Aggressive Stance: Increase the range of Morningstar by 10ft. Increase walking speed by 10ft.
Defensive Stance: Gain advantage to Dexterity, Strength, and Constitution Saving Throws.
Combat Superiority: Belmont has 5 Superiority dice. Roll a d10 and add it to an attack roll, damage roll or Intelligence, Wisdom or Charisma Saving Throw, Perception check or Insight check. Regain all Superiority dice at the end of a Long or Short Rest.
Monster Slayer: You may roll 2 Superiority dice for damage. If the target of your attack is a fiend or an undead, you deal maximum damage with both dice, instead of rolling them.
Innate Spellcasting. Belmont's innate spellcasting ability is Wisdom (spell save DC 16). Belmont can innately cast the following spells, requiring no material components:
At will: Detect magic (ritual)
1/day each: Protection from Evil and Good
Multiattack. Belmont makes three attacks with Morningstar or Dawnbreaker, or two attacks with Daggers.
Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 6) radiant damage. Attacks on undead causes automatic critical hits. Killing blows on undead result in an explosion dealing 2d6 Fire damage in a 10ft radius from the target.
Dawnbreaker: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage, or 10 (1d10 + 6) slashing damage if used with two hands.
Dagger: Ranged Weapon Attack: +9 to hit, reach 20/60 ft, one target. Hit: 8 (1d4 + 5) piercing damage.
Parry. Belmont adds 5 to its AC against one melee attack that would hit it. To do so, Belmont must see the attacker and be wielding a melee weapon. If used during defensive stance, a melee attack that had 10 less to hit than his current AC causes the attacker to become disarmed.
Stance Change. Belmont changes combat stances, Belmont starts on aggressive stance.
Previous Versions
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12/6/2018 5:34:35 PM
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108
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Coming Soon
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