```metadata title: Belmont Clan description: >- I'm Trevor Belmont of House Belmont. Of course I know you. Finding things and recognizing things is what we do, and you are absolutely a thing. You're only a thing, you're only an old killer. You don't make anything, you don't live, you just eat and hide. It's time to give this place back to the people who know how to build things. You and me? We're just killers out of history. It's time for us to go. Let's just give this one last go. Shall we? tags: [] systems: [] renderer: legacy theme: 5ePHB ``` ```css /*Title Cover*/ .phb#p1 h1, .phb#p1 h5 {font-family: 'Merriweather'; text-align:center; color:white; column-span: all; font-size:75px } .phb#p1 h5 { margin-top: 130%; } .phb#p1 h1 {\-webkit-text-stroke:3px black;} /*Statblocks*/ .phb hr + blockquote p, .phb hr + blockquote li, .phb hr + blockquote table{font-size:12px; } .phb table tbody tr:nth-child(odd) { background-color: #c8d9d8; background-blend-mode: luminosity; } .phb blockquote { background-color: #f2f2f2; background-blend-mode:luminosity; } .phb hr+blockquote { background-color: white; } .phb hr+blockquote { background-color: #f2f2f2; border-image-source:url(https://media.discordapp.net/attachments/310627186749210625/927762414412369970/Test5.png); border-image-slice:230 230 230 230; border-image-width:180px; border-image-outset:20px 15px 21px 15px; } ``` # Belmont Clan \page ## Belmont Clan *"I'm Trevor Belmont of House Belmont. Of course I know you. Finding things and recognizing things is what we do, and you are absolutely a thing. You're only a thing, you're only an old killer. You don't make anything, you don't live, you just eat and hide. It's time to give this place back to the people who know how to build things. You and me? We're just killers out of history. Let's just give this one last go. Shall we?" *                                                                                                                                                                              *— Trevor Belmont                              From the Fated Battle with Death.* ### Hunter of Beasts *From the beginning, House Belmont was a wellfare of knowledge for those in their family to be able to be a force of good in the world. By killing the creatures of the night. Going to lengths others would never want or dream of. There will always be hardship with this path. But, maybe. Once in a lifetime, you'll find your true purpose, and kill a creature that needs to be put down.* #### Belmont Traits **Ability Score Increase:** +2 to Str or Dex, +1 Con
**Speed:** Your base walking speed is 35 feet. **Skill Proficiencies:** Martial Arts, Survival, or Nature.
**Weapon Proficiencies:** Whip and Morningstar. ### Belmont Features **Training Of a Lifetime:** Since the beginning of your life, you've been trained beyond your limits by the teachings of House Belmont. Starting at 1st level, you increase your Hit and Chakra Point total by 1. Every level thereafter each time you gain a level, increase your hit and chakra point total by 1.
**The Sacred Weapon:** A staple of House Belmont has always been the Morningstar. Since you were a child you've had extensive training in whip like weapons. Addtionally at 1st level, during a short rest, you may take two Whips and make a Morningstar. The Morningstar is a 2d6 weapon, with Finesse, Trip, Grapple, Deadly, and Reach 2. Only those of House Belmont can be proficient in this weapon.
**Hunter's Bane:** All you've learned in your life has led you to being able to track most creatures of the night by smell and hearing alone. Finally at 1st level, choose one monster adversary type, (Abberation, Monstrosity, Mutant, Demon, Beast, Plant, Undead, Sage Creature) you gain advantage on all checks to track and locate this type of creature as well as recalling information about it. At 7th level you can choose two more of these types, and at 15th you can choose two more. ``` ```
**Optimal Matchup:** You always know what weak points to hit on your chosen enemies, and the best abilities to use. Beginning at 3rd level, when you would engage in combat with your **Hunter's Bane** enemy type as part of rolling initiative, you may make a Read the Enemy check using Survival or Nature, with a DC equal to 8+(Creatures Level) on a success you increase your weapons damage die by half your proficiency modifier against that creature up to two attacks per turn, and you learn it's Adversary Role for 1 minute. At 11th level, your weapons damage dice is applied to every weapon attack.
**Messages From The Past:** The Belmonts have a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Beginning at 7th level, whenever you make a check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. Additionally, if you succeed by the DC by 5 or more. You are transported to the time of the tragedy in a 12 second vision. While you are here you have blindsight and your speed is reduced to zero in the real world, you may not do anything to interact with the real world at all while you're in the vision. You may only look into visions of objects once per object.
**Consecrated Material:** House Belmont has ancient techniques of soaking weapons in holy water and imbuing weapons with seals of God to drive creatures of the night away. Beginning at 11th level, on a short rest, you can make a special type of medicine by spending an amount of chakra die equal to the created amount, called **Holy Water** creating this liquid requires a Survival check vs DC 20+ the amount you wish to make, **(2 Holy Water: +3 to DC, 3 Holy Water: +5 to DC, 5 Holy Water: +7 to DC)**
Additionally as a bonus action, you can either douse your weapon in **Holy Water** or throw it at an enemy. When applied to your weapon, you roll with advantage on all attacks against your **Hunter's Bane** creature type for 1 minute, when thrown, they must make a Dexterity saving throw against your Taijutsu save DC, or take 8d6 Fire damage on a failure that ignores resistance and treats immunity as resistance (these do not stack) and gain 3 ranks of burn, on a success they take half damage and suffer no additional effects. \page **Fate Touched:** Those of the Belmont family have an affinity for getting into trouble and touches with death, this can lead to being apart of an ancient prophecy, or being put into a situation that some would consider unfavorable. Beginning at 15th level, you have an unnatural sense for knowing when you're in over your head. When faced against a creature with one of your **Hunter's Bane** types, you can choose to do two options when Initiative is rolled. Flee or Fight, once per rest. - If you choose to **Fight** you can rebel against fate and go down in a blaze of glory, once per combat, you can cause the creature you're fighting to gain vulnerability to one damage type of your choice for the first round of combat. - If you choose to **Flee** you can avoid your fate and choose to fight another day, once per combat, you can give all of your allies double movement speed, as long as they run away from the creature, while giving them the benefits of the Dash and Disengage actions. ``` ``` **Final Fight:** All of your training has led up to this moment in your life. Something you can consider to be your last bout of glory, and go all out from the start. Beginning at 18th level, you can declare a fight against any single creature to be your **Final Fight** you may only ever do this once.
While in your **Final Fight** you can double all of the damage dice your weapon does against that single creature, additionally adding your proficiency in Fire damage to each attack made against them. You score a critical hit on a 15-20, tripling your damage dice on a crit, and causing the target to gain 1 rank of burn per successful attack. This lasts until you reach zero hp, or go unconscious. Or your target reaches zero. Whichever happens first. \page ## Clan Feats #### Expanding Interests **Category:** Clan **Prerequisite:** Belmont Clan
You were always more studious as a kid than most in your family. You gain the following benefits. - Increase any one of your ability scores by +1 to a maximum score of 20. - You may choose an additional monster type for your **Hunter's Bane.** - You may take this feat multiple times. #### Study and Practice. **Category:** Clan **Prerequisite:** Belmont Clan, Level 4+ Know yourself and know your enemy, and you may not fear the result of a thousand battles. You gain the following benefits. - Increase your Dexterity, Stength, or Wisdom, by +1 to a maximum score of 20. - When you succeed a Read the Enemy check by 5 or more for your **Optimal Matchup** feature, you increase the amount of attacks you can add your increased die by to three per turn. - You gain proficiency in Survival, if you already have proficiency you instead gain Expertise. #### A Vision. **Category:** Clan **Prerequisite:** Belmont Clan, Level 8+ Sometimes you have to dig deeper to see more than the average person. You gain the following benefits. - Increase your Dexterity, Stength, or Wisdom, by +1 to a maximum score of 20. - When you use your **Message From The Past** feature to glimpse into the past, you can freeze the moment in time. You may stay there for as long as you wish to survey the area with no time passing in the real world, gaining True Sight to a range of 30 feet as your eyes adjust to the surrounding area. Your sight immediately returns to normal once you leave the vision. ``` ```
#### Holy Machinations **Category:** Clan **Prerequisite:** Belmont Clan, Level 12+ Preparation and Practice are the tenants of power which lead the Belmonts to living so long in the hellscape of their lives. You gain the following benefits. - Increase your Dexterity, Stength, or Wisdom, by +1 to a maximum score of 20. - As a Bonus Action, you can augment your Morningstar with a seal of holy power against any one of your **Hunter's Bane** creature types, when you do, you can double your weapons damage modifier for one minute against that type. - When you create **Holy Water** on a rest, you can choose to ignore the requirement of spending chakra dice, once per rest, doing this lets you create an additional **Holy Water** along with the normal amount you could make. \page
##### Latent Belmont | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **The Sacred Weapon** | 0 | Over the course of a Long Rest, you can take two Whips and combine them into a Morningstar and you gain +1 to your HP per level. | | **Latent Hunter's Bane I** | 2 | (You must have ***The Sacred Weapon***) Choose one monster adversary type, (Abberation, Monstrosity, Mutant, Demon, Beast, Plant, Undead, Sage Creature), you gain advantage on checks to track and locate, as well as recalling information about the creature type. | | **Latent Hunter's Bane II** | 2 |(You must have ***Latent Hunter's Bane I***) Beginning at 7th level, you can pick another Monster adversary type. | | **Latent Hunter's Bane III** | 4 |(You must have ***Latent Hunter's Bane II***) Beginning at 11th level, you can pick another Monster adversary type. | | **Latent Optimal Matchup I** | 2 | (You must have ***Latent Hunter's Bane I***) When you roll initiative against your chosen Hunter's Bane Monster type, you can make a Survival check against DC 10+(Creatures Level). On a success, increase your Morningstars damage dice by 1 against that creature for one minute. Once per turn. | | **Latent Optimal Matchup II** | 3 | (You must have ***Latent Optimal Matchuo I***) Beginning at 7th level, when you suceed your Survival check, you learn their Adversary Role, and add an additional damage dice to your Morningstar attacks, up to twice per turn. For one minute. | | **Latent Optimal Matchup III**| 4 | (You must have ***Latent Optimal Matchup II***) Beginning at 11th level, the Survival Check DC is now 8+(Creatures level), and you increase your Morningstars damage dice by half your Proficiency bonus. For one minute. | | **Latent Consencrated Material I**| 3 | (You must have ***The Sacred Weapon***) Beginning at 11th level, you can create **Holy Water** on a Long Rest by making a DC 20 Survival check. On a success, you make two **Holy Water**, which deal 5d6 Fire damage on a failed Dexterity saving throw against your Taijutsu save DC when thrown, or no damage on a success. This fire damage ignores resistance. | | **Latent Consencrated Material II**| 5 | (You must have ***Latent Consencrated Material I***) Beginning at 15th level, you can coat your Morningstar in **Holy Water**, when you do, your Morningstar deals Fire damage alongside Piercing for the purposes of overcoming damage reduction, resistance and immunity. And you roll with advantage against your Hunter's Bane targets, up to twice per turn.| | **Clan Feats**| 7 | You gain the ability to learn Clan Feats, with Belmont Clan as a Prerequisite |