.
* Werewolf Bite: Due to his werewolf heritage, Klaus has venom which is fatal to non-Original vampires and Klaus himself is immune to werewolf venom. Klaus' venom seems to take effect much faster than a normal werewolf venom and a non-Original werewolf-vampire hybrid venom.
* Werewolf Bite Cure: Klaus' blood is the only cure for a normal werewolf or a non-Original werewolf-vampire hybrid venom, this ability seems to be unique only to Klaus and his daughter, Hope. However, Klaus' blood won't cure a bite from the Beast.
* Immunity to Silver: Due to his werewolf heritage, magic bonded to silver doesn't affect Klaus. Weapons made of silver might wound him, but the wound heals at super-normal rates than regular wounds.
* Procreation: Klaus is able to procreate due to being the Original hybrid — a born werewolf, turned into a vampire by magic — Nature's loophole. This has since been made impossible.
=== Weaknesses ===
* Broken Neck: Breaking an original werewolf-vampire hybrid's neck will result in temporary death, though they will revive a short time later.
* The Cure: If an Original werewolf-vampire hybrid takes the cure, they will revert back to being a werewolf again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
* Desiccation: Being completely drained of blood or the heart-stopping will cause an original werewolf-vampire hybrid to desiccate due to their vampire side, losing most of their strength and any ability to move. This process can be replicated artificially by magic.
* Invitation: Due to their vampire heritage, Original werewolf-vampire hybrids are unable to enter a home without an invitation.
* Magic: Original werewolf-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects such as the Starling Necklace, Gilbert Device, Papa Tunde's Blade, Cursed Stake.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds, and broken bones will cause an Original werewolf-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds. It seems physical trauma can hurt them anywhere on the body (i.e. eye gouging, drowning, etc).
* Poison: There are various poisons invented by Dr. Wes Maxfield and Aya, to name a few, that are capable of incapacitating or desiccating a vampire when administered. Klaus also used a poison to kill Tim that not even vampire blood could cure. It is unknown what effect, if any, any of these poisons would have if ingested by a non-Original werewolf-vampire hybrid.
* Vervain: Vervain prevents an Original werewolf-vampire hybrid from compelling anyone who takes it and burns them on touch. Original werewolf-vampire hybrids will heal very quickly from vervain wounds, however.
* Wolfsbane: When ingested, wolfsbane causes an original werewolf-vampire hybrid to become severely weak and feverish. Also, If an original werewolf-vampire hybrid's skin is exposed to wolfsbane, it will burn them. Original werewolf-vampire hybrid will heal very quickly from wolfsbane wounds, however.
==== Former Weaknesses ====
* Doppelgänger Blood Magic: If blood from the last pair of doppelgängers is used in the Magic Purification Spell, an Original werewolf-vampire hybrid will have their vampire powers stripped from them little by little and then they will be brought back to the last stage of their werewolf life; death. They will then relive the way they died when they went into transition to the point where they die again. Kai, however, absorbed the magic purification barrier.
* Golden White Oak Ash Dagger: A weapon forged by witches using Kemiya as a way to subdue Niklaus since he is unaffected by White Oak Ash Daggers. If dipped into the White Oak ashes and then stabbed Klaus' heart, he will be neutralized and desiccate and will remain that way for as long as the dagger stays in place. As of Ashes to Ashes, the dagger was destroyed by Dahlia.
* White Oak Stake: The White Oak Stake was the only weapon on Earth that can permanently kill Klaus. As of When The Saints Go Marching In, Klaus and Elijah used the last remaining stake to stake each other.
* Enchanted Thorns: Magically infused thorns created by the Hollow, that were grown in the ground laced with Marcel's blood, an Upgraded Original Vampire. A single scratch from these thorns will kill an Original; as of Phantomesque, the rosebush and thorns have all been destroyed.
== Original Vampire ==
The Original Vampires, or simply the Originals, are a group of extremely powerful vampires that are the first generation of vampires and progenitors of their respective bloodlines. They are the oldest, fastest, strongest, and most powerful vampires in the world. The term's use, however, has expanded as the spell that created the Originals has been modified twice over and two additional types of "Original" vampires have been created; the Enhanced and Upgraded Original vampires.
The creation of the Originals dates back to the turn of the 11th century, after Mikael — the patriarch of the Mikaelson Family — sought to transform his children into immortal beings superior to werewolves. Mikael wanted his children to become stronger, faster, more agile, and have fangs of their own. His motivation to undergo this transformation was a result of the death of his youngest son Henrik, who was killed by a member of their neighboring village's werewolf pack during a full moon. Ayana, Esther's mentor and best friend, refused to do the spell to create such beings and warned that doing so would unleash a plague upon the world. Ignoring Ayana's warnings, Mikael convinced his wife Esther to do the spell instead.
=== Powers and Abilities ===
Due to the nature and purpose of the spell that created them, the Original vampire's powers and abilities are the most advanced and, by far, superior to other vampires. It is unknown if Original vampires grow stronger with age like non-Original vampires.
* Super Strength: Original vampires are considerably much stronger than immortals, Supernatural Hunters, non-Original vampires, werewolves, evolved werewolves, non-Original werewolf-vampire hybrids and humans. They are able to decapitate other species with a single chop of their bare hands, shatter windows and doors with small objects, and single-handedly tear out the hearts of younger vampires and other creatures with little to no effort. Their strength has been used to break necks and spines, and break and move heavy objects. Their impact can send anyone flying. Their strength is also enough to rival that of their own kind.
* Super Speed: Original vampires are much faster than immortals, supernatural hunters, non-Original vampires, werewolves, evolved werewolves, non-Original werewolf-vampire hybrids and humans. They are able to stop other supernatural species in their tracks, run miles in mere minutes and can easily catch up to any species of creature, supernatural or not. Their reflexes are similarly heightened. It is unknown if they grow faster with time. Lucien was shown to be incredibly fast, more so than an Original.
* Super Agility: Original vampires possess more superhuman agility, flexibility and dexterity than immortals, supernatural hunters, non-Original vampires, werewolves, evolved werewolves, non-Original werewolf-vampire hybrids and humans. They can move quickly, jump very high, climb and run incredibly fast without difficulty or exhaustion.
* Super Senses: Original vampires have extremely keen senses of hearing, sight and smell that far exceed those of immortals, supernatural hunters, non-Original vampires, werewolves, evolved werewolves, non-Original werewolf-vampire hybrids and humans.
* Super Durability: Original vampires can take far more trauma than supernatural hunters, non-Original vampires, werewolves, evolved werewolves, non-original werewolf-vampire hybrids and humans can, without much discomfort or injury. No Original vampire has ever been dismembered, implying that their durability may be close to invincibility. Wood seems to be ineffective at weakening them, though being stabbed in the heart with it will often incapacitate them for several minutes until they recover. Ordinary bullets, knives and blunt objects can hurt an Original vampire.
* Healing Factor: The injuries of Original vampires heal faster than those of supernatural hunters, non-Original vampires, werewolves, evolved werewolves, non-original werewolf-vampire hybrids and humans. Original vampires also seem to heal much more quickly when exposed to vervain or wood. They can heal/recover/regenerate from any and all injuries in a matter of seconds. Even a werewolf bite is no threat to them, it is only painful to them and will cause weakness and hallucinations as they are not wholly immune to the bite, but it wears off. Vervain-laced liquid has also been shown to weaken them, though they recover from the effects much more quickly. If they are stabbed with Papa Tunde's blade and its removed, the healing process becomes much slower due to the dark magic within it, this applies to werewolf venom as well. Human blood has also known to make the healing process faster.
* Immortality: Original vampires are immortal. They do not physically age and are immune to all illnesses, toxins, poisons and human diseases or physical conditions. The only physical weapon that can bring permanent death to an Original is the White Oak Stake, and the only other substance being poisons from the advanced strain of werewolf toxin contained in the bite of an Upgraded Original vampire, as well as the similar toxin from the enchanted thorns grown by The Hollow from an Upgraded Original's blood.
* Enhanced Emotions: Original Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are intensified for vampires allowing them to live life more intensely. This ability allows the original vampires to feel emotions at their peak regardless of their age. They have been shown experiencing emotions as powerfully today as they did 1,000 years ago.
* Emotional Control: Original vampires have a limited degree of control over their own emotions. It has been stated that Emotional Control fades over time. It is unknown if the Original vampires still possess the ability to "switch off" their emotions completely.
* Mind Compulsion: Original vampires can control and influence the thoughts, emotions, behavior, actions and memories of humans, non-Original vampires and non-original werewolf-vampire hybrids. They cannot however compel witches, immortals, or werewolves/evolved werewolves.
* Sire Bond: Although rare among them, Sire Bonds can be formed when a human is turned with the blood of the vampire whom they had strong human feelings for.
* Telepathy: Original vampires have the ability to enter the minds of others as long as theirs is stronger than them although, as Original vampires, they have one of the strongest minds in the world. Normally, this ability works in a tactile fashion and the vampire requires physical contact in order for it to work successfully. However, Elijah has been shown to mentally communicate with others from a short distance sending distress calls and mental images. Klaus and Elijah have also been shown sharing their memories with others.
** Dream Manipulation: Original vampires can control dreams and subconscious. They can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the ability to distort perceptions of reality and being able to trap someone in their dreams.
** Illusions: Original vampires have the power to trick the minds of others into seeing/feeling things that aren't actually happening.
* True Face: An Original vampire's true face is the appearance they are hiding under their normal human face. When an Original vampire's true face is revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through them, and their canine teeth extend into razor-sharp fangs. An Original vampire's true face can be revealed whenever they wish, but it will appear against their will whenever they are aroused by the scent of blood, or are feeling intense emotions such as anger, lust, sadness, etc. An Original vampire's fangs are extremely sharp which gives them the ability to tear into almost any substance (including and especially flesh) and tear off limbs. With the fangs come the darkened veins under the eyes as well.
=== Weaknesses ===
Even though the Original vampires are the first and strongest vampires in the world, they still have some weaknesses, although fewer as compared to non-Original vampires. Original vampires are immune to most of the weakness of non-Original vampires.
* Sunlight: Sunlight will burn an Original vampire, but cannot kill them. All members of the Original Family possess lapis lazuli rings to combat this. Klaus is not affected by sunlight due to being a werewolf-vampire hybrid.
* The Cure: If an Original Vampire takes the cure, they will revert back to being mortal again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
* Desiccation: Being completely drained of blood or the heart stopping will cause an Original vampire to desiccate like any other vampire, losing most of its strength and any ability to move. The desiccated body of an Original vampire will appear as a corpse and can only start functioning again once they feed on blood. This process can be replicated artificially by a witch casting a desiccation spell.
* Invitation: In order to enter any house owned by humans, they need to be invited in by a living person that officially lives there or the person of entitlement. Once invited, the invitation cannot be revoked. Should an Original vampire be in the house without being invited in, such as being in a dessicated state, they will become disoriented and will begin to suffocate upon recovery. If the ownership to a house changes while inside, an Original, like normal vampires, would likely become disoriented and pulled from the house against their will.
* Witchcraft: Witches can perform a wide range of spells that can have a variety of effects upon an Original vampire. For example, there is a spell that can be used to effect supernatural hearing with the use of burning sage. A witch with enough power can dangerously affect and even kill a being as powerful as an Original vampire.
* Physical Trauma: While any physical trauma can slow an Original down, minor ones such as cuts and bruises, are essentially ineffective due to the healing factor of an Original vampire. More significant injuries along the lines of gunshots, stab wounds, broken bones, and organ damage can incapacitate one due to the combination of pain and lack of their bodies proper function. However, the most effective way to neutralize an Original is to inflict injury normally fatal to a human such as breaking their neck. However, this is temporarily as they will completely heal in a short amount of time.
* Vervain: Vervain prevents Original vampires being able to compel anyone who's ingested or wear it. Plants and other forms of vervain will also burn them upon contact, but they will heal very quickly if not for prolonged exposure.
* Werewolf Venom: While werewolf venom can't kill Original vampires, it greatly weakens and incapicates them and causes them to experience hallucinations based on their memories. The effects are temporary and only last for a few hours. 
* Advanced Werewolf Venom: Lucien Castle invented an advanced strain of venom derived from the seven werewolf bloodlines with no known cure. The venom is infused in the bite of an Upgraded Original Vampire. It is fatal to Original vampires in a manner similar to that of a werewolf or hybrid bite on regular non-Original vampires, although working twice as fast and more painfully. It is so potent that not even the blood of Klaus or Hope Mikaelson can cure it.
* Wood: A wooden stake through the heart will desiccate an Original vampire and temporarily "kill" them. However, wood from the White Oak Tree can permanently destroy an Original vampire. Once staked with this wood, the stake will ignite in flames and ingulf the body of the Original, rendering both into ash.
* White Oak Ash Daggers: A collection of enchanted silver daggers dipped in the ash of the white oak tree will neutralize an Original vampire when stabbed through the heart. If the dagger is removed, it must be dipped again in White Oak Ash to re-neutralize the Original vampire. Otherwise, it will have no effect and the Original vampire awakens within a few hours.
==== Former Weaknesses ====
* Doppelgänger Blood Magic: If blood from the last pair of doppelgängers are used in the Magic Purification Spell, all vampires' abilities will be stripped from them little by little and then they will be brought back to the last stage of their human life: Death. They will then relive the way they died when they transitioned into vampirism. Kai absorbed the magic purification spell and as such, it is no longer there.
* White Oak Stake: The only weapon on earth that can permanently kill an Original vampire, it comes from an ancient White Oak Tree that existed during the creation of the Original vampires and was used as the source of their immortality. It is presumed that the existence of white oak wood is now extinct.
* Enchanted Thorns: Enchanted thorns created by the Hollow that were magically infused and grown in the ground laced with Marcel's blood, as an Upgraded Original vampire. A single scratch from these thorns will kill an Original; the rosebush and thorns have all been destroyed.
== Siphoner ==
Siphoners, or Siphons, are a subsection of witches born without the ability to generate their own magic but do possess a rare power that allows them to siphon magic from other sources and use that magic for their own purposes. They are considered abominations by many witches, specifically the Gemini Coven, despite the fact that siphoners are born with these abilities and may face harsh treatment when discovered. They appear to be rare and few in numbers although they are rather controversial because they have the potential to become witch-vampire hybrids.
=== Powers and Abilities ===
* Siphoning: Siphoners possess the rare ability to absorb nearly all forms of magic from external sources in place of their lack of personal power. As a result of this ability, they are able to detect the magic within other beings as well as unravel the most sophisticated of spells. Siphoning can be used to siphon the magic of enchanted objects as well as the magic from supernatural beings such as other witches, vampires, werewolves, doppelgängers, etc. This also extends to a supernatural being's body fluids, such as the blood of a witch, vampire or doppelgänger, or a werewolf's venom.
* Spell Casting: Siphoners, after having absorbed magic from an external source, have the ability to cast spells like any witch. This allows them to change and control events through the use of incantations and more. However, the amount of power they have absorbed is finite and will eventually need to be replenished by siphoning more magic, though the frequency of which depends on the amount and strength of the magic they absorbed.
* Potion Brewing: The power to brew and concoct potions, remedies, and elixirs that have supernatural properties.
* Telekinesis: Siphoners, after having absorbed magic from an external source, have the ability to move objects and people like any witch.
* Pain Infliction: Siphoners, after having absorbed magic from an external source, have the ability to inflict excruciating migraines like any witch.
* Pyrokinesis: Siphoners, after having absorbed magic from an external source, have the ability to generate and manipulate fire like any witch.
=== Weaknesses ===
* Siphoning: This ability also doubles as a weakness; siphoners, that have siphoned and gained magic from another source, can be siphoned themselves and the magic taken from them. 
* Distraction: Denying a witch from concentrating or giving full attention to their spells may render it ineffective.
* Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents a witch from being able to focus and concentrate, which is necessary to effectively cast spells, making it a common herb used in the weakening of a witch in the same manner as someone would use vervain to weaken a vampire. There are also other herbs that will temporarily mute or suppress the use of magic, though the length of time the herbs are effective are based on the strength of the witch in question.
* Huntress' Blood: A supernatural huntress' blood can suppress all magic of a witch when consumed, as well as prevent magic from working on said witch. Prolonged ingestion is toxic and ultimately leads to the death of the witch. Once black scabs start appearing on their body, the infected witches have less than a week of life, similar to how Vampires react to Werewolf Venom. There is no known cure to combat this disease.
* Mortality: Siphoners, like any witch, are still human, and thus share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).
* Magic: Siphoners are just as susceptible to the forces of witchcraft as any other being. This is inclusive of mystical objects such as Papa Tunde's Blade, and Dark Objects.
* Physical Contact: Siphoners need physical contact with their source in order to siphon from them. This can be overcome through the use of magic containing amulets that can be worn with them to be siphoned in defense.
* Staff of Arcadius: An ancient Mesopotamian tuning fork capable of producing a high frequency that has some minor effects on witches and siphoners, giving them painful headaches.
== Siphon-Vampire Hybrid ==
Hybrids are a cross-breed of two or more different supernatural species. The term is commonly used to describe a werewolf turned into a vampire due to the fact that they were the first supernatural hybrid to be introduced in the series. However, since the werewolf-vampire hybrid's creation, there have been other hybrids, such as siphoner turned witch-vampire hybrids, werewolf-witch hybrids, and, in the unique case of Hope Mikaelson, a witch-werewolf-vampire tribrid.
Hybrids possess both the strengths and some of the weaknesses of their parent races, along with powerful attributes unique to themselves alone due to their combined heritage. For werewolf-vampire hybrids, this includes day walking and being able to transform into a wolf without the Full Moon's influence. For siphoner-vampire hybrids, they retain their ability to siphon magic and their own vampirism as a power source for their use in witchcraft; as they did not possess their own magic as siphoners; this is a skill that makes them powerful.
=== Creation ===
The hybridization of witches and vampires is impossible. Witches are servants of Nature while vampires are aberrations of Nature. When a witch transitions into a vampire, they lose their connection to Nature and are unable to practice magic. However, a subsection of aberrant witches, known as siphoners, are unique to this. Siphoners have no magic of their own, yet possess the ability to siphon magic from others. When they are turned into a vampire, the siphoner witch retains their ability to siphon magic and, as a vampire, access to siphon from themselves to cast spells.
=== Powers ===
The hybridization of a witch and a vampire has long been impossible. However, a subsection of aberrant witches with no power of their own, yet the ability to siphon magic from others, known as siphoners, are unique to this rule. When turned into a vampire, the siphoner witch retains their ability to siphon magic and, as a vampire, access to siphon from themselves to cast spells. A group known as the Heretics consisted of these hybrids.
* Siphoning: Non-Original witch-vampire hybrids possess the rare ability to absorb magic, in many forms, from another source.
* Spell Casting: Non-Original witch-vampire hybrids, after having absorbed magic, possess the ability to cast spells like any witch.
* Telekinesis: Non-Original witch-vampire hybrids, after having absorbed magic, possess the ability to move objects and people with the mind like any witch.
* Pain Infliction: Non-Original witch-vampire hybrids, after having absorbed magic, possess the ability to inflict excruciating migraines like any witch.
* Pyrokinesis: Non-Original witch-vampire hybrids, after having absorbed magic, possess the ability to create and control fire like any witch.
* Divination: Non-Original witch-vampire hybrids, after having absorbed magic, possess the ability to divine future, past, and present events based on extrasensory perception like any witch.
* Super Strength: Non-Original witch-vampire hybrids have the same strength as that of non-Original vampires and are noticeably much stronger than Supernatural Hunters, immortals and humans and slowly grow stronger with time. They always have the advantage of superior strength in direct combat with a human. Their other feats include single-handedly lifting grown men high off the ground by the throat and snapping their necks, cutting off a person's head with their bare hands, and ripping out internal organs such as hearts with little to no effort. Their strength is also more powerful than werewolves and Evolved werewolves in human form. Their strength allows them to jump higher and further than any natural creature.
* Super Speed: Non-Original witch-vampire hybrids possess the same speed as non-Original vampires; able to accelerate their movements to cover short distances in an instant, faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion. Their reflexes are similarly heightened. Like their strength, their speed increases with age.
* Super Agility: Non-Original witch-vampire hybrids possess superhuman agility. They have shown that they can move, jump very high, climb, and run incredibly fast without difficulty or exhaustion. They can jump with their super speed too. These abilities increase with age.
* Super Senses: Non-Original witch-vampire hybrids possess extremely keen senses of hearing, sight and smell that far exceed those of humans and werewolves.
* Super Durability: Non-Original witch-vampire hybrids can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets have been seen to continue fighting, as long as they were not shot in the heart, or the head. As they get older they become more powerful.
* Healing Factor: Non-Original witch-vampire hybrids possess the ability to recover tissue from any form of physical damage to their bodies in seconds, but still feel the pain of a wound before it heals. Vampires can snap their bones back into place after being broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement.
* Immortality: Non-Original witch-vampire hybrids stop aging once turned. Upon their transformation, they become immune to all conventional illness, diseases, viruses and infections, though the exception is cancer, which can only be exacerbated by vampirism.
* Day Walking: Due to their siphoner heritage, non-Original witch-vampire hybrids are immune to the lethal effects that UV rays and sunlight have on non-Original vampires and Original vampires. Allowing them to walk in daylight without the use of a daylight ring.
* Enhanced Emotions: Non-Original witch-vampire hybrids experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely.
* Emotional Control: Non-Original witch-vampire hybrids have the supernatural ability to remove or dull their emotions by "turning off" their humanity which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse.
* Mind Compulsion: Non-Original witch-vampire hybrids have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories.
* Sire Bond: Although rare among them, sire bonds can be formed when a human is turned with the blood of the vampire whom they had strong human feelings for.
* Telepathy: Non-Original witch-vampire hybrids have the ability, albeit a weak variant, to enter the minds of others as long as theirs is stronger than them. Normally, this ability works in a tactile fashion and the vampire requires physical contact in order for it to work successfully. Like their physical attributes, their mental strength increases with age.
** Dream Manipulation: Non-Original witch-vampire hybrids can control dreams and subconscious. They can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the distortion of reality and trapping people in their dreams.
** Illusions: Non-Original witch-vampire hybrids have the power to trick the minds of others into seeing/feeling things that aren't actually happening.
* True Face: A non-Original witch-vampire hybrid's true face is the appearance they are hiding under their normal human face. When their true face is revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through them, and their canine teeth extend into razor-sharp fangs. Their true face can be revealed whenever they wish, but it will appear against their will whenever they are aroused by the scent of blood, or are feeling intense emotions such as anger, lust, sadness, etc. Their fangs are extremely sharp which gives them the ability to tear into almost any substance (including and especially flesh) and tear off limbs. Their true face will appear for the first time, either while they drink human blood for the first time or shortly afterward. With the fangs come the darkened veins under the eyes as well.
=== Weakness ===
* Broken Neck: Breaking a non-Original witch-vampire hybrid's neck will result in temporary death, though they will revive a short time later.
* The Cure: If a non-Original witch-vampire hybrid takes the cure, they will revert back to being a witch again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
* Decapitation: Dismembering or removing the head of a non-Original witch-vampire hybrid will result in instant death.
* Desiccation: Being completely drained of blood or the heart-stopping will cause a non-Original witch-vampire hybrid to desiccate due to their vampire side, losing most of their strength and any ability to move. This process can be replicated artificially by magic.
* Distraction: Denying a non-Original witch-vampire hybrid from concentrating or giving full attention to their spells, may render them ineffective.
* Emotions: A non-Original witch-vampire hybrid's magic is subject to the influence of their emotional state and may fluctuate according to them when untrained. Strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a witch from properly accessing their powers. This may be made more intense due to a vampire's heightened emotions.
* Heart Extraction: Removing a non-Original witch-vampire hybrid's heart will result in instant death.
* Herbs: Ingestion of certain herbs can cause loss of consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and by witches can be used to weaken a non-Original witch-vampire hybrid as one would weaken a vampire with vervain.
* Vervain: Due to their vampire aspect, vervain causes a non-Original witch-vampire hybrid to become severely weak and feverish with exposure to or ingestion. Also, If a non-Original witch-vampire hybrid's skin is exposed to vervain, it will burn them. Furthermore, they can't compel anyone on vervain.
* Huntress' Blood: Consumption of a supernatural huntress' blood will cause a non-Original witch-vampire hybrid to lose their ability to use magic. Prolong exposure poisons them, leading them to get sick. When scabs begin to appear on their body, it eventually leads to death. 
* Hybrid Bloodline: If an Original vampire dies, then all the non-Original witch-vampire hybrids they created will die along with them.
* Invitation: Due to their vampire heritage, non-Original witch-vampire hybrids are unable to enter a home without an invitation.
* Magic: Non-Original witch-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects.
* Overexertion: If too much power is siphoned from a non-Original witch-vampire hybrid's blood at a time, they may begin to desiccate and ultimately die. Overtaxing themselves can also lead them to experience physical symptoms, such as nosebleeds.
* Physical Contact: Non-Original witch-vampire hybrids need physical contact with their source in order to siphon from them.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds, and broken bones will cause a non-Original witch-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds. It seems physical trauma can hurt them anywhere on the body (i.e. eye gouging, drowning, etc.).
* Poison: There are various poisons invented by Dr. Wes Maxfield and Aya, to name a few, that are capable of incapacitating or desiccating a vampire when administered. Klaus also used a poison to kill Tim that not even vampire blood could cure. It is unknown what effect, if any, any of these poisons would have if ingested by a non-Original witch-vampire hybrid.
* Werewolf Bite: Non-Original witch-vampire hybrids are still susceptible to the bite of a werewolf. However, they are able to siphon the magic from the venom, disabling its effects.
* Wood: Stakes can harm and kill a non-Original witch-vampire hybrid.
* Cancer: Although vampires cannot catch diseases and illnesses such as cancer, if a human has active cancer and is turned into a vampire, the effects of cancer will increase. The regenerative properties of vampire blood will speed up the replication of cancer cells and exceed normal stages of the condition. The effects on non-Original witch-vampire hybrids would most likely be affected the same way as non-Original vampires.
==== Former Weaknesses ====
*Doppelgänger Blood Magic: If blood from the last pair of doppelgängers is used in the Magic Purification Spell, all non-Original werewolf-vampire hybrids will have their vampire powers stripped from them little by little and then they will be brought back to the last stage of their werewolf life; death. They will then relive the way they died when they went into transition to the point where they die again. Kai absorbed the magic purification barrier and it's gone now.
== Supernatural Hunter ==
Supernatural Hunters and Huntresses, also known as Hunters for short, are humans who are endowed with supernatural abilities to hunt and kill vampires through magical means. They are considered a supernatural species despite being humans and reside on the Other Side when they die.
=== Powers and Abilities ===
==== Supernatural Hunter ====
As supernaturally gifted hunters, members of the Brotherhood of the Five are endowed with peak or above human physical abilities, such as strength, speed, agility, reflexes, and endurance. This includes a natural affinity with weapons combat and hunting. 
* Hunter's Mark: Each member of the Five possess a mystical tattoo known as the hunter's mark, located on their right arm. In its incomplete form, the mark is invisible to all save for fellow supernatural hunters or potential hunter. In its complete form, the mark is visible to all and in it is the map and key to the Tomb of Silas along with the story of the first immortal depicted on its symbols. As such, the map also leads to The Cure for immortality. The incomplete mark appears on a potential's hand whenever a member of the Five dies. It grows upon their 
* Hunter's Curse: Supernatural Hunters of The Five have the ability to inflict powerful and extremely realistic hallucinations onto vampiric beings who kill them. Once struck, the curse will consume said victim, tormenting them until they are driven to kill themselves. The only known way to lift the curse is to activate a potential hunter, by allowing them to kill their first vampiric creature (whether a vampire or a hybrid) and grow Hunter's Mark. 
* Peak Physical Condition: Supernatural Hunters possess bodily functions that are enhanced to the pinnacle of human conditioning.
* Peak or above Human Strength: Supernatural Hunters of the Five possess superior strength that makes them stronger than humans, but below that of newborn vampires. It is unknown if they are stronger than werewolves in human form. While no threat to the Original Vampires, members of the Five are strong enough to combat against Silas.
* Peak Human Speed: Supernatural Hunters of the Five possess peak-human speed, though it is unknown if they are superhuman. They are shown to be able to draw their weapons quickly and are fast enough to catch vampires by surprise before they can react. 
* Peak Human Stamina: Supernatural Hunters of the Five possess peak-human stamina. This is not largely controllable and often occurs as a burst of energy within a Hunter, but they can run for dozens of miles and not lose breath and can physically exert themselves at peak capacity for several hours without resting before showing signs of fatigue. 
* Peak Human Endurance: Supernatural Hunters of the Five can endure more physical stress than the average person. They can tolerate large amounts of physical pain such as being shot, stabbed repeatedly, burned with high heat, and beatings than that of an ordinary person. They can remain calm through stressful and painful situations, can tolerate extreme hunger, unbearable thirst and the strong urge to sleep.
* Peak Human Reflexes: Supernatural Hunters of the Five possess peak-human reflexes. They have demonstrated superior reaction time to those of humans and can dodge offensive attacks, evade strikes from beings with super speed and dodge multiple gunfire with ease, though not fast enough to contend with the Original Vampires.
* Invulnerable Mind: Upon activation, a Supernatural Hunter's mind becomes immune to all mental intrusions. This includes an Immortal's advanced psychic powers, compulsion by Vampires, Hybrids and Original Vampires, and Spirit Possession by Witches.
* Silas Detection: Members of the Brotherhood can instinctively sense Silas, although it seems to require physical contact, seeing as their the main goal of their creation is to hunt and kill Silas. 
==== Supernatural Huntress ====
* Enhanced Strength: Supernatural Huntresses start off possessing superior strength that makes them stronger than humans but below that of newborn vampires. That said, they are endowed by shamans to grow stronger every time they lose a life. Eventually, their strength appear to be able to match that of even the most ancient vampires in the world. Their strength also do not falter with old age.
* Enhanced Reflexes: Supernatural Huntresses possess peak-human reflexes. They have demonstrated superior reaction time to those of humans and can dodge offensive attacks and evade strikes from beings with super speed. 
* Immunity to Magic: A Supernatural Huntress' body becomes immune to offensive magic directed at them which seemed to be the work of the Tea of Protection. 
* Poisonous Blood: Supernatural Huntresses possess blood that is poisonous to witches, even those that are immortal such as a witch-vampire hybrid. Pills made from one’s blood are able to block a witch's power and if taken daily for a period of time and will eventually kill said witch. This fatal effect on witches appear to come from the Huntress' immunity to witchcraft.
* Marking: Supernatural Huntresses possess the ability to mark their victims. Initially, this was done through the Phoenix Sword, however, it was later revealed that they are also capable of imprinting vampires mentally.
* Tracking: Supernatural Huntresses can sense and track down vampires who have been marked by them.
* Link to Victims: Supernatural Huntresses are linked to the vampires they have marked, giving them an increased urge to find and finish them. This connection can be amplified with concentration, allowing them to see their every move, and feel their every emotion. Once they are down to their last life, anyone still marked by them will die along with them upon their last death.
* Self-Resurrection: Supernatural Huntresses possess the ability to continually resurrect from the dead a total of eight times, similar to users of the Gilbert Ring. Moments after their death, their body spontaneously self-combusts only to reborn from the ashes to the age when they received their abilities from the Shamans, akin to a phoenix rising from the ashes. 
* Longevity: In each of their lives, Supernatural Huntresses age at a slower rate compared to humans, affording them an extended lifespan.
=== Weaknesses ===
==== Supernatural Hunter ====
* Broken Neck: Breaking a supernatural hunter's neck will result in instant death.
* Decapitation: Decapitation will result in instant death for a hunter.
* Heart Extraction: Ripping a supernatural hunter's heart out will result in instant death.
* Hunter Instinct: When awakened, a hunter becomes filled with a supernatural urge to kill vampires. The more vampires a hunter kills, the stronger the urge becomes. This urge is purely based on instinct, and forces a hunter to try to kill a vampire even if he or she does not want to, including family members. However, the instinct can be overcome with hypnotism and precise training to great effect.
* Magic: Supernatural Hunters of the five are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as Papa Tunde's Blade, and Dark Objects. Siphoners can siphon magic from the five including the spell within the Hunter's Mark.
* Mortality: Despite their enhanced physical attributes, Supernatural Hunters are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, disease, heart-failure, suffocation, etc.)
==== Supernatural Huntress ====
* Herbs: Certain herbs, when applied as a paste on the scars, can mask the signal that allows a Supernatural Huntress to find their marked victims.
* Hunter Instinct: Supernatural Huntresses appear to suffer from the same supernatural urge to kill vampires as the Brotherhood of the Five. The more vampires they kill, the stronger the urge becomes. This urge is also purely based on instinct and seems to worsen with age and begins to affect the mind. 
* Eighth Life: Supernatural Huntresses only possess a total of eight lives, and would die permanently after expending their eighth life.
* Mortality: Despite their enhanced physical attributes, Supernatural Huntresses are still human and shares many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.) however the huntress becomes reborn from said death.
* Link to the Everlastings: Should all of the bodies of the Eight Everlastings be destroyed, the spell that keeps them as Supernatural Huntresses would be undone and they would revert back to the state they were before.
* Victim Connection: Supernatural Huntresses are connected to the ones they killed using the Phoenix Stone Sword and are sometimes haunted by them; their minds.
==== Former Weaknesses ====
Doppelgänger Blood Magic: If blood from the last pair of doppelgängers are used in the Magic Purification Spell, all Supernatural Hunters will revert back to being ordinary humans.
== Tribrid ==
Tribrids are a cross-breed of three different supernatural species. The term is used to describe Hope Mikaelson, a witch-werewolf-vampire tribrid. Tribrids possess both the strengths and some of the weaknesses of their parent races, along with powerful attributes unique to themselves alone due to their combined heritage.
=== Creation ===
The birth of Hope Mikaelson was one of Nature's loopholes. Sophie Deveraux explained that Klaus was only able to procreate due to being the Original hybrid; he was a born werewolf, turned into a vampire by magic, as opposed to transitioning by vampire blood. At the time of Hope's conception, Hayley Marshall was a triggered werewolf while Klaus was the Original hybrid. Hope Mikaelson was born as a living witch-werewolf-vampire tribrid, having inherited the ability to practice witchcraft from her paternal grandmother Esther, her werewolf gene from both her parents, and vampire heritage from her father. Though a tribrid, she was still required to activate her werewolf curse by killing another human as well as dying and transitioning into a fully activated tribrid.
=== Powers ===
Hope Mikaelson is the only known witch-werewolf-vampire tribrid and the full extent and limits of Hope's powers are currently unknown. According to Dahlia, Hope's werewolf temper and vampire blood would possibly taint her witch side. Furthermore, as a firstborn of her bloodline, Hope will inherit great, but unstable power. As of See You On The Other Side, Hope completed her transition into a fully activated tribrid, giving her access to all of her abilities.
* Werewolf Gene: Being part werewolf, Hope's body contains the werewolf gene that provides her with standard werewolf attributes and provides her with enhanced senses, such as hearing, sight, and smell, as well as heightened aggression. Hope even demonstrated that she can tell when someone is lying to them by listening to their heartbeat. Klaus has stated that Crescent wolves and by extension, Hope, cannot control their first transformation despite being able to control their shifts with Transformation Control as Evolved werewolves. 
* Vampire Gene: Being part vampire and prior to transitioning, Hope's body naturally produced vampire blood, constantly running through her system, tainted with dark magic. As a fully transitioned tribrid, she seemingly possesses all the abilities of at least a non-Original vampire, such as compulsion. Hope compelled a vampire bartender who was sent by Triad Industries to spy on her, and later, compelled a much older vampire.
** Enhanced Healing Factor: Hope can heal from injuries with a speed comparable to normal vampires. Her blood also retains the vampiric ability to heal others as Hope was able to heal her mother while in the womb.
** Siring: Hope's blood has the ability to turn werewolves into werewolf-vampire hybrids as long as they drink her blood before dying and after, completing the transition. She can also sire vampire-witch hybrids without the need for them to drink her blood after.
* Witch Gene: Being part witch, Hope can channel vast amounts of mystical energy. According to Dahlia, as a firstborn of her bloodline, Hope has the potential for great, but destructive magic. As a fully activated tribrid, she can still practice magic and cast spells.
** Channeling: Hope has the power to invoke extra forms of energy by focusing on external forces.
** Potion Brewing: Hope has the power to brew and concoct potions, remedies and elixirs that have supernatural properties.
** Spell Casting: Hope has the power to change and control events through the use of incantations and more.
** Divination: Hope has the power to divine future, past, and present events based on extrasensory perception.
* Werewolf Bite Cure: Hope's blood is the only cure for a normal werewolf or a non-Original werewolf-vampire hybrid venom; this ability was inherited from her father, the Original hybrid, Niklaus. Like Klaus' blood, Hope's blood cannot cure a bite from the Beast.
=== Weaknesses ===
* Disbelief: The act of denying or disbelieving in one's potential could cause Hope to inadvertently suppress her magical power.
* Distraction: Denying Hope from concentrating or giving full attention to her spells, may render them ineffective.
* Emotions: Hope's magic is subject to the influence of her emotional state and may fluctuate according to it when untrained. According to Sheila Bennett, strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a witch from properly accessing their powers.
* Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch as one would weaken a vampire with vervain. Being part werewolf and vampire, she may also acquire the adverse effects of wolfsbane and vervain as well.
* Huntress' Blood: Consumption of a supernatural huntress' blood will cause a witch to lose their ability to use magic. Prolong exposure poisons them, leading them to get sick. When scabs appear on their body, it eventually leads to death. 
* Magic: Hope is still susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects. A siphoner can siphon the magic from a witch where prolonged exposure may lead to death, albeit perhaps prior to transitioning into a fully activated tribrid.
* Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death. As a fully activated tribrid, death seems temporary.
* Broken Neck: Breaking Hope's neck will result in her temporary death, though she will revive a short time later.
* Invitation: Due to her vampire heritage, Hope, as a fully activated tribrid, is unable to enter a home without an invitation.
* Desiccation: Being completely drained of blood or the heart-stopping will cause a Tribrid to desiccate due to their vampire side, losing most of their strength and any ability to move. This process can be replicated artificially by magic.
* Unique Physiology: Being born with aspects of all three species, Hope's nature is somewhat at odds with each other. Dahlia deduces that without proper guidance, Hope's potential as a firstborn of her family's bloodline will prove destructive and unstable when mingled with vampire blood and werewolf aggression.
* Wood: A wooden stake through the heart will desiccate Hope and temporarily "kill" her. However, wood from a Red Oak tree can permanently destroy Hope as Nature created a balance near the site of the tribrid's birth through the sapling that she, Lizzie and Josie created. 
White Oak Ash Daggers: A collection of enchanted silver daggers dipped in the ash of the white oak tree will neutralize Hope when stabbed through the heart, causing her to desiccate. However, the effects are only temporary and they will wear off in a short amount of time. It's unknown if Hope directly overcame the desiccation, and pulled the dagger out, or if the desiccation slowly receded, revived and then removed the dagger. Due to her werewolf-nature, magic bonded to silver likely doesn't affect her or, in this case, only temporarily weakens her.
== Upgraded Original Vampire ==
An Upgraded Original Vampire, is a term used to describe the type of Upgraded Original vampire that Lucien Castle and Marcel Gerard became when a reversed engineered Immortality Spell was used to turn them. It was prophesied to be the undoing of the Mikaelson siblings or created from the destruction of the Original Family.
This is a branch of Original species similar to the Enhanced Original vampire, which was designed to be superior to that of the Originals in very specific ways; being capable of fighting, defeating, and killing normal Originals. As an Upgraded version of an Original vampire, it possesses a bite that is capable of killing an Original as it secretes an extremely potent strain of engineered Werewolf Venom with an altered predator face and more fangs. Unlike hybrids, an Upgraded Original is a vampire infused with a werewolf bite, further distinguishing the species.
=== Creation ===
Lucien was turned into the first of two Upgraded Original vampires by a reverse engineered and modified version of Esther's Original vampire spell. The spell was cast on hallowed ground, where Esther created the first Originals. Combining a piece of the white oak, Freya's blood and an engineered strain of werewolf venom from each of the seven original werewolf bloodlines, the spell created a serum, enough for two doses. Once Lucien consumed the serum, his death triggered the transformation into an Upgraded Original. Marcel would also transform into an Upgraded Original. Both instances, they were originally regular vampires before transitioning into Upgraded Original vampires. This makes the transition unusual as regular vampires are turned as humans either through another vampire or into Originals through magic. One notable difference between the Upgraded Originals and other Originals is that the former don't seem to require human blood to complete the transition from one form to another. Furthermore the typical transition period seems to have been bypassed altogether with the user's death being the only step needed to complete the transformation as in both instances, they displayed their new powers and vampire face immediately upon resurrection, something which is not normal for humans in transition.
=== Powers and Abilities ===
Upgraded Originals possess roughly the same powers befitting an Original vampire, but with a few modifications due to the nature of the spell that created them as well as the introduction of advanced werewolf venom.
* Super Strength: They are considerably stronger than Original vampires, even stronger than the Original hybrid. 
* Super Speed: They are also considerably much faster than most supernatural species seen thus far. 
* Super Agility: They possess more superhuman agility, flexibility and dexterity than any other known supernatural species. They can move quickly, jump very high, climb and run incredibly fast without difficulty or exhaustion.
* Super Senses: They have extremely keen senses of hearing, sight and smell that far exceed any other known supernatural species.
* Super Durability: They can take far more trauma than any other supernatural species. No Original vampire has ever been dismembered, decapitated, or had their heart removed, nor has anyone attempted this, implying that their durability may be close to invincibility.
* Immortality: They are immortal just like any Original vampire. Unlike their strength and resilience, Upgraded Originals seem to be no more or less eternal than an Original vampire.
* Healing Factor: They are able to heal much faster than any other known supernatural species.
* Enhanced Emotions: They experience emotions more powerfully than humans. Emotions like love, joy, and happiness are intensified for vampires allowing them to live life more intensely. This ability allows Upgraded Originals to feel emotions at their peak regardless of their age.
* Emotional Control: They have a limited degree of control over their own emotions though it has been stated that this control fades over time.
* Mind Compulsion: They can control and influence the thoughts, emotions, behavior, actions and memories of humans, non-Original vampires, and non-Original werewolf-vampire hybrids.
* Telepathy: They have the ability to enter the minds of others as long as theirs is stronger than them although, as they are more powerful than Original vampires, they have one of the strongest minds in the world. Normally, this ability works in a tactile fashion and the vampire requires physical contact in order for it to work successfully.
** Dream Manipulation: They can control dreams and subconscious. They can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the ability to distort perceptions of reality and being able to trap someone in their dreams.
** Illusions: They have the power to trick the minds of others into seeing or feeling things that aren't actually happening.
* True Face: Their true face is the appearance they are hiding under their normal human face. When their true face is revealed, their irises turn blood-red as dark veins appear under their eyes as blood is pumped forcefully through them; in addition, the red veins under the Upgraded Original's eyes go down further on their face similar to an Augustine Vampire. This is markedly different from the normal Original vampire's and non-Original vampire's true faces in the sense that Original vampires' and non-Original vampires' sclera turn red when the blood forcibly pushes into their eyes while their irises stay the same color. In another notable divergence from other vampire species, Upgraded Original vampires possess six razor sharp fangs; four on the upper jaw and two on the lower jaw.
* Advanced Werewolf Venom: They possess a bite that is deadly enough to even kill an Original vampire and consequently non-Original vampires. Klaus' blood, though it can alleviate some of the effects of the venom, such as hallucinations, cannot cure it as the venom that was used in the Immortality Spell was a new strain created from all seven werewolf bloodlines and was designed to have no known cure. Even the blood of an Upgraded Original could not cure the venom. It is unknown how it would affect Klaus or any non-Original werewolf-vampire hybrid as Klaus' and Hope's blood had no chance of curing it. Davina, however, attempted to use Marcel's venom by introducing it directly into Klaus' blood in an attempt to sacrifice him; this implies that even though he's a hybrid, Klaus is susceptible to its fatal effects. However, Freya was able to create an anti-venom by using the venom from all seven werewolf packs and Klaus' blood along with a spell.
=== Weaknesses ===
* Broken Neck: Breaking an Upgraded Originals neck will not kill them, but it will render them unconscious.
* Desiccation: Being completely drained of blood or the heart stopping will cause an Upgraded Original to desiccate like any other vampire, losing most of its strength and any ability to move. The desiccated beast will appear as a corpse and can only start functioning again once they feed on blood. This process can be replicated artificially by a witch casting a desiccation spell.
* Invitation: In order to enter any house owned by humans, they had to be invited by that person. Once invited the vampire cannot be uninvited, only if ownership of the house is changed can they be removed until re-invited. If a vampire lives in a house, other vampires can enter freely and if a vampire is in the house without being invited in it will become disoriented and will begin to suffocate. It was shown that vampires can be pulled out by extreme force making them have to exit, if ownership is changed while inside.
* Magic: Upgraded Originals are susceptible to the powers of witchcraft. A witch with enough magical power at their disposal could harm or even kill them. Magic can also be used to trap an Upgraded Original through the use of boundary spells, and magic can also be used to desiccate them. Thus far, the only way to kill an Upgraded Original in the absence of a White Oak stake is to channel the power of the ancestors who helped make them and reverse the effects of the spell, turning them back into a non-Original vampire. This is inclusive of mystical and dark objects such as Papa Tunde's Blade, the Cursed Stake, and Freya's Dagger. Likewise, it is assumed that the Cure would have similar effects as with non-Original vampires.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause an Upgraded Original pain and may also slow them down. However, this is momentary as they will heal completely within seconds. Lucien showed some resistance to wooden bullets.
* Sunlight: Sunlight will burn an Upgraded Original, but cannot kill them. 
* Wood: A wooden stake through the heart will desiccate an Upgraded Original vampire and they will appear as if they were dead, but will revive within a few hours, just like the Originals.
* White Oak Ash Daggers: Similar to Originals, it is assumed that enchanted silver daggers dipped in the ash of the white oak tree will neutralize an Upgraded Original vampire when stabbed through the heart. 
* White Oak Stake: The only weapon on earth that can permanently kill an Original vampire, it comes from an ancient White Oak Tree that existed during the time of the genesis of the Original vampires and was used as the source of their immortality. 
Freya's Dagger: A dagger that was made by Freya with the help of Keelin's expertise in medicine and biology. The dagger was made by using Freya's blood, Esther's magic, Marcel's venom, and the ashes of Lucien Castle. It holds the power to specifically kill an Upgraded Original vampire though has yet to be demonstrated.
== Vampires ==
Vampires are magically reanimated human corpses which are inhabited by the spirits of the deceased person and who closely resemble the living human they were before their transformation. Vampires feed and survive on the blood of the living, typically on that of humans, and they can also transform other humans into more of their kind by sharing their own blood with them. Vampires are one of the many known supernatural species that were created by witches, albeit through the creation of their progenitors, the Original vampires.
=== Creation ===
A human who has consumed vampire blood in some way (whether by drinking it, having it poured into their open wound, or by being injected with it) and has subsequently died with the blood in their system will be magically revived as an undead vampire, just like the vampire who sired them. The exact nature of the human's death is irrelevant to this process; the only condition that must be met is that the body has to be more-or-less intact and able to function once they reawaken in transition, though the upper limits of physical damage upon a human body by which vampirism can recover has yet to be defined.
=== Powers and Abilities ===
The supernatural forces that sustain vampires also endow them with superhuman physical abilities as well as powers of mind control. Their physical abilities such as strength, speed, agility, durability, healing and senses all grow stronger with age and experience.
* Super Strength: Vampires are noticeably much stronger than Supernatural Hunters, immortals and humans and slowly grow stronger as they grow older. Even new vampires who are still in transition can toss an average-size, fully-grown human across a room with great speed and force. Their other feats include single-handedly lifting grown men high off the ground by the throat and snapping their necks, cutting off a person's head with their bare hands, and ripping out internal organs such as hearts with little to no effort. Their strength is also more powerful than that of werewolves in their human form and, depending on the age of the vampire, can be equal to that of Evolved werewolves. Their strength allows them to jump higher and further than any natural creature. Vampires who feed on humans are stronger than those who feed on animal blood.
* Super Speed: Vampires are much faster than various other human and supernatural beings such as supernatural hunters, immortals, and werewolves in human form. Vampires can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease.
* Super Agility: Vampires possess super-human agility, such that they can react quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion.
* Super Senses: Vampires have extremely keen senses of hearing, sight, smell, and taste that far exceed those of humans and werewolves. They can hear whispered conversations, even ones in far of buildings and on phones, though most vampires typically learn how to tune out most ambient noises when it's not necessary to hear them—Josh, a newborn vampire, explained that vampires can turn their enhanced hearing off, which explains why they can occasionally miss auditory warnings, such as the footsteps of approaching enemies, when they're paying attention to other things. Vampires can also smell blood from several meters away, and see in total darkness. Their senses of taste are also enhanced as well, allowing them to detect the presence of drugs, alcohol, or vervain in someone's blood.
* Super Durability: Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, have been seen to continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.
* Healing Factor: Vampires recover tissue from any form of physical damage to their bodies within seconds to minutes, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a werewolf bite, which requires Klaus' or Hope's blood or a very rare scientifically-created serum to cure. Also, a vampire's enhanced healing is limited to physical damage to their bodies—many forms of magical damage (such as the damage caused by The Phoenix Sword) and psychological damage are beyond its capability. Vampires cannot grow back body parts, though they can reattach the severed limb with some effort.
* Immortality: A vampire stops aging once turned. Upon their transformation, vampires become immune to all conventional illness, diseases, viruses and infections. While vampires who were cancer-free as humans will be immune to cancer after they are turned, those humans who were turned while they had cancer will not only still have it as a vampire, but their newly-enhanced healing factor will accelerate the progression of the cancer cells over two-fold, nearly always causing the cancer-stricken vampire to kill themselves to end their suffering.
* Enhanced Emotions: Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Conversely, sadness, depression, guilt, fear and anger are also amplified, causing many vampires to become so overwhelmed that they "turn off" their humanity. Turning off their humanity allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse, go against any opponent without fear, and relieve themselves of painful feelings such as grief, loss, depression, and shame. A vampire without their emotions is far more calculating and direct than one who keeps them on. However, the vampire can become a remorseless killer, and are almost unrecognizable from the person they truly are, as blocking out negative emotions also causes their positive emotions to become dulled or nonexistent as well. Vampires are capable of turning their humanity back on and bringing back their emotions, but it is difficult as a result of the fact that they will be bombarded with all of their repressed emotions in addition to the guilt of anything they did without their humanity with enhanced intensity. This ability fades with time and vampires who are over 500 years old have said that they have lost the ability to turn off their humanity altogether. After time and practice, the overwhelming sensations of heightened emotions fade as the vampire learns to overcome their emotions without turning off their humanity all together.
* Mind Compulsion: Vampires have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories. There is a sort of hierarchy as to how this ability works and have a weaker form than that of Original vampires and can only compel humans and cannot compel other supernatural beings.
* Sire Bond: Although rare among them, sire bonds can be formed when a human is turned with the blood of the vampire for whom they had strong romantic feelings before they were turned. Those vampires with a sire bond are supernaturally loyal to their sires to the point that they will go out of their way to do whatever their sire asks them to do, even if they don't actually want to do it. However, this bond doesn't affect how they truly feel about their sire, it only affects their behavior.
* Telepathy: Vampires have a limited form of telepathy that allows them to easily enter the minds of humans, and with more effort, the minds of other supernatural beings. Other ways to weaken a vampire to use telepathy on them are to starve them or drain them of blood, inject them with vervain, or expose them to werewolf venom. It is one of the hardest abilities to master, and because of this, it is usually the last of the mind-control-related abilities a vampire learns after becoming proficient in mind compulsion. Normally, this ability works through tactile contact, usually by the vampire placing the palms of his or her hands on the temples of the vampire whose mind they want to enter. The vampire then closes their eyes and focuses on the information they wish to seek, allowing them to sort through their victims' memories until they see what they're looking for. Like their physical attributes, a vampire's mental strength increases with age, making it difficult for a vampire to invade the mind of an ancient vampire or even that of the Originals.
** Dream Manipulation: Vampires can also use their power of telepathy to control dreams and the subconscious. This is an aspect of telepathy that is much easier to learn, and with it, a vampire has the ability to produce and modify dreams, bestow nightmares and lucid dreaming, distort people's perception of reality and trap someone in their dreams. Vampires can manipulate and enter the subconscious of other vampires and even an Original vampire if they are vulnerable enough. However, this is a learned skill that requires practice to achieve.
** Illusions: Vampires have the power to trick the minds of other younger vampires into seeing or feeling things that aren't actually happening.
* True Face: A vampire's true face is the appearance they are hiding under their normal human face. When a vampire's true face is revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through them, and their canine teeth extend into razor-sharp fangs. A vampire's true face can be revealed whenever they wish, but it will appear against their will whenever they are aroused by the scent of blood, or are feeling intense emotions such as fear, anger, lust, sadness, etc. A vampire's fangs are extremely sharp which gives them the ability to tear into almost any substance and tear off limbs. A vampire's true face will appear for the first time either while they drink human blood for the first time or shortly afterward. With the fangs come the darkened veins under the eyes as well.
=== Weaknesses ===
If vampires are killed by a wooden object stabbed through their heart, their body desiccates into a gray color, and their vampiric veins thicken and protrude from their skin. Vampires can build up a tolerance to some weaknesses, such as vervain, allowing them to protect themselves from compulsion by an Original and to help lessen the likelihood that it will seriously incapacitate them when used by enemies. However, it will still burn them upon contact, but if ingested, it will not weaken them as much if they take small amounts over time to increase their immunity.
* Animal Blood: Animal blood, while somewhat satisfying a vampire's hunger and sustaining their undead life, will make the vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming vampire, making them heal much more slowly, and making their compulsion less effective.
* Broken Neck: Breaking a vampire's neck will not kill them, but it will render in a death-like state for varying amounts of time, depending on the diet and age of the person in question. 
* The Cure: If a vampire takes the cure, they will revert back to being mortal again. Once taken, the cure prevents vampire blood from having any effect on them, as it will not heal their wounds, and, if the vampire dies with vampire blood in their system, they will remain dead and not awaken as a vampire in transition. Additionally, their blood becomes the Cure once they've ingested it, making them a target to any vampire who wants to cure themselves. If the Cure-laced blood should be drained from a cured vampire, that vampire would begin to rapidly age to compensate for the years they spent as an undead, un-aging vampire. In the case of older vampires, this can cause them to age so quickly that they die in weeks or months if the Cure has been drained from their body.
* Decapitation: Dismembering or manually removing the head of a vampire will result in an instant and permanent death.
* Desiccation: Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify. Witches can use magic to desiccate a vampire.
* Fire: Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time. This quality has been proven to be useful in disposing of the remains of a dead vampire without any physical evidence. However, in some cases, vampires have used this vulnerability to their advantage.
* Heart Extraction: Removing the heart of a vampire will result in permanent death.
* Invitation: Vampires cannot enter a home without an invitation by the owner. An invitation can be granted long-distance and even by someone who hasn't lived in the house in years.
* Magic: Vampires are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as the Gilbert Device and dark objects. A Siphoner can also siphon the magic from a vampire to fuel their spells. Witches have been seen to use magic to cause agonizing pain by inducing aneurysms in their brain or muscle spasms, telekinetically ripping out their hearts or snapping their necks, magically increasing their hunger for blood to unbearable levels, setting them ablaze with a single thought, and desiccating them to the point of mummification.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds, and broken bones will cause pain and also slow them down. However, this is momentary as they will heal completely so long as they haven't been weakened by other means such as vervain or werewolf bites.
* Poison: There are various poisons invented by people that are capable of incapacitating or desiccating a vampire when administered. 
* Sunlight: Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die. However, this weakness can be mitigated by the use of a lapis lazuli stone enchanted with a specific protection spell by a witch for a particular vampire, which is usually affixed to jewelry, though it requires the vampire to wear the stone at all times.
* Vampire Bloodline: If an Original vampire dies, all vampires descended from their bloodline will slowly perish as well.
* Vervain: Exposure to or ingestion of vervain causes a vampire to become severely feverish and weak to the point that it can even hinder their healing abilities as well. Also, physical contact with vervain will burn a vampire's skin. Vampires cannot compel anyone who has ingested vervain or has it on their person. Many vampires drink small amounts of diluted vervain to protect themselves from Original vampires' compulsion and to reduce its effects when used against them by enemies.
* Werewolf Venom: The bite of a werewolf, which involves injecting toxic venom into the wound, is extremely lethal to vampires. It will cause them to hallucinate, grow severely weak, and go rabid until it kills them. Klaus' or Hope's blood is the only surefire way to cure the bite, though one of the doctors allied with the Travelers managed to come up with a cure for the enhanced Ripper compound, which contained small amounts of werewolf venom. Lucien Castle also possessed a scientifically-created serum that, when injected into a werewolf bite wound, would cure the vampire of the venom's effects and allow them to heal the wound. Vampires suffering from the bite seem to always hallucinate either significant moments from their past, significant people in their lives, or specific actions of the vampire that they feel guilty or ashamed about.
* Advanced Werewolf Venom: Lucien Castle invented an advanced strain of venom derived from the seven werewolf bloodlines with no known cure. The venom is infused in the bite of an Upgraded Original vampire. Similarly, it is fatal to that of a werewolf or hybrid bite, although working twice as fast and more painfully. It is so potent that not even the blood of Klaus or Hope Mikaelson can cure it, nor will the blood of the Upgraded Original vampire.
* Wood: Wounding a vampire with a wooden weapon, such as wooden bullets, will incapacitate them and it will take longer for them to heal their injuries than if the wounds were caused by any other substance. Stabbing a vampire through the heart with a wooden stake or shooting them with wooden bullets will result in instantaneous and permanent death.
* White Oak Ash Daggers: It is said that if a vampire daggers an Original vampire, they will die while the Original vampire is neutralized. This, however, has never been proven.
* Cancer: A unique weakness that rarely occurs under specific circumstances. Although vampires cannot develop diseases and illnesses, such as cancer, if a human has active cancer and is turned into a vampire, the effects of the cancer will increase. The regenerative properties of vampire blood will cause cancer cells to sporadically replicate, and exceed normal stages of the condition. 
==== Former Weaknesses ====
* Doppelgänger Blood Magic: This spell was cast by the Travelers in 2012. The spell is designed to use the combined blood of the last remaining doppelgängers of each line to unravel and reverse any non-traditional form of magic, and as such, it strips away the magic that makes humans into vampires and returns them to the last state the vampire was in before awakening in transition, killing the vampire. This effect could be achieved by feeding the combined blood to a vampire, or by casting the spell in a large group. The spell was broken when the spell's magic was absorbed by Kai Parker.
* The Phoenix Sword: The phoenix stone, when attached to the sword with which it is paired, has the power to kill the body of a vampire and trap their soul in a prison within the stone. This prison has been described as a hell dimension where time has no meaning and where the vampire souls inside it are emotionally tortured with horrifying images such as being forced to kill their loved ones. Though the souls inside can be released with a spell cast on the stone, it requires the vampire's original body for it to be successful. If it is placed in the wrong body, the vampire spirit will experience amnesia, confusion, and an insatiable hunger for blood that will turn them feral. In one case, when the soul of a vampire inside the stone was placed in a human body with the spell, the human's body rejected the soul and eventually deteriorated until both the vampire soul and the body died for good. 
=== Myths ===
* Garlic: The vampire's supposed repulsion towards garlic may have been a fabricated lie, similar to how werewolves are not actually immune to silver. This myth was presumably started to hide the fact that vampires are actually vulnerable to vervain.
* Holy Items: The myth that vampires could be harmed using holy artifacts like crosses, blessed ground, and holy water may have circulated from the belief that they are unholy creatures originating from Hell and in league with the Devil.
* Mirrors: The myth that vampires did not cast a reflection may have come from the belief that vampires had no souls.
* Shapeshifting: The origin of the myth that vampires had the power to morph into a bat, wolf, rat, or a cloud of mist is unknown. It may be the result of a mistake of perception between vampires and werewolves. Or it may even be related to Silas, who has the ability to cast psychic illusions to appear as anyone he chooses.
* Soulless: The belief that vampires are soulless beings may have stemmed from their ability to shut down their humanity, causing them to block out their emotions and behave without remorse or regret, giving off the impression that they have no conscience and by extension, lack a soul.
Death: Contrary to popular belief, vampires have beating hearts and they cannot function without oxygen. They will, however, be forced to revive after suffocation or oxygen deprivation but will only die again if the circumstances of their revival are less than favorable.
== Werewolf ==
Werewolves (also called Lycanthropes, Loup Garou, Rougarou, Beasts, or even just Wolves for short) are a supernatural shapeshifting species of individuals who unwillingly transform into large, fearsome, and extremely hostile wolves on the night of the full moon. They were created by the witch Inadu as revenge against her tribe for killing her. Even in their human form, werewolves possess superhuman physical prowess, though not to the same level as a vampire, and their abilities are not as powerful compared to those they possess on the full moon while transformed. These creatures are the most dangerous enemies of vampires due to their venomous bite, which is lethal to them. Werewolves are also hardwired to kill vampires on sight in their wolf form, though they still hunt human prey whenever there are no vampires to kill.
=== Triggering The Werewolf Gene ===
Lycanthropy is an inherited genetic condition due to a curse, and a person can only be a werewolf if they are born to at least one werewolf parent; they cannot be turned by a bite or scratch. Furthermore, the werewolf gene must be "triggered" by taking the life of a living person or supernatural being, such as another werewolf. This can either be intentionally or by accident, in order to gain access to their enhanced physical abilities, though this comes at the cost of transforming into a wolf during every full moon. Untriggered werewolves, however, can kill vampires without activating their curse.
Because difficult-to-control anger and aggression are common personality traits in even those werewolves who have not activated their lycanthropy, the likelihood of them losing control of their rage and inadvertently triggering their werewolf gene by accidentally killing someone is quite high; it is even speculated that the anger and aggression inherent in werewolves is intended to increase the likelihood that a werewolf will activate their lycanthropy. However, it is possible for an untriggered werewolf to go their entire life without killing; in fact, this happens frequently enough that in some cases, a family's lycanthrope heritage will be kept a secret that will ultimately die with an ancestor, causing the knowledge of their heritage to be lost and remain unknown for generations that follow until a member takes a life and unintentionally triggers their curse.
After the gene is triggered, the werewolf's eyes will turn black and gold, and their latent powers (such as increased strength and accelerated healing) will activate instantly; from then on, they will be cursed to painfully transform into a wolf on the night of every full moon (although there are unique circumstances that will prevent a werewolf from having to turn, such as pregnancy (in the case of females), being an Evolved Werewolf, or possessing a Moonlight Amulet). A werewolf who has yet to trigger his or her curse only exhibits one characteristic of lycanthropy: increased aggression and anger on a general basis, which can become overwhelming fits of violent rage leading up to and during the nights of the full moon. Also, until their werewolf genes are activated, untriggered werewolves can be compelled by vampires just like any human. After the gene is triggered, however, they become immune to vampire mind control.
=== Appearance ===
Werewolves in their wolf form are quite similar to natural wolves, although unlike natural wolves, werewolves have glowing yellow or orange eyes, wicked fangs, a larger size, and a much more feral and predatory appearance. They can also be distinguished from regular wolves by their displays of supernatural strength, blurred speed, and size which is comparable to fully grown humans. The fur color of wolf forms differs from one to the other. Werewolves appear the same as any other human the rest of the month, aside from their enhanced abilities of speed, strength, and healing.
=== Powers and Abilities ===
* Super Strength: Werewolves possess supernatural strength that makes them far stronger than immortals, Supernatural Hunters, and humans. There have been several occasions to suggest that untriggered werewolves possess more strength than any average humans, which would indicate some form of enhanced strength even before the activation of their curse. However, werewolves in their human form are not as strong as a vampire and have even been shown to be far weaker on several occasions. They've also shown to be strong enough to at least defend themselves. When they are in their wolf form, their powers amplify to a degree that excels of the non-Original vampires, making them more powerful than non-Original vampires. In wolf form, a werewolf can overpower and kill any non-original vampire with ease, and are strong enough to overpower an Original vampire in small groups. 
* Super Speed: Werewolves are much faster than humans and some other supernatural beings. They possess this ability both in and out of transformation, with an animalistic quickness. Some werewolves are shown to become nearly a blur like their vampire enemies; others have not.
* Super Agility: Werewolves possess superhuman agility. In both human and wolf form, they have demonstrated that they can move, jump very high, climb, flip, and run incredibly fast without difficulty or exhaustion. They can also jump down from incredible heights with almost gravity-defying grace.
* Super Durability: Werewolves can take far more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires. They can also exert themselves for longer periods without tiring.
* Healing Factor: Werewolves possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires. However, unlike vampires, when a werewolf's neck is broken, they stay dead.
* Super Senses: Werewolves have extremely keen and heightened senses of smell, sight, taste, hearing, and touch that exceed their wolf counterparts and that of regular canines. With this, experienced werewolves can sniff out vampires - something vampires themselves are incapable of - and can taste vervain placed in their coffee, which would otherwise be impossible since coffee's intense flavor typically masks the taste of the herb. Untriggered werewolves are also gifted with more sensitive hearing. 
* Lycanthrope Enhancement: Werewolves are able to make their eyes glow when angry or threatened, but only for a short amount of time. When a werewolf is furious or forced to defend themselves, their anger increases all their power and abilities for a short period of time, which allows them to access some of the power of their wolf form to give them an edge.
* Shapeshifting/Transformation Control: During a full moon, they will unwillingly transform from their human form and into their wolf form. However, if a female werewolf is pregnant, they will not turn for nine months as the transformation would kill the baby.
* Werewolf Bite: A werewolf's venom is extremely lethal to non-original vampires. While an Original vampire cannot die from the venom, they are not wholly immune to the effects of the bite. For non-Original vampires, the venom acts as an poison of sorts that will enter the bloodstream and deliver the toxin throughout the body, producing discomfort and weakness, developing uncontrollable hunger that progresses to delusions, hallucinations, rabid rage, and dementia, culminating in death. Original vampires undergo the same effects, but do not die and will eventually fully recover.
* Full Moon: A werewolf's strength, speed, agility, and all their powers are enhanced to their peak during a full moon.
* Immunity to Silver: Werewolves are immune to magic bonded to silver. Weapons made of silver might wound them, but the wound still heals at supernatural rates and will not be fatal to them.
=== Weaknesses ===
* Wolfsbane: When ingested, wolfsbane causes a werewolf to become severely weak and feverish. Also, If a werewolf's skin is exposed to wolfsbane, it will burn them.
* Mortality: In most situations, minor physical injuries such as gunshots, stab wounds, and broken bones will cause a werewolf pain and slow them down until they heal. However, they still share many of the same weaknesses as non-supernatural beings and can perish from extreme trauma (e.g. suffocation, extreme blood loss, a broken neck, decapitation, fire, heart extraction, etc.). They can also die from old age.
* Magic: Werewolves are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as the Starling Necklace, Gilbert Device, and dark objects. Multiple spells have been performed by witches against werewolves to cause several effects against them, such as slowing down or speeding up a werewolf's transformation during a full moon, telekinetically ripping a heart from a werewolf's chest, or cursing a pack of werewolves to be trapped in their wolf form at all times except for a few short hours during the full moon when they return to their human forms.
==== Former Weaknesses ====
* Doppelgänger Blood Magic: If blood from the last pair of doppelgängers is used in the Magic Purification Spell, all activated werewolves revert back to being a mortal with an untriggered wolf gene like Tyler. Kai absorbed the magic purification spell and as such, it no longer exists.
=== Myths ===
* Silver: Contrary to popular belief, werewolves are not weakened by or allergic to silver. Silver actually has the opposite effect – when a werewolf is wounded by silver, it heals. 
Wolfsbane: Several myths have surrounded the use of this herb and its relation to and effects upon werewolves, including the myth that wolfsbane supposedly either causes or cures lycanthropy. These myths are false.
== Werewolf-Vampire Hybrids ==
To become a werewolf-vampire hybrid, a werewolf must have either Klaus or Hope's Blood in their system before they are killed so they can awaken a short time later in transition. Because no regular vampire has ever attempted to use their own blood to turn a werewolf into a hybrid, it is likely that such an attempt would be unsuccessful. 
After a werewolf dies with Klaus' blood in their system, their transformation will be successful only if the wolf completes their transition by drinking the blood of a human Petrova doppelgänger. If a werewolf is turned with Hope's blood, her blood can also be used to complete their transition as well, just as a doppelgänger's blood would. If a newborn hybrid feeds on regular human blood to officially complete their transition, the hybrid will become unstable, causing them to bleed from the eyes, become rabid, and eventually die in pain. 
=== Powers and Abilities ===
Non-Original werewolf-vampire hybrids have the powers and abilities of both werewolves and non-Original vampires, both physically enhanced powers and abilities of mind compulsion. These hybrids will grow stronger with age due to their vampirism and will also increase in strength when enraged, due to their werewolf side. Their strength will also increase during a full moon.
* Super Strength: Non-Original werewolf-vampire hybrids are stronger than werewolves, Evolved werewolves, non-Original vampires, Supernatural Hunters, immortals and humans. Due to their vampire side, they also get stronger with age. The full moon will boost their strength and aggression. Older non-Original vampires may be stronger and more challenging for many newborn non-Original werewolf-vampire hybrids. However, fighting a non-Original vampire closer to their age range, the hybrid will win. 
* Super Speed: A non-Original werewolf-vampire hybrid's intensified quickness, agility, reflexes, and endurance makes them faster than many other human and supernatural beings. They can use this ability in either human or werewolf form. As with strength, hybrids get faster with time, while the full moon or being in wolf form will make them even faster. 
* Super Agility: Non-Original werewolf-vampire hybrids possess much more superhuman stamina, flexibility, reflexes, agility, and dexterity than many humans and supernatural beings. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.
* Super Senses: Non-Original werewolf-vampire hybrids have extremely keen senses of hearing, sight, touch, and smell that exceed those of other supernatural beings and humans. As hybrids, their senses are superior to the individual species, making their ability extremely effective. 
* Super Durability: Non-Original werewolf-vampire hybrids can bear a lot of trauma. They also hardly ever get tired or fatigued and can take far more trauma than other supernatural beings and humans, without much discomfort or injury. Stakes and arrows cannot kill them when they are struck in the heart, they merely become unconscious.
* Enhanced Healing Factor: Non-Original werewolf-vampire hybrids have superior healing capabilities and can recover from most injuries much quicker and more effectively than their individual species. This renders them practically invincible to anything but fatal wounds that can seriously impair their healing capabilities, such as decapitation or heart extraction. They also seem to heal much more quickly when exposed to vervain, wolfsbane, or wood. Human blood has also been known to make the healing process faster.
* Immortality: Non-Original werewolf-vampire hybrids stop aging the moment they transition. They become immune to all conventional diseases, toxins, poisons, viruses, illness, infections, and injuries.
* Day Walking: Due to their werewolf heritage, non-Original werewolf-vampire hybrids are immune to the lethal effects that UV rays and sunlight have on non-Original vampires and Original vampires. This allows them to walk in daylight without the use of a daylight ring.
* Emotional Control: Due to their vampire heritage, non-Original werewolf-vampire hybrids are able to exert certain control over their own emotions, such that they can turn off their humanity.
* Enhanced Emotions: Non-Original werewolf-vampire hybrids experience emotions more powerfully than humans and non-Original vampires. Particularly due to their werewolf heritage, they are more prone to emotions of anger, rage, aggression, and violence. However, emotions such as love, joy, and happiness are also intensified for them as well, allowing them to live life more intensely. This ability allows them to feel emotions at their peak regardless of their age.
* Lycanthrope Enhancement: Non-Original werewolf-vampire hybrids are capable of using their werewolf features to further supplement their powers and abilities. They can grow claws from their nails and werewolf fangs from their teeth even when they are still in their human forms. When Klaus possessed Tyler's body, he demonstrated that their claws are sharp enough to penetrate their own very durable skin. They can also display both sets of vampire and werewolf fangs. Their eyes also change into those of their werewolf form, presumably granting them better eyesight. Due to their werewolf heritage, their strength and speed are heightened further during a full moon and at its peak in their werewolf forms.
* Mind Compulsion: A non-Original werewolf-vampire hybrid can compel the minds of humans. They cannot, however, compel other supernatural beings.
* Shapeshifting/Transformation Control: Non-Original werewolf-vampire hybrids have the ability to transform into their werewolf forms at will. Most of them avoid transforming at all due to the pain it causes. They have complete awareness, but they still, however, have no control of their actions in werewolf form. They can also perform partial transformations, manifesting single features of their werewolf forms, such as displaying their werewolf eyes, teeth or claws. 
* Sire Bond: Non-Original werewolf-vampire hybrids become sired to the source of their creation. Those turned by Klaus had a deep sense of gratitude and commitment to him, causing them to obey his every command. They are, however, capable of breaking a sire bond if they transform into their werewolf forms an excess, repeatedly, i.e. 100 times in a row. Transforming as such causes them to no longer feel pain from transforming into a werewolf and they no longer feel a sense of gratitude, commitment or loyalty to their creator thereby breaking the sire bond.
* Telepathy: Non-Original werewolf-vampire hybrids have the ability, albeit a weak variant, to enter the minds of others as long as theirs is stronger than them. Normally, this ability works in a tactile fashion and requires physical contact in order for it to work successfully. Like their physical attributes, their mental strength increases with age.
** Dream Manipulation: Non-Original werewolf-vampire hybrids can control dreams and subconscious. They can produce and modify dreams, bestow nightmares, or lucid dreaming. Other effects of this ability are the distortion of reality and trapped in dreams.
** Illusions: Non-Original werewolf-vampire hybrids have the power to trick the minds of others into seeing and feeling things that aren't actually happening.
* Werewolf Bite: Due to their werewolf heritage, non-Original werewolf-vampire hybrids have venom which is fatal to non-Original vampires. It is assumed they are immune to werewolf venom. Their venom also seems to take effect much faster than a normal werewolf's venom.
* Immunity to Silver: Due to their werewolf heritage, magic bound to silver doesn't affect non-Original werewolf-vampire hybrids. Weapons made of silver might wound them, but the wound heals at super-normal rates than regular wounds.
=== Weakness ===
* Broken Neck: Breaking a non-Original werewolf-vampire hybrid's neck will result in their temporary death, though they will revive a short time later.
* The Cure: If a non-Original werewolf-vampire hybrid takes the cure, they will revert back to being a werewolf again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
* Decapitation: Dismembering or removing the head of a non-Original werewolf-vampire hybrid will result in instant death.
* Desiccation: Being completely drained of blood or the heart-stopping will cause a non-Original werewolf-vampire hybrid to desiccate due to their vampire side, losing most of its strength and any ability to move. This process can be replicated artificially by magic.
* Heart Extraction: Removing a non-Original werewolf-vampire hybrid's heart will result in instant death.
* Hybrid Bloodline: If Klaus dies, then all the non-Original werewolf-vampire hybrids he created will die along with them. This, however, has been broken due to the sireline unlinking spell cast upon him.
* Invitation: Due to their vampire heritage, non-Original werewolf-vampire hybrids are unable to enter a home without an invitation.
* Magic: Non-Original werewolf-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds, and broken bones will cause a non-Original werewolf-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds. It seems physical trauma can give them pain and weaken them anywhere on the body (i.e. eye gouging, drowning, etc.).
* Poison: There are various poisons invented by Dr. Wes Maxfield and Aya, to name a few, that are capable of incapacitating or desiccating a vampire when administered. 
* Vervain: Non-Original werewolf-vampire hybrids are affected by vervain and they can't compel anyone on vervain.
* Wolfsbane: Non-Original werewolf-vampire hybrids are affected by wolfsbane like their werewolf counterparts.
* Wood: Wounding non-Original werewolf-vampire hybrids with a wooden weapon such as wooden bullets will incapacitate for a shorter time than a non-Original vampire.
==== Former Weaknesses ====
Doppelgänger Blood Magic: If blood from the last pair of doppelgängers is used in the Magic Purification Spell, all non-Original werewolf-vampire hybrids will have their vampire powers stripped from them little by little and then they will be brought back to the last stage of their werewolf life; death. They will then relive the way they died when they went into transition to the point where they die again. Kai absorbed the magic purification barrier and it's gone now.
== Witch ==
Witches are supernatural beings who are born with the power to affect change by magical means, known as witchcraft. While many witches are the self-proclaimed "Keepers of the Balance," other witches have been known to work against the Balance and use their power for personal gain.
=== Witchcraft ===
Witchcraft is the practice of magic. However, before a witch has come into their power, they're considered "untapped", and their magic is considered pure. Prior to tapping into their magic they are, for all intents and purposes, "human", and before the destruction of the Other Side, would have passed on to their destined afterlife. After awakening their power, witchcraft can encompass many different types of activities including astrology, divination, spell casting, and spirit communication. It includes the practices of many cultures, nations, and religions as well as many books and writings dating back to ancient times. Depending upon the individual, some witches practice their power by certain belief systems, such as Shamanism, Voodoo, Wicca, or any number of other magical practices from countries and cultures all around the world. Although the majority of traditional witches are commonly portrayed as being kind and selfless humans who use their powers to maintain balance within the world, some witches are not and go directly against the Balance of Nature by practicing their powers for dark and sinister or selfish deeds. A few darker witches go so far as to subvert the very laws that govern Nature.
=== Powers and Abilities ===
Witches can achieve a variety of powers or abilities through their use of witchcraft and spell casting; however, age, experience, knowledge, or power can limit the capabilities of one witch to that of another.
* Spell Casting: One of the defining characteristics of a witch is their ability to cast spells; a "spell" being a word, a verse or incantation, ritual action, or any combination of these to carry out a magical action. On rare occasions such actions can be performed without the use of a verbal spell.
* Channeling: The power to invoke extra forms of energy by focusing on external forces.
* Potion Brewing: The power to brew and concoct potions, remedies, and elixirs that have supernatural properties with varying effects.
* Telekinesis: Telekinesis is an ability of the witches to move objects with their mind through force of will. Witches commonly use this power to bring objects to them or generate a concussive force to push people away. More adept users can use this power to easily snap bones and necks or inflict wounds upon their victims. This power is commonly performed non-verbally, either channeled through the eyes or, more frequently, the hands in order to move the target in the desired direction. This power can also be activated through a spell.
* Pain Infliction: Pain infliction is an ability of witches to inflict great pain onto a person by causing their blood vessels to burst and thus giving them multiple aneurysms. Witches commonly use this power to disable supernatural beings with accelerated healing, however it has been shown to be used on humans to stun them as well. This power can also be activated through a spell, though commonly performed non-verbally. 
* Elemental Control: The power to control and manipulate the elements of air, earth, fire, and water.
** Pyrokinesis: Pyrokinesis is an ability of witches to conjure, manipulate, and extinguish fire with their mind through force of will. Witches commonly use this basic power to light candles and can also use liquids (e.g. alcohol, water, etc.) as an accelerant; as such, it is mainly used in destructive or offensive magic. This power can also be activated through a spell, though commonly performed non-verbally. Controlling or extinguishing flames, which requires more focus, typically require a verbal spell. Witches have also used this power to affect temperature and cause heat to rise on or within an object or individual.
* Divination: Divination is an ability of witches to gain insight on the future, the present, and the past. Witches commonly use this power to predict future catastrophic event and reading ones past. This power has been practiced through a variety of mediums such as tarot cards, pendulums, mirrors, crystal balls, tea leaves, palm reading, bones, runes, blood, and some even involve contacting the Spirits and the Ancestors.
** Clairvoyance: The power to divine future, past or present events through instinctive knowledge.
** Intuition: The power to divine future, past or present events through the use of instinctive knowledge.
** Premonitions: The power to divine future, past or present events through the observation and study of dreams.
** Psychometry: The power to divine future, past or present events through contact with or proximity to a certain object or person.
** Automatic Writing: Automatic writing or psychography is the psychic ability allowing a person to produce written words without consciously writing. The words are claimed to arise from a subconscious, spiritual or supernatural source. Automatic writing may be unconsciously activated and used to predict events.
** Foresight: Foresight is a form of divination to get visions through force of will that sometimes allow the eyes of the prophet become white or blue in color. That power, of course, is mastered by seers, but is accessible to all witches through spells and rituals if they know how to trigger the vision. Notable examples of foresight are visions obtained by means of localization or the prophecies. 
* Projection: The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.
* Transmogrification: The unique power to alter the physical structure of objects living or dead, changing their form through spells.
* Telepathy: Telepathy is the ability to enter the mind of another to read and control them. This is an ability that is most distinctly possessed by Immortals, Psychics, and Sirens; however, Witches have been shown to replicate this ability using spells. What differentiates telepathy from ordinary compulsion is its all encompassing nature to influence all species, with the exception of Supernatural Hunters of the Five due to advanced mental prowess.
* Possession: The power to jump one's spirit into the body of another, taking control of said host body through spells.
* Illusions: The power to alter the senses of others to perceive a false reality through spells.
* Dream Manipulation: The power to control people's dreams through spells.
* Resurrection: The power to bring someone or one's self back from the dead through spells.
* Mediumship: The ability to see, talk and interact with ghosts and spirits. Many witches in both series have shown to have this power even if generally it requires a spell or a ritual known as Séance, where the deceased is summoned inside a circle of salt or chalk, usually by using a personal object of the spirit to be summoned. Some humans, known as Mediums, in particular conditions (i.e. near-death experiences or resurrected), have acquired psychic abilities that allow them to interact with ghosts.
* Pendulum: The pendulum is a jewel or a crystal hanging from a thread or a chain that is oscillated over a surface, a map or a person and the witch draws responses from the pendulum swings. Can be uses a pendulum to discover the sex of an unborn child. It can be used a pendulum to detect someone during a locator spell, making magically swing a big marker on some maps. 
* Tarot Cards: There are 78 tarot cards in a tarot deck with two parts to it: the Major Arcana and the Minor Arcana. The most popular tarot deck used today is the "Rider-Waite Deck". A simple way to use divination with tarot cards is to shuffle the deck and ask a yes or no question. The cards are symbolic but can help a witch to find common clues.
* Super Strength: Super Strength is an ability of witches, who are occasionally supernaturally stronger beyond the peak capabilities of average adult humans of similar stature. This allows the user to exert greater strength from their muscles and perform feats which non-supernatural beings normally cannot.
=== Weaknesses ===
* Disbelief: The act of denying or disbelieving in one's potential could cause a witch to inadvertently suppress their magical power.
* Distraction: Denying a witch from concentrating or giving full attention to their spells, may render them ineffective. Since most spells are spoken verbally and take time to take effect, witches are vulnerable to attack before their completion. Additionally, certain spells require items, tools, and or special events during casting, therefore they can't be invoked on a mere whim.
* Emotions: A witch's magic is subject to the influence of their emotional state and may fluctuate according to them, especially when untrained. According to Sheila Bennett, strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a witch from properly accessing them.
* Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and, therefore, the practice of magic and can be used to temporarily weaken a witch.
* Huntress' Blood: The supernatural huntress' blood can suppress all magic of a witch when consumed, as well as prevent magic from working on said witch. Prolonged ingestion is toxic and ultimately leads to the death of the witch. Once black scabs start appearing on their body, the infected witch has less than a week of life. There is no known cure to combat this disease.
* Witchcraft: Witches are still susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects. A siphoner can siphon the magic from a witch and prolonged exposure is said to lead to death.
* Mortality: Despite their mystical attributes, witches are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, snapped neck, etc.). However, witches can temporarily get around this weakness through the use of protection spells.
* Overexertion: The excessive use of magic can lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
* Nature: It is said that Nature will always find a balance when witchcraft is performed, thus spells will always have loopholes. This means, among other things, that no being can be truly immortal.
* Mystic Falls Founders Bell: An indestructible bell that amplifies the effects of the Staff of Arcadius when combined with the Maxwell Striker. When struck, it produces a high frequency that has some minor effects on witches and siphoners, giving them painful headaches. Apart from this, it does not affect their ability to perform magic and cast spells.
=== Tools ===
* Amulets: An object that is used to protect its wearer from harm.
* Athames: A ceremonial dagger with a double-edged blade that is commonly used to direct energy.
* Candles: A block of solid wax with an embedded wick that is commonly lit to amplify a witch's spell.
* Cauldrons: A large metal pot that is commonly used to hold the ingredients for elixirs and potions.
* Grimoires: A family journal is documented with magical recipes, rituals, and spells. Grimoires can also be used as a Talisman to represent a witch.
* Herbs: Various flora used as ingredients to be incorporated into spells as binding agents.
* Stones: Various minerals and ores used to boost or bind a witch's spell.
* Symbols: Seals drawn or written used as physical representations of spells.
Talismans: Objects that can be used to magnify a witch's power and/or represent them supernaturally.
== Witch-Werewolf Hybrid (WereWitch) ==
Hybrids are a cross-breed of two or more different supernatural species. The term is commonly used to describe a werewolf turned into a vampire due to the fact that they were the first supernatural hybrid to be introduced. However, since the werewolf-vampire hybrid's creation, there have been other hybrids, such as siphoner turned witch-vampire hybrids, werewolf-witch hybrids, and, in the unique case of Hope Mikaelson, a witch-werewolf-vampire tribrid.
Hybrids possess both the strengths and some of the weaknesses of their parent races, along with powerful attributes unique to themselves alone due to their combined heritage. For werewolf-vampire hybrids, this includes day walking and being able to transform into a wolf without the Full Moon's influence. For siphoner-vampire hybrids, they retain their ability to siphon magic and their own vampirism as a power source for their use in witchcraft; as they did not possess their own magic as siphoners; this is a skill that makes them powerful.
=== Powers ===
* Werewolf Gene: Being part werewolf, Werewitches body contains the werewolf gene that provides them with standard werewolf attributes and provides them with enhanced senses, such as hearing, sight, and smell, as well as heightened aggression. Werewitches have demonstrated that they can tell when someone is lying to them by listening to their heartbeat.
** Full Moon: A werewitches strength, speed, agility, and all their powers are enhanced to their peak during a full moon.
** Healing Factor: Werewitches possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires. They also seems to heal much more quickly when exposed to wolfsbane or wood than the individual species. Vervain or wolfsbane laced liquid has also been shown to weaken him, though he recovers from the effects much more quickly. However, unlike vampires, when a werewolf's neck is broken, they stay dead. Andrea's blood has strong regenerative properties, and when ingested by a human (including witches, banshees, and other were-creatures, but only when in human form) it will heal them of almost any wound and the majority of illnesses within seconds. Her blood cannot cure cancer, however, most likely since it works by increasing the speed at which cells regenerate to heal wounds, whereas cancer cells are biologically immortal. Andrea's blood can be used to turn a human into a vampire if they have it in their system at the time of their death. However, Andrea's blood cannot turn a human into a vampire if the human is already dead when it is ingested, nor can it be used to heal someone from a fatal wound if they have already died.
** Immunity to Silver: Werewitches are immune to magic bonded to silver. Weapons made of silver might wound them, though non-fatal wounds will still heal at supernatural rates.
** Lycanthrope Enhancement: Werewitches are able to make their eyes glow when angry or threatened, and for a much longer time then regular werewolves due to the magic in their blood. When furious or forced to defend themselves, their anger increases all their power and abilities for a short period of time, which allows them to access some of their powers to give them an edge. They can grow claws from their nails and werewolf fangs from their teeth even when they are still in their human forms.  Their eyes also change into those of their werewolf form, presumably granting them better eyesight.
** Super Strength: Werewitches possess supernatural strength that makes them far stronger than immortals, Supernatural Hunters, humans, and even regular werewolves. Even when untriggered, Werewitches possess more strength than any average humans, which would indicate some form of enhanced strength even before the activation of their curse. However, werewolves in their human form are not as strong as a vampire and have even been shown to be far weaker on several occasions. When they are in their wolf form, their powers amplify to a degree that exceeds that of the non-Original vampires, making them more powerful than non-Original vampires. In wolf form, a werewitch can overpower and kill any non-original vampire with ease, and are strong enough to overpower an Original vampire in small groups as well as take on regular werewolfs.
** Super Speed: Werewitches are much faster than humans and some other supernatural beings. They possess this ability both in and out of transformation, with an animalistic quickness, however, the power is faster at night than in the day, due to the moon's presence, and their speed increases greatly when the werewolf is transformed during the full moon. In wolf form, however, while under the influence of the full moon, they can use their speed to swiftly chase down their choice of prey.
** Super Agility: Werewitches possess superhuman agility. In both human and wolf form, they have demonstrated that they can move, jump very high, climb, flip, and run incredibly fast without difficulty or exhaustion. They can also jump down from incredible heights with almost gravity-defying grace.
** Super Durability: Werewitches can take more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires. They can also exert themselves for longer periods without tiring.
** Super Senses: Werewitches have extremely keen and heightened senses of smell, sight, taste, hearing, and touch that exceed their wolf counterparts and that of regular canines. With this, experienced werewolves can sniff out vampires - something vampires themselves are incapable of - and can taste vervain placed in their coffee, which would otherwise be impossible since coffee's intense flavor typically masks the taste of the herb. Untriggered werewolves are also gifted with more sensitive hearing.
** Shapeshifting/Transformation Control: During a full moon, they will unwillingly transform from their human forms and into their wolf forms. However, if a female werewitch is pregnant, they will not turn for nine months as the transformation would kill the baby.
** Werewolf Bite: A Werewitches venom is extremely lethal to non-Original vampires. While an Original vampire cannot die from the venom, they are not wholly immune to the effects of the venom. For non-Original vampires, the venom acts as a poison of sorts that will enter the bloodstream and deliver the toxin throughout the body, producing discomfort and weakness. All vampires who are bitten will ultimately develop uncontrollable hunger that progresses to delusions, hallucinations, rabid rage, and dementia, then finally death.
** Werewolf Bite Cure: Werewitches blood is one of the three cure’s for a normal werewolf or a non-Original werewolf-vampire hybrid venom. This ability was inherited from the Original hybrid, Niklaus. Like Klaus' blood, Werewitches blood cannot cure a bite from the Beast.
* Witch Gene: Being part witch, werewitches can channel vast amounts of mystical energy.
** Channeling: Werewitches have the power to invoke extra forms of energy by focusing on external forces. They can also channel greater power from their wolf genes, giving them a boast in a fight.
** Clothing Regeneration: As part witch, Werewitches can regrow the clothes they were wearing in human form when they transition back from wolf form. This is done in a dark amber color, similar to her eyes, that washes over her body when she turns into a wolf, making the clothes dissapear as she transforms. It also appears when she turns back, reforming her clothes over the naked body.
** Divination: Werewitches have the power to divine future, past, and present events based on extrasensory perception.
** Elemental Control: Werewitches have the power to control and manipulate the elements of air, earth, fire, and water.
*** Pyrokinesis: Werewitches have the ability to conjure, manipulate, and extinguish fire with their mind through force of will. Werewitches commonly use this basic power to light candles and have no need for accelerant, it is mainly used in destructive or offensive magic. This power is performed non-verbally. Werewitches have also used this power to affect temperature and cause heat to rise on or within an object or individual.
** Potion Brewing: Werewitches have the power to brew and concoct potions, remedies, and elixirs that have supernatural properties.
** Pain Infliction: Werewitches have the ability to inflict great pain onto a person by causing their blood vessels to burst and thus giving them multiple aneurysms. Werewitches commonly use this power to disable supernatural beings with accelerated healing, however it has been shown to be used on humans to stun them as well. This power can also be activated through a spell, though commonly performed non-verbally.
** Projection: The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.
** Spell Casting: Werewitches have the ability to cast spells; a verse or incantation, ritual action, or any combination of these to carry out a magical action. On rare occasions such actions can be performed without the use of a verbal spell.
** Telekinesis: Werewitches have the ability to move objects with their mind through force of will. Werewitches commonly use this power to bring objects to them or generate a concussive force to push people away. More adept users can use this power to easily snap bones and necks or inflict wounds upon their victims. This power is commonly performed non-verbally, either channeled through the eyes or, more frequently, the hands in order to move the target in the desired direction. This power can also be activated through a spell.
** Telepathy: Werewitches have the ability to enter the mind of another to read and control them. Though distinctly possessed by Immortals, Psychics, and Sirens, Werewitches have been shown to replicate this ability using spells.
*** Illusions: Werewitches have the power to alter the senses of others to perceive a false reality through spells.
*** Dream Manipulation: Werewitches have the power to control people's dreams through spells.
=== Weaknesses ===
* Blood Loss: If a werewitches is severely wounded and bleeds out before they can heal, they can die.
* Broken Neck: Breaking a werewitches neck will result in instant death.
* Decapitation: Decapitation will result in instant death for a werewitches.
* Disbelief: The act of denying or disbelieving in one's potential could cause a werewitches to inadvertently suppress their magical power.
* Distraction: Denying a werewitches from concentrating or giving full attention to their spells, may render them ineffective.
* Electricity: As a Werewolf, Andrea can be weakened or even killed by exposure to electricity, depending on how strong the voltage is. Lower voltages will disable his healing ability and prevent him from transforming, while higher voltages can severely slow or stop his heart completely. For this reason, it is often used against him by Werewolf hunters to take away his physical advantages.
* Emotions: A werewitches magic is subject to the influence of their emotional state and may fluctuate according to them when untrained. Strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a werewitches from properly accessing their powers.
* Fire: Fire can presumably kill a werewitches. It can also hurt them.
* Heart Extraction: Ripping a werewitches heart out will result in instant death.
* Inadu's Curse: While Inadu briefly possessed Hope Mikaelson's body, she put a curse on Andrea's, almost killing her though Freya and Vincent were able to saving her by using Marcel's blood in a spell. Though Andrea made a full recovery, the poisoning left one long lasting affect, making any full moon after her transition to cause her pain, the feeling of her bones aching to break. Though Andrea wear's a moonlight ring to control her transformation, gifted by Freya, the ring does little to combat the pain. The only thing known to help is the werewolf's ability to absorb pain by touching the person's skin with their hands.
* Lunar Eclipse: During the phase of a lunar eclipse where the moon is completely covered in the earth's umbral shadow, a Werewolf or other werecreature will lose all of their powers, including their super strength, accelerated healing, and shapeshifting abilities, making them vulnerable to anyone seeking to take advantage of this weakness and harm or kill them.
* Lobelia: Ingestion of certain herbs can cause a werewitches to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a werewitches as one would weaken a vampire with vervain.
* Magic: Werewitches are susceptible to the powers of witchcraft. This is inclusive of mystical and dark objects. A siphoner can siphon the magic from a werewitch.
* Mortality: Werewitches can die of old age and share many of the same weaknesses as non-supernatural beings (e.g. suffocation).
* Modified Canine Distemper Virus: One of the assassins in the Deadpool, The Chemist, created a modified version of the canine distemper virus that could sicken both humans and any canine shapeshifter, such as Werewolves, Werecoyotes, and Kitsune. Scott, Kira, Malia, and Stiles were all exposed to the virus at the PSATs, and the former three nearly died from its effects. However, consuming wild purple reishi mushrooms are known to cure a the virus and prevent those who ingest it from being infected in the first place.
* Mountain Ash: As a Werewolf, Andrea is vulnerable to the effects of rowan wood and the ashes of the wood (known as Mountain Ash), which can be used as barriers he can neither touch nor cross. As a result, humans (including the ones with supernatural forces, such as Druids and Banshees) and non-supernatural creatures (such as Chimeras, who were created scientifically rather than mystically) can ward a building with it preventing Andrea from entering it, or trap her within an unbroken circle in the same way.
* Nature: It is said that Nature will always find a balance when witchcraft is performed, thus spells will always have loopholes. This means, among other things, that no being can be truly immortal.Letharia Vulpina: As a Werewolf, Andrea, like other Werewolves, Werecoyotes, and Kitsune, can be weakened by exposure to letharia vulpina, also known as "wolf lichen" because of how toxic it can be toward the canine species.
* Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
* Physical Trauma: Minor physical injuries such as gunshots, stab wounds, and broken bones will cause a witch-werewolf hybrid pain and will also slow them down. However, this is only temporary, as they will be able to heal from most minor physical injuries.
Wolfsbane: Due to their werewolf aspect wolfsbane causes a werewitches to become severely weak and feverish when ingested. Also, If a werewitches skin is exposed to wolfsbane, it will burn them.
Category:Rector ut in Mundo est Doom