Way of the Belmon *Jonathan* (5e Subclass)

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Way of the Belmont Jonathan[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.

Martial weapon specialist

Starting at 3rd level, Though your ancestors or many other warriors before you who combat the creatures of the night have mastery of a whip made to slay the supernatural, it is not as simple for you however it does not deter your determination to combat evil. Instead you study and grow Mastery of weapons through all kinds.

  • You gain profiency in acrobatics or atheletics of your choice.
  • You are profiecient with Martial Weapons, they are considered Monk Weapons for you.
  • You learn one fighting style.
Critical Weapon Arts

You have mastery over your weapons that you now mange to make uniquely powerful and swift strikes. In place of your flurry of blows attacks you may instead make a weapon attack Based On the properties of the weapon you are weilding (You may only use the effect of one property at a time per attack).You learn 1 critical art at level 3 another at level 6 then one more at level 11.

  • (Crusher) If the weapon has the *Heavy* property You can forego two of the Unarmed strikes of your flurry of blows to instead make a an attack with your heavy weapon. On a hit this attack deals The weapons Damage die plus additional damage rolls of your martial die to an amount equal to your profiency bonus. If you attacked and hit a creature before this turn this attack then is made with advantage against that same creature.
  • (Swift Hands) If the weapon has the *Light* property You may make additional attacks per attack of your flurry of blows, these attacks do not add your ability modifier unless it is negative.The damage rolls of these additional attacks are equal to a roll of your martial arts die.
  • (Arbalest) If the weapon has the thrown or ammunition property, You can make a cone attack (Provided you have ammunition per target to expend).Each creature within a 30ft cone from yourself of your choice must roll a dexterity saving throw against your monk save DC. On a fail they are dealt damage of an amount of of piercing, slashing or bludgeoning damage that is an amount of roll of your martial die equal to your profiency bonus.
  • (Fencing) If the weapon has the *Finesse* Property when you hit with this weapon you may increase your Armor Class by half your dexterity modifier rounded up (Minimum of +1) against attack rolls made by the same target against you until the start of your next turn.
Offense and Defense Form

At 6th level, You have Observed and study the martial arts even more to where you can adopt stances that improve your combat effiency. You have access to diffrent stances called an Offensive form and a Defensive form. You can choose one of these forms to gain the benefits of when you finish a short or long rest or you can spend 1 ki point as a bonus action to change forms.

Offensive Form

  • Your flurry of blows attacks deal and additional 1d4, this becomes 1d6 at level 11 and 1d8 at level 17.
  • Whenever You use Your step of the wind Feature you make a weapon attack as part of the action.
  • Once per turn when you miss an attack roll, you can spend 1 Ki point to add one roll of your martial arts die to the attack roll, If this attack now hits,as a result you add the martial die result to the damage roll.

Defensive Form

  • You can subtract your martial arts die from damage you take once per turn.
  • When you use your Patient Defense feature you have Advantage against Strength and Constitution saving throws until the start of your next turn.
  • Once per turn If you fail a strength or constitution saving throw you can spend a ki point to add one roll of your martial arts die to the saving throw.
Dual Crash

At 11th level, you learn how to perform Extraordinary techniques with the use of your weapons in combination with the power of your spirit and Ki.As an action you may choose a weapon and its property and perform a powerful attack based on the property you have choosen.

  • (Heavy) You make a Devistating Strike. Make an attack roll with A Heavy weapon against a creature within its range, On a hit it is considered a critical hit.Each Creature of your choice within 10ft of the spells target must make a strength saving throw or take damage Equal to 4 rolls of your martial arts die and fall prone half on a succesful save and they do not fall prone.
  • (Thrown/Ammunition) You fire or throw a volley of ammunition manisfested with your Ki. You cast the Conjure Volley Spell without the use of components.
  • (Light/Finesse) You Cast the spell Steel Wind Strike without the use of Components.
  • (Versatile) You Cast the Spell Holy Weapon upon a weapon you are weilding without the use of components.

Once you use this feature you cannot use it again until you complete a short or Long rest.

Awakened Form.

At 17th level, You have awakened a dormant potential within yourself and spirit. As an Action you may Enter a Focused Trance fueled by that lasts 10 minutes, You gain the following benefits for the duration.

  • You Have advantage on all weapon attack rolls
  • You cannot be charmed, frightened or possessed.
  • You gain both the benefits of your Offensive Form and Defensive Form. Your offense form additional damage applies to all your attack damage rolls and your Defensive form damage reduction works against all damage you take when in this form.

Once you use this feature you cannot use it again until you finish a Long rest.

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