Belmont (3.5e Prestige Class)

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Belmont[edit]

In the face of an endless tide of the undead, vampires, and evil outsiders, the members of the Belmont clan are stalwart defenders of mortals, the innocent, and heroes of legend, guardians of the things that dwell in the dark.


Becoming a Belmont[edit]

Base Attack Bonus: +5.
Skills: Perception 5 Ranks, Acrobatics 5 Ranks, Knowledge (Dungeoneering) 5 Ranks
Feats: Belmonts must have at least 1 level in an existing Martial class, and the Two-Weapon Fighting feat.
Special: Must be a living mortal, and undergo training and induction by an existing Belmont. Undead, constructs, outsiders, and purely monstrous races (DM discretion) are precluded from becoming Belmonts.



Belmont is a specialist fighter Prestige Class, heavily invested in fighting the undead and evil outsiders. The Belmont's skillset doesn't lend itself to a mainline tank, but rather to an agile, second line fighter with defensive and offensive potential against specific kinds of foes.


Abilities: Belmont pairs best with martial classes that employ Charisma, such as Paladins, Swashbucklers, or Rogues, though any high Charisma marital class may benefit from the Belmont Prestige Class.

Races: Any sentient Mortal may become a Belmont at the discretion of the existing Belmont clan and the DM, with proper training. Undead, constructs, outsiders, and monsters are not accepted.

Alignment: Any Good or Neutral alignment. Belmonts are devoted to helping other and stopping or supernatural evil, especially that which predates on mortalkind, but do not usually see themselves as judges over ordinary people, nor do they seek to prevent mundane crime.

Starting Gold: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. This outfit is embroidered with the Belmont crest, which must be kept plainly visible on the front and back.

Starting Age: Intuitive

Table: The Belmont Hit Die: d10
Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Belmont Finesse, Assessment, Heart, Cleansing Waters 1d4, Sub-Weapon (Knives)
2nd +2 +3 +3 +3 Cleansing Waters 2d4, Two-Weapon Fighting
3rd +3 +3 +3 +3 Cleansing Waters 3d4
4th +4 +4 +4 +4 Cleansing Waters 4d4, Sub-Weapon (Stop Watch)
5th +5 +4 +4 +4 Evasion, Sub-Weapon (Holy), Cleansing Waters 5d4, Improved Two-Weapon Fighting,
6th +6/+1 +5 +5 +5 Cleansing Waters 6d4
7th +7/+2 +5 +5 +5 Sub-Weapon (Cross-Boomerang), Cleansing Waters 7d4
8th +8/+3 +6 +6 +6 Cleansing Waters 8d4, Unbreakable Heart, Greater Two-Weapon Fighting
9th +9/+4 +6 +6 +6 Unstoppable Force, Cleansing Waters 9d4
10th +10/+5 +7 +7 +7 Cleansing Waters 10d4, Unquenchable Spirit

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), [Craft] (Int), Jump (Str), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex)

Class Features

Weapon and Armor Proficiency: A Belmont is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) as well as Bucklers and light shields. Additionally, they are proficient with all Belmont weapons, and one Exotic weapon of their choice.

Feat Proficiency: A Belmont counts as a Fighter for purposes of qualifying for training feats.


Belmont Finesse (Ex): At Level 1, Belmonts gain a special version of the Weapon Finesse feat, granting them the ability to substitute Dexterity for Strength to determine attack bonus on all light and one-handed melee weapons, as well as all Belmont weapons.


Assessment (Ex): A Belmont's extensive training and education grants them a special, intuitive awareness of the innate powers and weaknesses of monsters and foes. When confronted by an undead, evil outsider, or monster, a Belmont may, as a free action, roll Knowledge (Dungeoneering) to assess them and share this knowledge with their allies. The DC for this ability is equal to 10 + the CR of the creature. On a success, the Belmont knows the strengths of a creature, and a general idea of it's weaknesses and what is required to kill it.


Heart (Su): Through their training, dedication to the cause, and extensive experience, a Belmont gains a pool of Supernatural energy called Heart. A Belmont's Heart is equal to their Class Level + Charisma Modifier, and can be used to employ any Sub-Weapons which they have access to, outlined below. A Belmont can regain Heart during a Long Rest, or by killing an Undead, Evil Outsider, or evil-aligned Monster. The Heart regained is equal to the killed creature's CR divided by 4, minimum 1. When a Belmont puts themselves in harms way to protect the innocent from Undead, or an Evil Outsider, they gain 5 temporary Heart, which are added on top of any existing Heart the Belmont possesses, and are used first.


Cleansing Waters (Su): At Level 1, a Belmont has learned to make use of Holy Water to it's fullest potential. When throwing or employing a canister of Holy Water, they add their Charisma bonus to hit, and do an additional 1d4 of damage. This damage increases by 1d4 for every Belmont level, and stacks with other abilities that increase the potency of Holy Water. As a Move Action, a Belmont may apply a dose of Holy Water to a weapon, as if it were a weapon poison.


Sub-Weapon (Knives) (Ex): At Level 1, by spending one Heart in their Heart Pool, they may throw a Dagger as a swift action. These daggers do 1d4+STR damage, are treated as one-handed thrown weapons, and count as Silver/Good for purposes of overcoming Damage Reduction. This does not provoke Attacks of Opportunity. At Level 5, a Belmont may throw 2 daggers. At Level 10, they may throw 3. These daggers may all target the same opponent, or different targets.


Two-Weapon Fighting (Ex): At Level 2, the Belmont gains the Two-Weapon Fighting Feat, whether or not they meet the prerequisites. If they already have the Two-Weapon Fighting feat, they instead gain a bonus Combat Feat.


Sub-Weapon (Stop Watch) (Su): At Level 4, the Belmont gains the use of a special Stop Watch. Activating the watch costs 1 Heart per target within 30'. When activated, all targets of the Stop Watch must make a Will Save (DC = 10 + Class Level + Charisma Modifier) or be stunned for one turn per 2 Belmont Levels. A successful save causes the targets to be only Staggered for 1 turn. The Stop Watch only targets undead and evil outsiders, all other creatures are immune. Using the Stop Watch is a Standard Action.


Improved Two-Weapon Fighting (Ex): At Level 5, the Belmont gains the Improved Two-Weapon Fighting Feat, whether or not they meet the prerequisites. If they already have the Improved Two-Weapon Fighting feat, they instead gain a bonus Combat Feat.


Evasion (Ex): At Level 5, a Belmont's training and experience grants them the ability to dodge with uncanny speed and accuracy. On a successful Reflex Saving Throw, the Belmont takes no damage. If the Belmont already has the Evasion class feature from another source, they immediately gain Improved Evasion.


Sub-Weapon (Holy) (Su): At Level 5, a Belmont's dedication to the cause has grown such that any attack they make resonates with their commitment. As a Free Action, a Belmont may spend 2 Heart to cause any attacks they make to carry the Holy special weapon power, as well as count as Silver/Good for purposes of overcoming damage reduction. This ability lasts for 1 round per class level, and, if they gain the Holy special weapon quality from another source, these effects stack.


Sub-Weapon (Cross-Boomerang) (Ex): At Level 7, A Belmont gains access to a weapon resembling four daggers fused together in the shape of a cross. As a Standard Action, the Belmont may fling the Cross-Boomerang at a number of targets equal to 1/2 of their Class Level, up to a maximum of 5 at Level 10. The Boomerang gains their Charisma Modifier to hit against all targets with the Cross-Boomerang, it does 1d10 + strength modifier + Class Level damage, counts as Silver/Good for purposes of overcoming Damage Reduction, and has a 17/20 4x critical range. Using the Boomerang costs 1 Heart, and provokes attacks of opportunity. The Belmont makes a separate attack roll for each target of the Boomerang, and a miss does not end the attack. The weapon returns to the Belmont at the end of it's flight. All targets must be within 50' of the Belmont. At Level 10, throwing the Cross Boomerang may be employed as a Move Action.


Unbreakable Heart (Su): At Level 8, a Belmont's toughness and tenacity has broken the normal limits of their species. As a Swift Action, a Belmont may spend 5 Heart to grant themselves DR 5/Admantine, Immunity to Fear effects, a +2 Divine bonus to all saves, 2 Temporary HP per Hit Die, and a +2 morale bonus to hit and damage with all weapons and abilities.


Greater Two-Weapon Fighting (Ex): At Level 8, A Belmont gains the Greater Two-Weapon Fighting feat, whether or not they meet the prerequisites. If they already have the Greater two-weapon Fighting feat, they instead gain a bonus Combat Feat


Unstoppable Force (Su): At Level 9, a Belmont's speed and skill routinely overcomes barriers that normal people can't approach. At the cost of 1 Heart, the Belmont may make one extra attack as part of a Full Round Action with each weapon at their full Base Attack Bonus.


Unquenchable Spirit (Ex): At Level 10, as long as a Belmont has at least 1 Heart in their Heart Pool, they gain DR 3/-, Immunity to Energy Drain, a +4 bonus to resist mind effecting spells and spell-like abilities, and all Undead or Evil Outsiders must succeed a Will Save (DC = 10 + Belmont Level + CHA Mod) or find themselves too shocked to do you harm. This Save may be taken once per turn by opponents, and, once passed, the opponent is immune for 24 hours.


Ex- belmonts[edit]

A Belmont who is cast out of the clan, for failure to uphold the Belmont creed, other suitable misdeeds, or who becomes Undead, loses all Belmont levels, and must choose a new suitable class (DM discretion.)


New Weapon (Chain Whip)[edit]

Chain Whip

Exotic One-Handed Melee
Critical: 18/20 ×2
Range Increment:
Type: Bludgeoning, Slashing, Piercing
Hardness: 10
Size Cost Damage Weight hp
Small 25 1d4 3lbs 2
Medium 25 1d6 5lbs 5
Large 50 1d8 9lbs 10

The Chain Whip is a special, exotic melee weapon used primarily as an off-handed reach weapon employed to keep vampires and evil outsiders at a distance in combat. These whips consist of a 15' chain that ends in a bladed weight, capable of smashing, cutting, and entangling opponents. While using it, a Belmont gets a +2 to combat maneuvers against opponents of their size or smaller, and a +1 to combat maneuvers against larger opponents. Chain whips count as a Whip for Whip-related feats.

New Weapon (Chain Hammer)[edit]

Chain Hammer

Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Bludgeoning
Hardness: 10
Size Cost Damage Weight hp
Small 25 1d8 6lbs 2
Medium 25 1d10 9lbs 5
Large 50 2d6 12lbs 10

The Chain Hammer is a special, exotic melee weapon used as a primary weapon where keeping foes at a distance is critical. It consists of a heavy, round weight, similar to that of a flail or mace, at the end of a 10' chain. Used to handle foes with heavy armor, it grants a +4 bonus to Sunder armor, disarm, or trip an opponent of your size or greater, and a +1 against smaller opponents.



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