Hello and welcome to my website! If you look around you’ll find a bunch of random builds (Afro Samurai, Aku and Samurai Jack, The Joker, Venger from the D&D cartoon, weird PCs), Marvel super hero statblocks built using mechanics from Hypercorps 2099 (Hyper Score Marvel, posts on Saturday), and then the same for Street Fighter D&D 5e (using rules from Mists of Akuma, posts on Fridays). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.

Redditor drewcash83 asked for Simon Belmont and this coincides well with what’s happening with the Book of Exalted Darkness Kickstarter–we’re a week in and close enough to the first Backer Goal that there’s a fun announcement coming later today [Update: the announcement of Book of Celestial Heroes!] about some reward options that become available when we have 120 pledges. Some of that material was used to make the vampire hunting badass below. 😉

I’ve also anticipated the Redditors this time–there’s a reduced statblock that should be a little more handy down at the bottom of the page.

Simon Belmont

Medium humanoid (human), lawful good exemplar (slayer) 14

Armor Class 18 (+2 breastplate)

Hit Points 116 (14d10+28)

Speed 40 ft.

STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +7, Cha +8

Skills Athletics +8, History +6, Insight +7, Perception +7, Persuasion +8, Stealth +7, Survival +7

Tools gaming set

Condition Immunities frightened

Senses passive Perception 17

Languages Common, Draconic

Challenge 9 (5,000 XP)

Background Feature (Noble): Position of Privilege. Simon is welcome in high society and people assume he has the right to be wherever he is. The common folk make every effort to accommodate him and avoid his displeasure, and other people of high birth treat Simon as a member of the same social sphere. Simon can secure an audience with a local noble if he needs to.

Courageous. Simon cannot be cowed and the very sight of him lifts the spirits of others. Simon gains immunity to the frightened condition and allies able to see him gain advantage on saving throws against fear.

Feat: Athlete. When Simon is prone he uses only 5 feet of his movement to stand up, climbing doesn’t halve his speed, and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).

Feat: Mobility. When Simon uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he make a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not)

Fighting Style: Dueling. When Simon is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Friendly Reputation. Simon’s uplifting reputation is well-known and earns him some small acts of kindness. When he reaches an inn or tavern, he may make a DC 8 Charisma check to see if his reputation precedes him. On a success Simon is given free lodging, drink, and food. The GM may decide that no check to be recognized is required because someone who works in the establishment knows him already or has seen him recently. Simon may convince merchants to sell him goods for a more modest price. If he succeeds on a DC 12 Charisma check to be recognized, Simon gains advantage on an ability check to determine the final price of an item that costs 50 gp or less. Simon may exploit his reputation to persuade merchants this way 3 times. Expended uses recharge after a long rest.

Item: Holy Rosary (2 Charges). As an action, Simon presents his rosary and expends one of this item’s charges. Each undead within 30 feet that can see or hear Simon must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 2 or below. A turned creature must spend its turns trying to move as far away from Simon as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. The holy rosary regains expended charges each day at dawn.



Greater Paragon (Human). Simon increased three ability scores by 1.

Heroic Effort (7 points). Simon can reach deep within himself to draw upon his abundant spirit, performing impossible tasks that defy belief. When he spends an effort point, it is unavailable until he finishes a short or long rest, at the end of which his spirit replenishes.

Hero’s Ire. As a bonus action, Simon can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.

Heroic Stand. Simon can spend 1 effort point to take the Dodge action as a bonus action on his turn.

Implacable Resolve. As a reaction, Simon can spend 2 effort points to gain 14 temporary hit points. These temporary hit points last until the beginning of his next turn.

As a reaction, Simon can spend 2 effort points to gain 14 temporary hit points. These temporary hit points last until the beginning of his next turn. Stroke of Luck. As a reaction, Arthur can spend 2 effort points to reroll an attack roll or saving throw. He must choose to use this feature before the results of the attack roll or saving throw are revealed.

As a reaction, Arthur can spend 2 effort points to reroll an attack roll or saving throw. He must choose to use this feature before the results of the attack roll or saving throw are revealed. Honed Strike. Simon can spend 1 effort point after successfully hitting a creature he has marked to add 6 to his bonus damage for that attack.

Slayer’s Mark (1d8). Simon can spend 1 effort point as a bonus action to mark a creature he is able to see. This creature must be of a fiend, monstrosity, or undead. Simon gains a +1d8 bonus to attack and damage rolls made against the marked creature. A mark remains for 1 minute. Simon can have as many as 5 marked creatures at once.

Zealous Strike. Simon can spend 2 effort points immediately after killing a fiend, monstrosity, or undead to make a weapon attack against a creature within his reach (or range if he is wielding a ranged weapon).

Holistic Resilience. Simon knows what herbs and spices are needed in his diet to maximize his body’s natural defenses. He has advantage on saving throws made to resist abilities and spells from fiends, monstrosities, and undead.

Hunter of Monsters (fiends, monstrosities, undead). Simon has advantage on Wisdom (Survival) checks to track these favored enemies, as well as on Intelligence checks to recall information about them.

Lesser Paragon (Human). Simon has begun to unlock his truest self and embody the best parts of his humanity. Other humans often look up to him, granting you a +1 bonus on Charisma-related ability checks he makes against them. In addition, Simon gains proficiency in two skills, two tool kits, or a skill and a tool kit.

Never Stay Down. Simon refuses to give up even when his body desperately wants to shut down. He gains advantage on Death saving throws.

Rally. Simon can bellow forth a shout of resolve from the core of his being that inspires his compatriots to never give up. By spending an action yelling, he grants 14 temporary hit points to 5 creatures that he is able to see. Simon may choose 3 additional creatures for a secondary effect so long as each is at 0 hit points or has died within the last minute. A creature at 0 hit points gains advantage on its Death saving throws for 1 minute. Recently deceased creatures reroll their most recent Death saving throw with advantage (though any additional Death saving throws that result are made normally). Creatures must be within 60 feet of Simon to benefit from this feature. When he has used this feature twice, Simon must finish a long rest before he can use it again.

ACTIONS

Extra Attack. Simon attacks three times.

Flaming Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage plus 9 (2d8) fire damage.

Dagger (10) or Silver Knife (5). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 4 (1d4+2) piercing damage.

Holy Water. As an action, Simon can splash the contents of this flask onto a creature within 5 feet of him or throw it up to 20 feet, shattering it on impact. In either case, he makes a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

REACTIONS

Feat: Defensive Duelist. When Simon is wielding his dagger, silver knife, or whip, and another creature hits him with a melee attack, he can use his reaction to add +5 to his AC for that attack, potentially causing the attack to miss him.

Notes on Simon Belmont’s Build

I know a lot of people’s first impulse would be go to paladin/ranger or fighter (monster hunter) but I didn’t for two reasons:

I do not recall any moment in the original Castlevania games where was like “oh this guy is a paladin/religious”

I was deeply disappointed with WotC’s Monster Hunter archetype

Really though, I needed to do some PC building with the exemplar class to figure some things. I am super duper pleased with how Simon turned out!

EDIT: Redditor azuredrake astutely pointed out that I forgot about increasing Simon’s speed from the Mobility feat. Good looking out!

————— REDUCED STATBLOCK ——————-

Simon Belmont

Medium humanoid (human), lawful good exemplar 14

Armor Class 18 (+2 breastplate)

Hit Points 116 (14d10+28)

Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +7, Cha +8

Skills Athletics +8, History +6, Insight +7, Perception +7, Persuasion +8, Stealth +7, Survival +7

Condition Immunities frightened

Senses passive Perception 17

Languages Common, Draconic

Challenge 9 (5,000 XP)

Courageous. Allies able to see Simon gain advantage on saving throws against fear.

Feat: Athlete. When Simon is prone he uses only 5 feet of his movement to stand up and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).

Feat: Mobility. When Simon uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not)

Heroic Effort (7 points/short rest).

Hero’s Ire. As a bonus action, Simon can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.

Heroic Stand. Simon can spend 1 effort point to take the Dodge action as a bonus action on his turn.

Simon can spend 1 effort point to take the Dodge action as a bonus action on his turn. Implacable Resolve. As a reaction, Simon can spend 2 effort points to gain 14 temporary hit points. These temporary hit points last until the beginning of his next turn.

Stroke of Luck. As a reaction, Simon can spend 2 effort points to reroll an attack roll or saving throw.

As a reaction, Simon can spend 2 effort points to reroll an attack roll or saving throw. Honed Strike. Simon can spend 1 effort point after successfully hitting a creature he has marked to add 6 to his bonus damage for that attack.

Slayer’s Mark (1d8). Simon can spend 1 effort point as a bonus action to mark a fiend, monstrosity, or undead he is able to see. Simon gains a +1d8 bonus to attack and damage rolls made against the marked creature. A mark remains for 1 minute. Simon can have as many as 5 marked creatures at once.

Zealous Strike. Simon can spend 2 effort points immediately after killing a fiend, monstrosity, or undead to make a weapon attack against a creature within his reach (or range if he is not wielding a ranged weapon).

Holistic Resilience. Simon has advantage on saving throws made to resist abilities and spells from fiends, monstrosities, and undead.

Hunter of Monsters. Simon has advantage on Wisdom (Survival) checks to track fiends, monstrosities, and undead, as well as on Intelligence checks to recall information about them.

Lesser Paragon (Human). Simon gains a +1 bonus on Charisma ability checks against humans.

Never Stay Down. Simon has advantage on Death saving throws.

Rally (twice/long rest). By spending an action yelling, Simon grants 14 temporary hit points to 5 creatures that he is able to see. Simon may choose 3 additional creatures for a secondary effect so long as each is at 0 hit points or has died within the last minute. A creature at 0 hit points gains advantage on its Death saving throws for 1 minute. Recently deceased creatures reroll their most recent Death saving throw with advantage (though any additional Death saving throws that result are made normally). Creatures must be within 60 feet of Simon to benefit from this feature.

ACTIONS

Extra Attack. Simon attacks three times.

Flaming Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage plus 9 (2d8) fire damage.

Dagger (10) or Silver Knife (5). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 4 (1d4+2) piercing damage.

Holy Water. As an action, Simon can splash the contents of this flask onto a creature within 5 feet of him or throw it up to 20 feet, shattering it on impact. In either case, he makes a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

REACTIONS

Feat: Defensive Duelist. When Simon is wielding his dagger, silver knife, or whip, and another creature hits him with a melee attack, he can use his reaction to add +5 to his AC for that attack, potentially causing the attack to miss him.

A little blurb about the Exemplar class to reward you for reading all the way down here 😉

Where others succeed by blade or spell, the exemplar forges ahead with an adventurous heart, implacable will, and a hell of a lot of good luck on their side. Many a mage or warrior distinguishes themselves with heroic deeds and great triumphs but an exemplar defines their own path, weaving it with those of others touched by greatness or fate and relying on an abundant spirit that refuses to yield no matter what challenges lay ahead. The merit of these iconic champions is that they are not measured by their victories–it is their character that inspires the myths and legends left in their wake.