Way of the Belmont (5e Subclass)
Way of the Belmont (Simon)[edit]
In the shadowy corridors of ancient castles, where the scent of decay mingles with the tang of iron, there exists a lineage of warriors forged in blood and fire. These are followers or even descendants of righteous Warriors, legendary hunters of supernatural creatures who plaque the night, who have waged an eternal war against the forces of darkness that haunt the land, their cohorts and evil itself.
Among these warriors walks one who has embraced the path of the Way of the Vampire Hunter, following in the footsteps of their ancestors and idols who stod for righteousness to combat the undead scourge and the fiends that plague the world. Simon Belmont, a name whispered in hushed tones across generations, A name feared by even the most ruthless of vile creatures epitomizes the relentless spirit and unyielding determination of those who bear the Belmont bloodline or those who spire to honor their name and similar deeds that inspire them to follow similar traditions.
- Sub Weapon specialist
Starting at 3rd level, To combat the wickedness You have trained your body and practiced to make quick use through the versatility of simple weapons in your arsenal.
- You gain profiency in acrobatics or atheletics of your choice.
- When you make an attack with a whip you may use your martial arts die instead of the weapons damage die.
- In place of your flurry of blows attacks you may instead make the attacks with a dagger, hand axe or boomerang.
- Holy Water (Flask) counts as a Monk Weapon (Simple Weapon) for you when you use your flurry of blows.
In addition, after Performing a hour long ritual You can create as many flask of holy water over a Short or Long rest equal to your profiency Bonus plus your wisdom Modifier.These Flask Of Holy water become inert and unusable when you use this feature again.
Finally, when you use Your flurry of blows feature You may forego two of the attacks and instead make an attack with a boomerang, the boomerang can deal slashing, bludgeoning or piercing damage of your choice and it returns to you the same turn wether you hit or miss the attack roll.
The damage die for the boomerang when using this feauture equals to as many rolls of your martial arts die Of an amount equal to your profiency bonus. Wether you hit or miss when you make this attack you can choose the target of this attack or a creature within 30ft of the originally targeted creature to be forced to make a dexterity saving throw, the DC for this saving throw is your monk saving throw DC. On a failed save the creature takes slashing bludgeoning or Piercing Damage of your choice to as many rolls of your martial arts die equal to your profiency bonus.
- Knowledge Of the Supernatural
Starting at 3rd level, you gain the ability to more effieciently track undeads, fiends and abyssal creatures. You gain profiency in religion. whenever you or a creature of your choice that can hear you make a roll to recall knowledge about or to track an an undead, fiend or abyssal creature you may add your monk martial arts die to the roll as you share or recall knowledge and studies of such creatures. At level 11 you may add two of your martial arts die to these rolls.
- Morning Star
At 6th level, you Have enpowered your whip overtime of all your trainings and reap the rewards of your dedication as your spirit now empowers not only your body but your weapons as well. All of the attacks made by your subweapon feature counts as magical for the purpose of overcoming resistances.
When you have a non magical whip weapon you may empower it over a short or long rest. After doing so the whip gains the following benefits.
- the whip is now considered magical for the case of overcoming resistances to non magical attacks
- The reach of this whip is increased by 5ft
- if a fiend, Undead or Abyssal creature is reduced to hitpoints equal to your monk level + profiency bonus+ wisdom modifier or less by damage from this whip, they are dystroyed.
- the whip gains an additional +1 to attack and damage rolls.The damage die of this whip is equal to two rolls of your martial arts die, It can deal slashing, Bludgeoning or Piercing damage of your choice on a hit. At level 11 this whip's bonus to damage and attack rolls increases to +2 and at level 17 +3.
If you use this feature upon a diffrent whip, the effect is removed from the previous whip.
In addition, None Other can weild this whip other than you, If a creature attempts to grasp or weild this whip other than you, They must make a charisma saving throw equal to your monk save dc on a failed save they must drop the weapon and are dealt Necrotic Damage that ignores resistance equal to a roll of your martial arts die, On a succesful save the creature takes half of the necrotic damage and does not drop the weapon. This effect persists per attack they make with the weapon if they weild it and for each turn they hold the weapon.
- Sub Weapon Specialist II (Double Fire)
At 11th level, you gain even more expertise On how to use your arsenal. Once per turn, When you use your Subweapon Feature to make attacks with simple weapons,
- You may instead make two additional attacks if the attack is made with a dagger (thrown)
- one Additional attack If it is made with holy water, Both damage dies of your holy water can be your monk damage die.
- two additional attacks if it is made with an hand Axe (Thrown)
- Target as many additional creatures equal to your wisdom modifier (Minimum of +1) within 30ft with a bomerange attack on its return saving throw.
- Grand Cross
At 17th level, You can Radiate a powerful Holy wave Of energy in the form of a crucifix upon you back to Eradicate your foes and especially the unholy with Divine powers grown from your spirit. As an Action you may Enter a Focused Trance fueled by divine powers that lasts 10 minutes, You gain the following benefits for the duration.
- You emit a bright light of 20ft and a dimlight of 40ft, this Light pierces all magical darkness.
- You cannot be charmed, frightened or possessed.
- All Of your attacks deal two additional die of radiant damage equal to your martial arts die, This Radiant damage ignores resistance and Immunity to radiant.
- When a Fiend , Undead Or abyssal creature starts their turn within 20ft, moves within 20ft of you or are hit by A whip enpowered by your Morning Star Feature, they must succeed on a wisdom saving throw against your monk save DC or be Frightened by you. A creature frightened By this feature can rerolls the save at the end of their turn and cannot be frightened again by this same feature until the next 24 hours.
Once you use this feature you cannot use it again until you finish a Long rest.
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