Ghost Rider (3.5e Class)

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Ghost Rider[edit]

A Ghost Rider is meant to be pretty combat-focused, and is similar to a barbarian in how it functions. The Unleash the Demon Special Ability is similar to the rage of a barbarian, and its bonuses to saves and mount reflect its similarity to the paladin class.

Making a Ghost Rider[edit]

Ghost Riders are characters who, for one reason or another, sold their soul to the devil in exchange for extraordinary power. They wield hellfire, a searing fire that is as damaging to the body as it is to the mind, and often pursue broad crusade-like endeavors but also very personal missions of vengeance.

Abilities: Dexterity is important to this class to improve AC and ability to hit with ranged weapons. Strength is important for determining damage, and Charisma is also used to determine extra ability damage and bonuses to saves.

Races: Humans are most likely to choose this class, as their lust for power and the fact they are often looked down upon by other races makes them prime candidates. Other races, such as elves, do not have the desire to pursue such a bargain, and others lack the means, such as most orcs.

Alignment: Lawful

Starting Gold: 4d8 gp.

Starting Age: Simple to Moderate

Table: The Ghost Rider

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 No Rest for the Wicked, Hellbound Soul, Fire Resistance, Unleash the Demon, Speak with Demons, Hell’s Wrath 1d8
2nd +2 +3 +0 +3 Student of the Weapon,
3rd +3 +3 +1 +3 Resist Fear, Detect Evil/Good, Mark of Vengeance, Hell’s Wrath 2d8
4th +4 +4 +1 +4 Create Chains
5th +5 +4 +1 +4
6th +6/+1 +5 +2 +5 Hellfire Mount, Undying Wrath, Hell’s Wrath 3d8
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6 Project Flames
9th +9/+4 +6 +3 +6 Hell’s Wrath 4d8
10th +10/+5 +7 +3 +7 One with the Demon, Teacher of the Weapon, Hellish Visage
11th +11/+6/+1 7+ +3 +7
12th +12/+7/+2 +8 +4 +8 Indomitable Will, Hell’s Wrath 5d8
13th +13/+8/+3 +8 +4 +8
14th +14/+9/+4 +9 +4 +9 Chain Barrage
15th +15/+10/+5 +9 +5 +9 Master of the Weapon, Hell’s Wrath 6d8
16th +16/+11/+6/+1 +10 +5 +10 Hell's Blessing
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11 Hell's Servant, Hell’s Wrath 7d8
19th +19/+14/+9/+4 +11 +6 +11 Penance Stare
20th +20/+15/+10/+5 +12 +6 +12 Bottomless Pit of Hell

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Class Skills As Fighter, plus Knowledge (Religion), Knowledge (Arcana), and Knowledge (The Planes)

Class Features[edit]

Weapon and Armor proficiency: The Ghost Rider is proficient with all simple and martial weapons, the whip, and light and medium armor. Ghost Riders are not proficient with any shields.


Resist Fear (Ex): Ghost Riders have seen the deepest pits of hell, as a result they are immune to fear.


No Rest for the Wicked (Su): As a creature whose soul is bound to hell, Ghost Riders gain partial benefits of being undead. A Ghost Rider gains the benefits of a long rest after just 4 hours of light activity, or 1 hour of sleep/rest, and need only do so once per day. Ability damage and HP are restored at double the normal rate from rest.


Hellbound Soul (Su): A Ghost Rider's soul belongs to Hell, and is bound by it. Any spells used to reanimate a Ghost Rider other than with True Resurrection (Ex. Create Undead, Create Greater Undead, Animate Dead) have a 50% chance to fail. In return, the Ghost Rider takes no damage on a successful Will save to half an effect (Ex spell effect that says “Will Partial”). It is instead negated.


Fire Resistance (Su): Ghost Riders have Fire Resistance equal to their class level, subtracting 1 point of damage from fire-based attacks per level. Unlike most fire resistance, however, this does reduce the damage received from Hellfire.


Student of the Weapon (Ex): At 2nd Level, the Ghost Rider is particularly good at using a specific weapon. They gain the feat Weapon Focus and Weapon Specialization with a weapon of their choice, even if they do not meet the prerequisites.


Unleash the Demon (Su): At 1st level, the Ghost Rider taps into his link with hell to unleash hellfire upon himself, burning away all flesh and muscle, leaving behind only horrifying bone and a skull ablaze with hellfire. For rounds equal to 4 + Charisma Modifier, the Ghost Rider becomes immune to fire, including Hellfire, as well as gains a deflection bonus to AC equal to your charisma modifier (min 1). Additionally, they gain the Hell's Wrath ability, which deals an extra 1d8 hellfire damage on all attacks. This increases to 2d8 at Level 2, and increases by 1d8 every 2 levels thereafter. As this is Hellfire, it bypasses all fire resistance and immunity. This otherworldly fire is not subject to spell resistance. He can enter Unleash the Demon a number of times equal to 2 + charisma modifier times per day.


Speak with Demons: The Ghost Rider can speak Infernal.


Detect Evil and Chaos (Su): At 3rd level, Ghost Riders can use the spell Detect Evil and Detect Chaos as the spell at will an unlimited amount of times per day.


Mark of Vengeance (Su): At 3rd Level, Ghost Riders may mark an opponent who has landed an attack on themself or their allies. To do so, they must successfully hit an enemy who meets the above criteria. The target must make a Will save DC = 10 + 1/2 Level + charisma modifier or take a -4 penalty to AC, hit and damage rolls, and all saves permanently. A dispel magic or remove curse spell will remove this mark. A Ghost Rider can use this ability a number of times per day equal to twice their charisma modifier.


Create Chains (Su): At 4th Level, you may create 20 ft of chain per level. This chain works in the same way a whip does, dealing two dice sizes higher in damage than a whip of your size, and experiences the benefits of your Student, Teacher and Master of the Weapon abilities. Its reach is equal to the amount of chain created (max of 30 feet, min of 10 feet). Chains used as weapons deal lethal damage and are not subject to the normal immunity to damage from whips when attacking an armored target.


Hellfire Mount (Su): At 6th Level, you can summon a nightmare as a mount. This mount obeys your every command, and you share a telepathic link with it. It benefits from the Hell’s Wrath ability of a Ghost Rider of half your level. Additionally, you may expend one round of your Unleash the Demon ability to transform any vehicle into an instrument of hellfire, allowing it to attack with hellfire and gaining the benefits of a ghost rider of half your level.


Undying Wrath (Su): At 6th Level, when Unleashing the Demon, gain additional hp equal to your level + charisma modifier. These hitpoints disappear when Unleash the Demon is deactivated, subtracting from your current hitpoints. If this would leave you at -1 to -9, you immediately stabilize. If it leaves you at 10, you may live for one more round unconscious, though if you do not receive healing you die on the next round.


Project Flames (Su): At 8th level, when Unleashing the Demon you may throw fireballs dealing damage equal to the normal additional fire damage added to attacks (Ex. 1d8 at level 1, 2d8 at level 4, etc.) at a range of 30 ft + 5 feet per 5 class levels, and with a radius of 15 feet. Those who happen to be within this radius but are not the direct targets of this attack are entitled to a reflex save (15 + half level + charisma modifier). Additionally, you can spew hellfire in a 30 ft cone from your mouth, dealing damage to anyone in its path. Its damage is also the equivalent of your Hell's Wrath ability, and a Reflex save can be made for half damage (15 + half level + charisma modifier).


One With the Demon (Su): At 10th Level, Unleash the Demon grants the ability to see perfectly in magical and natural darkness out to 90 feet, as well as true seeing. The Ghost Rider gains a bonus to all saves equal to their charisma modifier, if any, at all times, and being partially undead, you gain 10 cold resistance and 10 electric resistance, which increases to 20 cold resistance and 20 electric resistance while in Unleash the Demon.


Teacher of the Weapon: At 10th level, you gain Greater Weapon Focus as a feat for the weapon you chose at level 2, and your whips and chains.


Hellish Visage (Su): At 10th Level when Unleashing the Demon, all enemies within 30ft must make a Will save DC 10+ Class Levels + charisma modifier. Those who fail are frightened, and those who fail by 10 or more become shaken. Additionally, you gain a +10 bonus to intimidate as long as your Unleash the Demon ability is active.


Indomitable Will (Ex): At 12th level, as a result of your adamantine will and your partial undead nature, you now have a +8 to will against mind-affecting effects.


Chain Barrage (Su): At 14th level, your ability to make chains en mass has manifested. 3 times per Unleash the Demon Activation, create thick chains to wrap around a target. These chains will squeeze the target, dealing 2d8 damage, and are capable of grappling and restraining the target. You may add damage from your Hell's Wrath ability to this as well. If the grapple succeeds, every round they stay grappled or restrained the Ghost Rider may cause the chains to constrict, dealing an additional 2d8 damage. This improves to 3d8 at level 18, and goes up by 1d8 for every 4 levels thereafter.


Adept of the Weapon (Ex): At 15th Level, you have almost mastered your chosen weapon and chains. You gain Greater Weapon Specialization for the weapon you selected at level 2 and your chains.


Hell's Blessing (Su): At 16th level, your hellish power overflows to your allies, empowering them. By expending one usage of Unleash the Demon, you can empower your allies, coating their weapons in hellfire and granting an increase to AC and temporary HP. This allows them to deal an extra 2d6 hellfire damage on every attack, gain a +4 enhancement bonus to their AC, and grant temporary HP equal to 4 x the Ghost Rider's wisdom modifier for rounds equal to half your level plus your wisdom modifier. Additionally, his Hellfire from Hell's Wrath is now considered magical for the purposes of bypassing damage reduction, but are still not subject o spell resistance. His chains are now treated as adamantine as well as magical for the purposes of bypassing damage reduction. Additionally, the Ghost Rider gains a permanent +4 boost to strength and dexterity, and can now use Hell’s Wrath outside of Unleash the Demon.


Hell's Servant (Ex): At 18th level, you have completed the transformation into a Ghost Rider, a Spirit of Vengeance. You now have all the following qualities: Immune to hostile mind effecting effects, poison, sleep effects, paralysis, and disease, nonlethal damage, ability damage, ability drain, and energy drain. Not subject to fatigue or exhaustion effects, you cease to age, and do not need to breathe, as well as gain Low-Light Vision. Your passive cold and electric resistance improves to 30, and becomes 60 when Unleash the Demon is active. Additionally, you are now passively immune to fire and hellfire.


Penance Stare (Su): At 19th level, the Ghost Rider gains access to its most powerful ability yet. Once per day, at the expense of 5 of your daily usages of Unleash the Demon, you may choose one target. If the target is evil, or chaotic, the target feels all of the evil deeds or pain they have caused someone flooding their minds and overwhelming their senses. The target then must pass a Will save with a DC of 15 + Half Ghost Rider level + Charisma Modifier or be consumed by hellfire, instantly killing them. If the user is evil and the target is good, the target feels all the regret and failure they have ever experienced in their lives, and all the suffering that occurred because of their actions, and if they fail the same save above are instantly killed. If the target succeeds the save, they instead take 2d6 points of wisdom damage (regardless of immunity) and 2d8 points of hellfire damage per Ghost Rider level, bypassing damage reduction, and ignoring resistance and immunity to fire. In return, the Ghost Rider takes 12d10 damage.


Bottomless Pit of Hell (Su): At 20th level, a Ghost Rider may now enter Unleash the Demon an amount of times per day equal to 6 + charisma modifier, and it lasts until the end of combat.

Ex-Ghost Riders[edit]

If a Ghost Rider becomes neutral or the opposite alignment of their original (Ex: good to evil), they lose all class abilities, but retain any ability score improvements, and all Extraordinary Abilities (Ex).

Epic Ghost Rider[edit]

Table: The Epic Ghost Rider

Hit Die: d10

Level Special
21st Bonus Feat, Hell’s Wrath 8d8
22nd
23rd
24th Bonus Feat, Hell’s Wrath 9d8
25th Epic Flames
26th
27th Bonus Feat, Hell’s Wrath 10d8
28th
29th
30th Bonus Feat, Hell’s Wrath 11d8

6 + Int modifier skill points per level.

Epic Flames: A weapon touched by the Ghost Rider’s Hellfire is treated as Epic for the purposes of bypassing damage reduction.


Bonus Feats: The epic Ghost Rider gains a bonus feat (selected from the list of epic Fighter or Barbarian bonus feats) every 3 levels after 18th.

Epic Ghost Rider Bonus Feat List: As Fighter, or Barbarian.

Human Ghost Rider Starting Package[edit]

Weapons: Longsword, Crossbow with 20 bolts

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Combat Expertise, Power Attack.

Gear: Studded Leather armor, backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel, case with 20 crossbow bolts.

Gold: 3d4.

Campaign Information[edit]

Playing a Ghost Rider[edit]

Religion: Good Ghost Riders will typically worship good-aligned "holy" gods in the hopes they will receive guidance from their gods as to how to control their hellish power, and some may even try to cleanse themselves of it, although this is a rare case and is not favorable to the player. Evil Ghost Riders will typically worship the very devils they derive their power from, and some of the most talented may even attempt to climb the ladder of power in Hell.

Other Classes: This class gets along very well with Wizards, Sorcerers and Warlocks, because they all understand what is like to be ostracized, especially the warlock. Paladins and Clerics are understandably distrusting of Ghost Riders, given the origin of their powers. They often agree with melee combatants like Fighters and Barbarians due to similar fighting style.

Combat: Ghost Riders fight on the front lines as a sort of anti-mage semi glass cannon: their spell resistance and high will makes them suited to fighting mages, as well as their melee combat style. However, their vulnerability to damage necessitates at least one tank to help absorb damage on the front lines.

Advancement: This class works well when multiclassed with classes like barbarian, which provides the rage ability that can be very powerful when used in conjunction with Unleash the Demon. Their unarmored movement bonus and damage reduction also compliment the lightly armored nature of a Ghost Rider. Warlock (found in the Complete Arcane core book, 3.5e) can also combo very well with this class, granting powerful abilities to further shape combat style, and with melee characters combining hideous blow with Hell's Wrath can cause massive damage.


Ghost Rider Lore[edit]

Characters with ranks in Knowledge (The Planes) or (Religion) can research Ghost Riders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The Planes) or (Religion)
DC Result
5 Ghost Riders signed a pact with devils for extraordinary power
15 Ghost Riders have the very fires of hell at their disposal
25 Ghost Riders are powerful agents of hell, sent to punish sinners on the mortal plane.
30 Ghost Riders are powerful agents of hell, wielding the power of hellfire to punish sinners, and have undergone a partial conversion to undeath. They signed a pact with a devil, and may be good or evil.

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