Kamen Rider, Variant (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Kamen Rider Build (5e class)[edit]

The kamen rider is presented as a biker or a hand to hand fighter or a fighter with weapons, most of the time they are technological and sometimes magical or a combination of both depending on the season they came out, they always transform using the phrase henshin ( "transformation") into a superhero called kamen raider with an armored suit and a mask that is usually decorated to remind of an insect, animals, things or a reference to his personality. The identity of the kamen rider can be secret or not depends on the player, the final attack is a flying kick that, although it changes its name every season, is generically known as "rider kick".

Creating a Kamen Rider Build[edit]

You can turn a masked hero quickly by making Strength, Dexterity, and Charisma your highest ability scores first. The rest is up to you. Strength from power attacks, armor class prowess, and charisma to keep your identity a secret, unless you don't care if your identity is public knowledge. If not, Constitution, Wisdom, or Intelligence are good substitutes for Charisma.

Quick Build

You can make a Kamen Rider Build quickly by following these suggestions. First, Strength and dexterity should be your highest ability score depends on you, followed by Constitution. Second, choose the Folk Hero background. Third, choose your equipment.

Z4QYWf.jpg
Kamen Rider Build

Class Features

As a Kamen Rider Build you gain the following class features.

Hit Points

Hit Dice: 1d12 per Kamen Rider Build level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Kamen Rider Build level after 1st

Proficiencies

Armor: light armor, medium armor, and heavy armor
Weapons: Simple weapons, Martial weapons,simple ranged weapons,martial ranged weapons
Tools: Smith's tools and Artisan's tools
Saving Throws: Strenght and Dexterity
Skills: Athletics and Acrobatics, then choose another: Perception, Investigation, Intimidation, Persuasion or Religion

Equipment

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

  • (a) Tinker Tools or (b) Leatherworker's tools
  • A kamen rider driver, a set of common clothing and a martial weapon.
  • (a) Dungeoneer Pack or (b) Explorer Pack
  • A letter or photo from a loved one or other important item to your hero.
  • (a) leather armor or (b) chainmail
  • If you are using starting wealth, you have 5d8 x 10 gp in funds.

Table: The Kamen Rider Build

Level Proficiency
Bonus
Rider's Fist Rider Points Features
1st +2 1d6 - Rider DC, Driver
2nd +2 1d6 5 Rider Points, quick instinct
3rd +2 2d6 7 Rider signature
4th +2 2d6 9 Ability Score Improvement
5th +3 3d6 11 Update, additional attack
6th +3 1d8 13 infusion
7th +3 1d8 15 Vehicle, Final Blow,rest,Rest
8th +3 2d8 17 Ability Score Improvement
9th +4 2d8 19 Skill Upgrades
10th +4 3d8 21 Upgrades
11th +4 1d10 23 additional attack
12th +4 1d10 25 Ability Score Improvement, -
13th +5 1d10 27 Kamen RiderExperience
14th +5 1d10 29 Rest
15th +5 1d10 31 upgrade, ultimate skills
16th +5 3d10 33 Ability Score Improvement
17th +6 1d12 35 perfect warrior
18th +6 2d12 37 overdrive
19th +6 3d12 39 Ability Score Improvement
20th +6 4d12 45 Final form

Rider DC[edit]

Your save DC for your abilities is

save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier

attack modifier = your proficiency bonus + your Strength or Dexterity modifier

Bottles[edit]

Choose up to 2 bottles at start then 2 more at level 4, 7, 11, 13, 14, 15, 16, 17, 18, 19 and 20:

Pirate Firefighter Lion Comic
Dragon Gatling Telephone Tank
Panda Gorilla Hawk Ninja
Rocket Phoenix Train Robot
Light Lock Octopus Hedgehog
Diamond Rabbit Cleaner Wolf

Best Match[edit]

The best match is achieved if the two bottles of transformation harmonize with each other and obtaining certain benefits.

bottles 1 bottles 2 Best Match Name
Pirate Train The Punctual Rebel!
Dragon Lock Sealed Fantasy Star!
Rocket Panda Flying Monotone!
Light Octopus Lightning Technician!
Gorilla Diamond Dazzling Destroyer!
Hedgehog Firefighter Spiny Rescue!
Gatling Hawk The Sky Vandal!
Phoenix Robot The Immortal Weapon!
Rabbit Tank Moonsault of Steel!
Lion Cleaner Mane Cyclone!
Telephone Wolf Connected Lone Wolf!
Comic Ninja Stealthy Entertainer!
Best match benefits[edit]
  • Pirate + Train = The Punctual Rebel!
    • Swim: 30 feet
    • Sword and pirate bow:
      • Bow Mode: 2d8+Dex; damage type: Piercing; range 120 feet.
      • Sword Mode: 2d10+ strength; Damage type: Slashing.


  • Dragon + Lock = Sealed Fantasy Star!
    • Fire resistance.
    • Padlock Strike: 2d8+strength; Damage Type: Bludgeoning.
    • Dragon Sword: 2d10+strength; damage type: Simultaneously treated as Slashing and Fire.


  • Rocket + Panda = Flying Monotone!
    • Propulsion: You can use bonus action to move 30 feet.
    • Panda claw: 2d8+strength; damage type: Force.
    • Rocket Fire: 2d10 +Dex; damage type: Explosive (Alternatively, treat it simultaneously as both Piercing and Fire); reach 30 feet.


  • Light + Octopus = Lightning Technician!
    • Breathing underwater.
    • Tentacle Grab: Grab your opponent with your tentacles aiming to make a force save by passing your Rider dc.
    • Beam of Light: 2d10+Dex; damage type: Lightning; reach 30 feet.


  • Gorilla + Diamond = Dazzling Destroyer!
    • Armor: +2 in the ac.
    • Gorilla Fist: 2d8+strength; Damage Type: Bludgeoning.


  • Hedgehog + Firefighter = Spiny Rescue!
    • Spike Defense: When attacked and not hit, you deal 2d6 piercing damage.
    • Spike Shooter: 2d8+Dex; damage type: Piercing.
    • Water Launcher: Pushes the enemy 15 feet away from you.


  • Gatling + Hawk = The Sky Vandal!
    • Flight: 60 feet
    • Machine Gun: 2d10+Dex; damage type: Piercing; range 5 to 30 feet.
    • Wing Attack: 2d8+Dex; Damage type: Slashing.


  • Phoenix + Robot = The Immortal Weapon!
    • Flight: 60 feet
    • Resurrection: Dropping to 0 your hp doesn't break the transformation, but keeps you at 1 hp; you can do the number of times your Constitution modifier and don't gain exhaustion points.
    • Heavy Strike: Add 2d10 to your Rider Strike for damage.


  • Rabbit + Tank = Moonsault of Steel!
    • Jump: 30 feet.
    • Armor: +1 to ac.
    • Drill Sword: 2d10+strength; Damage Type: Piercing.
    • Pistol: 2d8+Dex; Damage Type: Piercing.


  • Lion + Cleaner = Mane Cyclone!
    • intimidation resistance.
    • Lion Fist: 2d6+strength; damage type: Force.
    • Vacuum Cleaner: Pulls enemies that are in a cone up to 30 feet away from you towards you. This is considered a bonus action.


  • Telephone + Wolf = Connected Lone Wolf!
    • Wolf Speed: You can move an additional 30 feet.
    • Wired: While in this transformation you can telepathically speak to allies within 30 feet.
    • Wolf Claws: 2d8+strength; damage type: Slashing.


  • Comic + Ninja = Stealthy Entertainer!
    • Ninja Sword: 2d10+Dex; Damage type: Slashing.
    • Spend Rider Points for the following:
      • Clones (1 points): Create 3 versions of yourself and get rid if the hit passes your armor, if it doesn't pass the armor it won't hit you since it hit an illusion.
      • Wind Cyclone (2 points): Add wind (Alternatively Treat it as Slashing) damage to your attack by 1d6 and the range is 15 feet.
      • Fire Cyclone (3 points): Adds 1d8 fire damage to your attack and the range is 15 feet.
      • Camouflage (4 points): You become invisible for 5 minutes or until you attack.


Rider's Weapon[edit]

The rider's weapon depends on the best match you achieve, you will get a unique weapon and it disappears at the end of the transformation. See at the end the benefits and weapons of the best match.If the time limit is exceeded, you will receive 1 level of exhaustion if you go past 5 minutes after every 5 rounds if you don't deactivate the transformation you gain another point until you deactivate the transformation. The player can finish their transformation as a bonus action if they are within the time the transformation lasts and do not gain exhaustion points.If the Rider is reduced to 0 health or the rider's points are depleted, a 1 minute counter is activated, if the timer runs out, they are forced to abandon the transformation and can only transform back once they have recovered Rider points, after 1 minute or a long rest. The Rider's armor created by transforming with the Driver's base AC is 10 + Dexterity or Strength modifier (choose one) + Proficiency. The player determines the appearance of the armor, but most rider armor is flashy and based on a theme, such as an animal or insect. Armor is considered light armor But the armor has disadvantage in stealth.

Rider's fist[edit]

While the kamen rider may appear strong, you can infuse him with strength to do more damage. Your unarmed strikes deal 1d6 bludgeoning damage + your Dexterity or Strength (choose one) and this improves as shown on the Rider Hits table. Additionally, while you do not have a weapon, you can make one additional unarmed strike as a bonus action.

Heishei (transformation)[edit]

The transformation has an allotted time of 3 minutes (30 rounds), when transforming you need to use the two transformation bottles that you are given at the start. If the time limit is exceeded, you will receive 1 level of exhaustion if you go past 3 minutes after every 5 rounds if you don't deactivate the transformation you gain another point until you deactivate the transformation. If the Rider is reduced to 0 health or the rider's points are depleted, a 1 minute counter is activated, if the timer runs out, they are forced to abandon the transformation and can only transform back once they have recovered the Rider points or a long rest. The Rider's armor created by transforming with the Driver is base ac is 10 + Dexterity or Strength modifier (choose one) + Proficiency. The player determines the appearance of the armor, but most rider armor is flashy and based on a theme, such as an animal or insect. Armor is considered light armor. You can transform as a bonus action.

Rider Points[edit]

The rider points are the use of the special abilities of the kamen rider, these being his powers. The kamen rider has the ability to imbue, move, and enhance physical abilities. At level 2, you unlock the ability to use rider point, which enhances your fighting prowess by allowing you to perform certain Rider abilities. You get 1 Rider point for scoring critical hits or defeating enemies. You cannot earn more points than your current level allows. You regain all your Rider Points after a long rest. You can only use one Rider ability at a time, unless otherwise stated, and you can only use these points while in Kamen Rider form unless otherwise stated.

Basic abilities
  • ;Rider jump

As a bonus action you may spend 2 Rider points doubles your base jump distance for half a minute and gives you an additional 10 feet on high and long jumps.

  • Patient defense

By using 4 Rider points and a bonus action, he can perform the Dodge action.

  • Rider Slash

By spending 4 Rider Points, you can imbue your weapon with more power and gain +1 to weapon attack, for every 2 more points spent, add a d6

  • Rider - Rising attack

By using 6 Rider points, and when you successfully hit an enemy with a melee or unarmed attack with your Masked Weapon, you can perform your Signature Move, which adds 1d6 + Charisma to base damage, increasing to 2d6 at 7th level already 3d6 at 14th level. He can do this multiple times equal to his Charisma modifier (minimum of 1) before needing a short rest or long rest.

  • Rider Striker

For every 6 Rider Points when you hit, you can increase the level of the damage die, for example, you do 1d8 bludgeoning damage for each rider point, you can take that die from 1d8 to 1d10, 1d10 to 1d12 and 1d12 to 2d6 and so on a maximum of 4 times

Fast Instincts[edit]

In the heat of battle, a warrior can channel adrenaline, either for the rush of battle or a critical situation with his allies or to fight and perform amazing feats of technique and strength. At 2nd level, you gain cunning action.

Rider's Signature[edit]

At level 3, you have become an expert at taking down opponents with style. When attacking an enemy, you can choose to spend half of your warrior points, rounded down, to inflict an extremely powerful attack that deals double damage. If this move successfully defeats an enemy, you regain half the points you spent, rounding up. You use your Rider's Rising Attack in conjunction with your Rider Punch. The damage is calculated as (Damage of Rider Punch + Rider - Rising attack + Proficiency Bonus) X 2. However, if you do this, not defeating the enemy returns you to your base form.

Ability Score Improvement[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]

At 5th level, Kamen Rider can attack twice, instead of once, as long as he takes the Attack action on his turn. Instead, he can also make two grappling attempts.Kamen Rider can now grab two creatures within range at once that are one size larger than it or smaller, though at the cost of any bonus attacks as well as its bonus action; at 11th level, you can attack three times, instead of once, as long as you take the Attack action on your turn.

Update[edit]

Whenever the enemy evolves with more power, the kamen rider will do so to defeat all evil that threatens what is precious to him. When you reach level 5 and again at levels 10 and 15, your armor and rider powers will evolve. Your armor becomes 13 ac + Dexterity or Strength modifier (choose one) + proficiency, you become resistant to slashing, piercing, and bludgeoning damage and both bottle elements, this goes up to 15 ac at level 10 and 18 ac at level 15, in addition your armor is no longer a disadvantage on stealth checks and you have advantages on your chosen class skill checks.

Your weapon can attack at a distance of 10 feet while in melee and if it is at a distance, it increases the shooting distance by 15 feet and reloading with a free action, as an additional action when you spend 10 leader points you can reduce your critical radius by 1 level and spending 20 more points reduces it another level and spending 40 more reduces it another level up to a maximum of 2 times.

At 10th level, your spirit is strengthened, giving you immunity to frightened, dazed, and charmed conditions. Additionally, as a bonus action, you can perform an additional transformation that lasts until the transformation is complete and your normal transformation time lasts for 10 minutes(100 rounds);you also get the ability to use the hazard trigger (see characteristics at the end) when using it your attacks get more damage and 2d10 is added to the damage of any attack, but when attacking you have to roll a wisdom saving throw and pass your dc, on miss you lose Your control of your actions and attack any creature within 30 feet of you, friend or foe.

At level 15, your body evolves and gives you more power than the rider gives you, the first time you die or drop to 0 or less hit points, you immediately drop to 1 hit point. You can use this ability a number of times equal to your Constitution modifier each long rest; You learned how to critically attack your enemies' vital points.Now your critical hit range becomes 19 - 20. When you are damaged by an attack you can use your reaction to roll 2d10 + Dexterity mod or Strength mod, if the number you roll is higher than the damage dealt, the attack is deflected by your sword or armor and you take no damage, at level 20, it can reduce 2d12 + constitution + dexterity or strength.at level 15 your experience when using the hazard trigger you develop some plans to be able to tame that transformation (the development time is determined by the DM), as time passes you obtain the following transformation when using the hazard trigger which is the combination RabbitxRabbi or TANKxTANK ( see characteristics at the end of the sheet).

infusio[edit]

At level 6, when synchronizing with the powers of the flasks, you gain the power to infuse abilities into objects, among other things, with the miraculous powers of the flasks,you gain the skills and list of infusions of the armorer subclass of the standard artificer with the difference in being able to apply infusions at any time as an extra action: https://www.dandwiki.com/wiki/Armorer_(5e_Subclass)

Vehicle[edit]

At level 7, you develop motorcycle that can be call pressing a button. When the button is pressed, your suit sends a signal wherever you are, spending 5 of your Rider points, creating a mount https://www.dandwiki.com/wiki/Motorcycle_(5e_Equipment) will arrive as quickly as possible possible and can last 3d4 rounds and for every 4 rider points spent you earn d4 more rounds.

Final Blow[edit]

By level 7, you have become adept at taking down opponents with style. When you attack an enemy, you can use all of your warrior points to perform an extremely powerful attack that deals double damage. If this move successfully defeats an enemy, you regain half of the points you spent, rounded up. You use your Strength, Dexterity, and Constitution modifier + Rider Signature + Proficiency bonus + Class level rounded up in half x2. However, if you do this, not defeating the enemy returns you to your base form, this will not apply at level 15. The multiplier becomes x3 at level 14 and x4 at level 19.You can use this ability twice per long rest, but the second time it doesn't recover any biker points, it loses half its hit points and gains 1 exhausted point.

Skill Upgrades[edit]

At the ninth level, your Henshin Driver allows you to perform more Kamen Rider skills.

  • leg sweep

As part of your attack action, you can perform a sweeping strike, dealing the same damage as an unarmed strike and knocking them down if they fail a Dex saving throw against your rider dc. This costs 8 Rider points.

  • Lunge attack

By using 8 Rider points., he can perform a lunge attack on an opponent. This attack allows you to move up to 10 feet towards an opponent and allows you to add your Str and Dex modifiers to the attack. This warrior skill uses both your movement and your action.

  • Warrior's breath

You call your allies and tell them to strike hard or get ready. All allies who can hear you gain +2 to AC or +3 to damage for the next three turns, it's up to you. This acts as a bonus action that costs 8 Rider points.

  • Mega jump

Spending 8 Rider points. triples your base jump distance for one minute and gives you an additional 20 feet on high and long jumps. Activating this ability takes a bonus action.

  • Perfect Defense

By using 10 Rider points. and a reaction, he can take half damage from one source of damage.

  • Ultimate Rider Slash

By spending 15 Rider Points you can imbue your weapon with more power and make an extra 1d10 to the weapon, for every 4 more points spent you add a d8

  • Barrier

Spending 16 rider point you can unleash your power by creating a barrier that gives you temporary hit points equal to 3D10 + your charisma modifier

Kamen Rider Experience[edit]

At 13th level, your experience in battle has also strengthened your base form. You can use your warrior points to perform your basic warrior skills while in your basic form. However, this does not include their upgrades and their finishing move.

Rest[edit]

By level 7, you have become accustomed to battle, which significantly increases your stamina. Every odd turn, you regain 2 Rider points. Each critical hit grants you 3 Rider points, each defeated opponent will now also grant 5 Rider points and each long rest removes 2 exhaustion points and at level 14 is upgraded to remove 3 exhaustion points.

Final Skills[edit]

at level 15 you unlock the maximum of your skills

  • Aura of Hope

you are so full of hope that all your melee weapon strikes have a purpose. Spend 18 rider points each time you successfully hit a creature with a melee weapon, the creature takes an additional 1d8 elemental damage (roll 1d6 for damage type: fire, ice, lightning, thunder, necrotic, and radiant ) and increases by 1d8 per Strength modifier.

  • Last breath

you have seen countless battles, you are tired, you are on the edge, your friends, family are waiting for you and you are not going to give up, you have learned to be stronger now you are on the verge of death and you will. When your life reaches 0 you stay you stay upright, but every time you take damage roll constitution save dc 10 and it increases by +4, on failure you fall and you get 2 exhaustion points and you are out of combat detransforming.

Perfect warrior[edit]

At 17th level, you are a tough and strong seasoned warrior, attack rolls have disadvantage against you. You have advantage on attack rolls and you have advantage on acrobatics checks.

overdrive hazard[edit]

At level 18, as in overdrive Mode for black hazard, by spending more 6 rider points, you gain the ability to break limits and push your body to the absolut limit, entering Overdrive Mode. While in "Overdrive ", you get the following bonuses:

Maintain all bonuses from pasts bonus Your unarmed strikes deal +1 damage. ignore all your exhaustion points temporarily . You can add your strengh modifier to any dexterity checks and you have advantage. When a creature, that you see, attacks you or any ally in its line of sight, you can use your reaction to nullifie the attack, appear in front of the creature, and make a unarmed strike. Once per transformation, you can get an additional action and an extra reaction. You lose 3 hit dice per turn. Overdrive mode last for 30 seconds. When it is deactivated, you return to your base form and receive 3 levels of exhaustion

Final form (GENIUS FORM)[edit]

At level 20, you have reached your final form, the GENIUS FORM, if you have exhaustion points before the transformation, the duration of the transformation is removed, but after the allowed time (5 minutes = 50 rounds) the exhaustion points return, the armor of the Kamen Rider created by transforming draws all transformation bottles which armor ac = 20 + Dexterity modifier or Strength modifier or Constitution modifier + Proficiency. Additionally, you no longer have a time limit and your ability scores are boosted by 4 and while in this form you can't suffer any levels of exhaustion.

item_0000013928_BpDLqR5G_03.jpg
Kamen Rider GENIUS FORM



























Hazard Trigger Transformation Based[edit]

All your armor turns black and your power overflows, you can also use the best match combinations with their respective weapons.

619sBdSAMfL._AC_SY879_.jpg
Kamen Rider Hazrd form































RABBITxRABBIT[edit]

Red armor is added to your black transformation, increasing these characteristics:

  • Your movement increases by: 50 ft.
  • You get a new weapon:
  • Great sword:
    • Base damage: 3d10+strength; type of slashing damage.
    • Increased damage if you add the max 4 bottles you get 2 extra damage dice this is done in your bonus action in order to increase the damage.
  • Gun mode:
    • Base damage: 2d12+strength; piercing damage type.
    • Increased damage if you add the max 4 bottles you get 2 extra damage dice this is done in your bonus action in order to increase the damage.
  • You get temporary hit points= constitution + strength + dexterity.
  • Your fists gain a range of 15 feet.

TANKxTANK[edit]

61ozaa7ifNL._AC_SX679_.jpg
Kamen Rider TANKxTANK




























Your black transformation adds a blue armor increasing these characteristics:

  • Your ac increases by +3.
  • You get a new weapon:
  • Great sword:
    • Base damage: 3d10+strength; type of slashing damage.
    • Increased damage if you add the max 4 bottles you get 1 extra damage dice this is done in your bonus action in order to increase the damage.
  • Gun mode:
    • Base damage: 2d12+strength; piercing damage type.
    • Increased damage if you add the max 4 bottles you get 1 extra damage dice this is done in your bonus action in order to increase the damage.
  • You get temporary life: constitution + strength + dexterity.
  • Your attacks increase 1 more dice in damage.

Multiclassing[edit]

You cannot Multiclass to these class.

5.00
(2 votes)

Back to Main Page5e HomebrewClasses