Fell Rider (5e Class)

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Fell Rider[edit]

They themselves do not see the world of light as we do, but our shapes cast shadows in their minds, which only the noon sun destroys; and in the dark they perceive many signs and forms that are hidden from us: then they are most to be feared.
The Fellowship of the Ring, by J. R. R. Tolkien

Fallen Kings[edit]

They were once men; great kings of men ... the darkness gave them power and slowly changed them, leaving the kings spectral, invisible to all but those who could see into the Ethereal Plane. The fell riders' own weapons included long swords of steel and daggers. Their leader possessed a powerful black mace as well. Their arsenal of deadly armaments was not confined to physical means; they also had powerful voices, which brought terror into the hearts of mortals and a general aura of dread. They wore hauberks of silver mail and had enhanced senses of hearing and smell. They were also amazing riders that could ride and tame almost anything with their dark power.

Creating a Fell Rider[edit]

Nazgûl.jpg
Nazgul, from Lord of the Rings

A fell rider is a melee fighter and fights well on a mount, but fallen from the eyes of normal warriors. What changed you from being just a normal rider to one of dread and despair? Did your codes of chivalry fall on the wayside in pursuit of a greater power?

Quick Build

You can make a fell rider quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma and Constitution. Second, choose the Urchin or Criminal background.

Class Features

As a Fell Rider you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fell Rider level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fell Rider level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial Weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose two from Intimidation, Athletics, Perception, Insight, Stealth, Survival, Arcana, and History.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Fell Rider

Level Proficiency
Bonus
Features
1st +2 Black Aura, The Fell Rider, Rider Arts
2nd +2 One With Night
3rd +2 Ways Of The Nine
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Black Aura improvement
7th +3 Ways Of The Nine feature, One With Night Improvement
8th +3 Ability Score Improvement
9th +4 Wraiths Heart
10th +4 Ways Of The Nine feature
11th +4 The Morghul-Blade, Black Aura improvement
12th +4 Ability Score Improvement
13th +5 Wraith's Heart improvement
14th +5 Voices Of The Dead
15th +5 Ways Of The Nine feature
16th +5 Ability Score Improvement
17th +6 Wraiths Heart improvement
18th +6 Ways Of The Nine feature
19th +6 Ability Score Improvement
20th +6 The Fell Beasts Arise

Black Aura[edit]

They are surrounded by an aura of terror and death, which is poisonous to mortal beings. This darkness seemed to issue forth from their very exhaust like a gas, and so fell riders were known as the ones breathing black breath. Merely being in the vicinity of one of them could cause disorientation and illness. Intense exposure could be lethal. You have an aura which emits out to 5 feet of yourself. When a creature ends their turn within 5 feet of you, you can use your reaction to force them to attempt a Constitution saving throw of DC 8 + your Wisdom modifier + your proficiency bonus. On failure, they become paralyzed until the end of their next turn. On success, they are unaffected by the effects of your black breath, but will have to reattempt the save if they re-enter the aura. You can use this feature a number of times equal to your Constitution modifier, regaining use when you finish a long rest.

Starting 6th level, your breath emissions are toxic towards other creatures. This aura expands to 15 feet. Creatures which end their turn within your black breath or enter it take poison damage equal to your Constitution modifier. Additionally, you can use an action to summon a plume of this black breath from a point of your choice within 60 feet of you. This plume spreads 15 feet from the point of your choice and covers corners. You can use this feature a number of times equal to your Constitution modifier, regaining use when you finish a long rest. In addition to the paralyzing and poison damage, this dark cloud mimics the effects of the darkness spell.

Starting at 11th level, your aura induces dread upon those unlucky enough to be engulfed by it. You gain proficiency with the Intimidation skill. If you are already proficient, your proficiency bonus is doubled for it. You can also use your reaction to choose a creature within your black aur and force them to attempt a Charisma saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failure, they become frightened until the end of their next turn. You can use this feature a number of times equal to your Charisma modifier + your proficiency bonus, regaining all use when you finish a long rest.

The Fell Rider[edit]

The term "rider" is applied a bit loosely here. You are essentially a force which sweeps by like one rides a steed, gone with the wind, a trail of carnage left behind. You have a fell steed among your starting equipment, granted to you by the dark god of the fell riders. Starting at 1st level, you can magically summon this beast, which is bound to you. When you summon it, it automatically appears under you so you are instantly mounted. You can choose what color this steed is, as well as where the fell mark is on its body. The steed is friendly to you alone, and it obeys your commands. See its game statistics in the accompanying fell steed stat block, which uses your proficiency bonus (PB) in several places.

In combat, the steed shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The steed remains until it is reduced to 0 hit points, until you use this feature to summon the steed again, or until you die. Anything the steed was wearing or carrying is left behind when the steed vanishes.

Once you summon the steed, you can’t do so again until you finish a long rest.

Fell Steed

Large beast, unaligned


Armor Class 10 + PB (natural armor)
Hit Points 3 + five times your class level (the steed has a number of hit dice [d10s] equal to your class level)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses darkvision 60 ft., passive Perception 10
Languages


Black Immunity. The fell steed is immune to the effects of your Black Breath.

Fell Ascension. When you reach 9th level, the fell steed's attacks become magical.

ACTIONS

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (2d4 + PB) bludgeoning damage.


dewi5b-fbe831c5-55e2-43c8-8456-ce65c65dd125.png
By Kaytara

Fell steeds are ghastly equine creatures that resemble normal horses. However, their eyes are soulless and they are prone to bouts of wanton violence. The mark of fell beasts is engraved onto their body, putting them in servitude of fell riders, who utilize them amid a cloud of noxious and deathly darkness.


Variant Feature: Fell Steed: Alternatively, the player starts with a riding horse, which they must replace if slain, either by taming or buying a new steed. If you use this feature, you gain the following feature to help you tame more creatures — Starting at 1st level, as part of a 1 hour ritual, you can tame a beast of Medium or larger size with a CR no higher than 1 and designate them your steed. A dark mark of the fell riders appears on the beast's body in an area of your choice, designating it as your fell steed. Your marked steed is immune to the effects of your Black Breath and can see in magical and nonmagical darkness. While you are within 5 feet of your steed, you gain 120 feet of darkvision, which is not inhibited by magical darkness. The riding horse you start with is considered already marked. You only spend 5 feet of movement to mount your marked steed, instead of half your movement speed. The steed for this variant rule follows the same combat tendencies and protocol as the normal feature.

Rider Arts[edit]

As part of riding, you are also a proficient user of special arts that involve the use of horses in combat. You know one of the following rider maneuvers of your choice. These maneuvers require you to be mounted to be used. You gain additional maneuvers you can learn from your subclasses. You learn one additional rider maneuver at levels 5, 9, 13, 17, and 20 in this class.

  • Trample: As an action, you can move up to half your movement speed with your steed through the spaces of creatures which are no larger than Medium size and you do not treat creatures as difficult terrain. When you move through a creature's space, the creature must make a Strength saving throw (DC = 8 + your steed's Strength modifier + your proficiency bonus) or take bludgeoning damage equal to 2d6 + your steed's Strength modifier.
  • Gallop: When you have your steed move on your turn in combat, you can double your steed's speed until the end of the turn. Once you use this maneuver, you can't use it again until you move 0 feet on one of your turns.
  • Spinflect: When a creature comes within 5 feet of your steed while you are mounted, you can use a reaction to have your steed defensively flail. All creatures within 5 feet of your steed must make a Dexterity saving throw (DC = 8 + your steed's Strength modifier + your proficiency bonus) or take bludgeoning damage equal to 1d8 + your steed's Strength modifier and be pushed back into an unoccupied space 10 feet from your steed.
  • Charge: Immediately after you use the Dash action while mounted on your turn and move at least 20 feet, you can make one melee weapon attack without further action. If this attack hits, it deals an additional damage die.
  • Evasive Dart: When a creature comes within 5 feet of your steed while you are mounted, you can use a reaction to have your steed move up to half its movement speed in a direction of your choice. This movement provokes opportunity attacks as normal.
  • Slip Stream: Immediately after you use the Dash action while mounted on your turn and end your movement within 5 feet of another creature of Medium size or larger, your steed can move an additional distance equal to half its movement speed without further action.
  • Ground Spray: When you take the Dash action while mounted and move at least 20 feet straight, any creatures within 5 feet of the line you travel have disadvantage on opportunity attacks against you.
  • Brutal Charge: When you take the Dash action while mounted and move at least 20 feet straight, you may make an attack against an enemy without further action. If the attack hits, it deals twice the normal damage. At 17th level, it increases to three times the damage. If your attack misses, enemies have advantage on attack rolls against you until the end of your next turn.

One With Night[edit]

Starting at 2nd level, you go forth with the obscuring darkness emanating from your body and leaching your senses, giving you greater affinity and sense with darkness. You gain advantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in darkness.

Starting at 6th level, you gain the powers to tame darkness and replenish yourself and your marked steed. While you are within darkness, you can use a bonus action to marshal its qualities with your strength and have yourself and your steed regain Xd4 hit points, where X is equal to your proficiency bonus. You can use this feature a number of times equal to your Strength modifier, regaining use when you finish a long rest.

Ways Of The Nine[edit]

At 3rd level, you may now decide what dark lord you shall become as a fallen king. Choose either Shadow Lord or Dark Marshal Lord, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wraith's Heart[edit]

Beginning at 9th level, your heart and body degrade to become like nebulous darkness. Slowly, but surely, you transcend biological constraints. You gain resistance to poison damage. You additionally gain immunity against sleep and diseases, as well as being poisoned.

This power that courses through your body grows stronger as you delve deeper into the mystique that is the fell rider. Starting 13th level, you gain advantage in saving throws against all magical effects and spells.

Starting 17th level, you gain fuller control of this of this spiritual body and your mental faculties sharpen. You can cast the etherealness spell on yourself once, without expending spell slots or material components. You regain use of this spell via this feature when you finish a short or long rest.

The Morghul-Blade[edit]

Starting 11th level, your tempered inner wraith powers your weapons. As a bonus action, you may make a special attack with your weapon, making it glow with negative energies. The weapon you use must be one you are proficient in. You make this special weapon attack with advantage and deal necrotic damage equal to Xd10, where X equals your proficiency bonus, instead of the weapon's normal damage die. This attack is magical for all purposes and bypasses resistance and immunity. You must finish a short or long rest before using this feature again.

Voices Of The Dead[edit]

Starting 14th level, the voices of the departed give you wisdom and agility to escape from traps and other situations. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, incapacitated. You also gain the speak with dead spell, which you can cast once, without material components or spell slots. You regain use of this spell via this feature when you finish a short or long rest.

The Fell Beasts Arise[edit]

At 20th level, you reach the pinnacle of the fell rider, attaining, at last, a steed truly worthy of you to ride and spread terror with. As a bonus action, you can transform your fell steed into a fell beast for 1 minute. The steed's statistics change to that of the fell beast, but it still retains its loyalty to you. You regain use of this feature after you finish a long rest.

Shadow Lord[edit]

You are an enigmatic figure who does not necessarily need a mount. You are able to utilize the power of your inner wraith at will to disorient enemies with dark power.

Shadow Rider Maneuvers
  • Bone Rush: As a bonus action, you can change your steed into a warhorse skeleton or revert its form, as though by the polymorph spell. Your steed changes back to its normal form and statistics when it reaches 0 hit points, is incapacitated, or killed.
  • Dark Herald: As a bonus action while mounted, you create an ominous projection of yourself and your steed with shadows, making an illusion no larger than a 10-foot cube centered on yourself. Creatures within 10 feet of your projection are gripped by proximity and must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be frightened of you until the end of your next turn. You can use this maneuver a number of times equal to your Charisma modifier, regaining all uses when you finish a long rest.
  • Shadow Infliction: When you hit a creature with a weapon attack while mounted, they ae momentarily afflicted with shadows in their wounds. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. You can use this maneuver a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
Voices From The Shadows

Beginning at 3rd level, the spirits from the shadows speak to you and tell you when a attack is incoming. No attack roll has advantage against you while you aren’t incapacitated or unconscious. Additionally, you can touch and mark a willing creature and have them be immune to the effects of your Black Breath. The creature has advantage on attack rolls while within your Black Breath aura range instead. You can only mark a number of creatures with this feature equal to your proficiency bonus. If you mark more than this amount, the earliest mark you made fades.

Ethereal Walker

You cease to have weight, instead having a ghastly presence. Starting 7th level, you are immune to the effects of difficult terrain and you do not take damage from falling. Additionally, you gain a flying speed of 30 feet, but you cannot rise higher than 5 feet off the ground or surface of a liquid.

Sight into the Planes

You can now see everything clearer, while everyone else is clouded by shadow. Beginning at 10th level, you gain truesight for up to 120 feet. You also gain 30 feet of Ethereal Sight, allowing you to see into the Ethereal Plane when you are on the Material Plane, and vice versa.

We Are Not Men

Fell riders are difficult to slay, as weapons which strike them have chances of being rusted or weakened, and their users, drained. When a creature successfully attacks you with a melee weapon attack, you may use your reaction to force them to make a Wisdom saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. On a fail, any damage they deal is halved until the end of their next turn, and their next attack rolls are made with disadvantage. You may use this feature a number of times equal to your Strength modifier, regaining use when you finish a long rest.

Wraith Bond

You and your steed become wispy and ethereal along with your weapons. They can pass through enemies, slicing only their vitals. Starting 18th level, your critical hits now land on rolls 19-20. Additionally, you and your steed share whichever AC you have which is higher, and you automatically succeed on checks against being knocked off your steed.

Dark Marshal Lord[edit]

You are a rallying cry for yourself and others, bringing them under you and your steed.

Dark Rider Maneuvers
  • Re-Rise: When you are reduced to 0 hit points while mounted, you can dispel your Black Breath to regain 1 hit point. Your Black Breath aura returns to you at the end of your next long rest.
  • Horde Shape: As a bonus action, you can change your steed into a warhorse zombie or revert its form, as though by the polymorph spell. Your steed changes back to its normal form and statistics when it reaches 0 hit points, is incapacitated, or killed.
  • Dark Echo: As a reaction while mounted, when a creature within 30 feet of you makes an attack against a creature other than you, you can briefly strike their vision and have them roll with disadvantage. You can use this feature a number of times equal to your Charisma modifier, regaining use when you finish a long rest.
Marshals Defenses

Up on your mount, you are able to scout out danger much easier to bolster defenses. Starting 3rd level, you and your mount get a +2 bonus to your Armor Class when mounted.

Voice Of Kings

Beginning 7th level, your power shows as a form of encouragement for others. As an action, you may give a mental shout of rally to a creature within 60 feet of you. The creature gets a bonus to their next saving throw, ability check, or attack roll, equal to the sum of your Strength modifier and Charisma modifier.

Rider of the Undead

Beginning at 10th level, you have advantage on melee weapon attack rolls against any unmounted creature whose size is smaller than your mount. Your mount has become just as much of a force on the battlefield as you have. Your mounts instincts are so honed that you have advantage on initiative rolls while mounted.

Riding King

Beginning at 15th level, if you are surprised at the beginning of combat and you are not incapacitated, you can act normally on the surprise round so long as you are mounted.

Marshal of the Wraiths

Beginning at 18th level, you may target a humanoid within 30 feet of you which has died wince your last turn that you can see. As an action, you may raise that humanoid as a specter under your control. The specter will attack any creature which ends its turn within 5 feet of it. You may expend your bonus action to command the specter to move or use one of its actions on your own turn. You can only have as many as X specters, where X equals your Charisma modifier.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fell Rider class, you must meet these prerequisites:Strength 13 and Constitution 13

Proficiencies. When you multiclass into the Fell Rider class, you gain the following proficiencies: Simple weapons, Martial weapons, and All armor,


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