Kamen Rider, Variant (5e Class)

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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.

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

Kamen Rider Heisei Archetype[edit]

Starting at level 1, you choose an archetype among Prime, Speed, and Mage, all of which are detailed at the end of the class description. Your choice grants you features at levels 6, 9, 13 and 15.

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.

Primal Warrior[edit]

At the 1st level, you form a primal bond with a spirit of the ancient world, embodying its essence and adopting its characteristics. Your rider armor takes on the likeness of the chosen primal spirit, reflecting its power and presence.

Tyrannosaurus

  • Your strikes carry the relentless ferocity of the Tyrannosaurus. When you land a hit with a weapon attack, you can expend 1 Rider Points to add one damage die to the attack.

Triceratops

  • Embracing the defensive prowess of the Triceratops, you gain proficiency with shields. Additionally, you can fashion a Triceratops shield, providing a +2 bonus to AC and wielding the same abilities and damage dice as your Rider Weapon.

Pterodactyl

  • Channeling the swift aerial agility of the Pterodactyl, you can command your Rider Weapon with unparalleled finesse. By spending a bonus action and 2 Rider Points, you can command your weapon to levitate in the air. It can fly up to 30 feet and make an attack against a target within its range. The hovering weapon remains aloft until struck by an attack that exceeds half its AC, causing it to fall. You can direct the weapon's movements within 30 feet of you as a bonus action, guiding its attacks.

Velociraptor

  • Drawing upon the cunning tactics of the Velociraptor, you gain advantage on attack rolls against a creature if at least one of your allies are within 5 feet of the target and not incapacitated.

Mosasaur

  • You embrace the aquatic prowess of the Mosasaur, gaining proficiency with firearms and a swimming speed equal to your land speed. Additionally, you can craft a Mosasaur Pistol, mirroring the abilities of your Rider Weapon but applying two damage dice from your Rider Punch. You gain a +2 bonus to ranged attack rolls and damage with the Mosasaur Pistol. It is considered a Martial Ranged Weapon, Two-Handed, with a range of 40/120 feet, uses your Rider Points as ammunition, and has no Loading properties.

Primal Manifestation[edit]

At 6th level, you gain a buff based on the Primal Spirit of your choice. You must choose the same spirit that you selected in the 1st level.

Tyrannosaurus

  • Your armor is imbued with the strength of the mighty Tyrannosaurus. A powerful mechanical tail emerges, serving as an extension of your prowess. You can make one unarmed attack with your tail without using your bonus action, dealing bludgeoning damage equal to your Rider's Fist damage die plus your Strength modifier. Alternatively, you can use your tail to hold a shield, gaining the shield's AC bonus.

Triceratops

  • Emulating the unstoppable charge of the Triceratops, you learn a new technique. By spending 2 Rider points, you can execute a charge attack. Move at least 25 feet directly toward a creature and make a Shield attack against it. The target must succeed on a Strength saving throw or take 1d10 bludgeoning damage and be knocked prone, taking half damage on a success. If the target is knocked prone, you can make an additional attack against it as a bonus action.

Pterodactyl

  • Harnessing the aerial agility of the Pterodactyl, you gain the ability to take flight. By spending 3 rider points, wings emerge from your back, granting you a flight speed equal to your walking speed. Additionally, as a bonus action while flying, you can perform a lunge attack up to 30 feet away from you. The target must make a Dexterity saving throw or take 2d6 piercing damage and suffer a -2 penalty to AC.

Velociraptor

  • Channeling the swift and cunning nature of the Velociraptor, you become adept at avoiding attacks and summoning allies. You no longer provoke opportunity attacks when moving out of an enemy's reach. Additionally, as an action, you can spend 1 rider point to summon up to 1 Velociraptor (https://www.dandwiki.com/wiki/Velociraptor_(5e_Creature)) ally. These creatures act independently, rolling their own initiative and obeying verbal commands.

Mosasaur

  • Infused with the aquatic prowess of the Mosasaur, you gain enhanced swimming capabilities and defensive techniques. Your arms and feet transform into flipper-like paddles, granting you a swimming speed of 20 feet and the ability to breathe underwater. As reaction, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can spend 2 rider points to gives yourself advantage, also, instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Primal Change[edit]

Starting at 9th level, your connection to the primal spirits deepens, granting you the ability to attune with different aspects of nature. As an action, you can expend 2 rider points to shift your focus to a different primal path within this subclass. This allows you to harness the unique abilities and characteristics associated with your chosen path, adapting your combat style to suit the needs of the moment.

Primal Senses[edit]

At 13th level, your bond with your primal spirit enhances your awareness and connection to the natural world. You can harness this primal insight a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses after completing a long rest.

When using this feature, you add your Charisma modifier to Perception, Survival, and Animal Handling checks. Additionally, you can expend one use of this feature to gain advantage on a single Perception, Survival, or Animal Handling check.

Primal Complet[edit]

Starting at 15th level, your connection to the primal spirits deepens, allowing you to channel the power of dinosaurs into your physical form. As a bonus action, you can spend 6 warrior points to undergo a transformation, increasing your size by one category, from Medium to Large, for example. This transformation lasts for 1 minute, or until you are incapacitated or die. While transformed, you gain the following benefits based on your chosen primal path:

  • Tyrannosaurus

Your speed increases by 5 feet, and you gain a bonus to the damage rolls of your melee weapon attacks equal to half your Strength modifier (rounded up, minimum +1). Additionally, you have advantage on all Strength saving throws.

  • Triceratops.

Your current hit points and maximum hit points increase by 2 per level. Your AC increases by 1, and you have advantage on all Constitution saving throws.

  • Pterodactyl

You gain a flight speed equal to double your speed. You also gain a dive attack: if you move at least 30 feet directly at a target while flying and then hit it with a melee weapon attack, the attack deals an additional 4d8 damage. You have advantage on all Dexterity saving throws.

  • Velociraptor

Your movement speed increases by 15 feet, and you can now summon multiple velociraptors up to your Charisma modifier (minimum of 1). Additionally, you have advantage on all Charisma saving throws

  • Mosasaur

As an action, you can spend 4 rider points to fire a beam of force energy in a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw or take damage equal to 4 rolls of your Rider's Fist damage dice plus your Wisdom modifier. You have advantage on all Wisdom saving throws.

Speed Warrior[edit]

Starting at 1st level, your swift reflexes and agility enable you to move and act with unparalleled speed. You can use your bonus action to Dash, Disengage, or Hide. Additionally, you can use Dexterity instead of Strength for attack and damage rolls with unarmed strikes, any rider weapons, and for any features that use Strength in the rider features.

Off-road[edit]

At 6th level, you gain proficiency in Dexterity saving throws. Additionally, as a bonus action and by expending 2 rider points, you can move on liquid surfaces as if they were solid ground for 1 minute. If you activate this ability while submerged in a liquid, you are propelled to the surface at a speed of 60 feet per round.

At 13th level, you can move on vertical surfaces and hover just above the ground, rendering you immune to ground-based hazards.

Remote Control Attack[edit]

At 9th level, as an action and by expending 3 rider points, you mark a target within 15 feet. Until the end of your next turn, the target must make a Dexterity saving throw against your Kamen Rider save DC. On a failed save, the target suffers a -3 penalty to AC and you gain advantage on attack rolls against it.

Sound Hurricane[edit]

At 13th level, you can use an action to make a number of attacks against a target within 15 feet equal to your speed divided by 10 (rounded down). Using this ability increases your exhaustion level by 1 and you lose your reaction until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.

Turbo[edit]

At 15th level, by expending 6rider points, you transcend your limits, embodying the essence of speed itself, entering into Turbo Mode for 1 minute. During this transformation:

  • Your speed doubles and you don't provoke opportunity attacks.
  • Your unarmed and rider weapon attacks deal an additional 1d6 force damage.
  • You gain a +1 bonus to AC.

This ability can be used once per long rest.

Magic Rider[edit]

Rider Speelcasting

At 1 level you gain the ability to cast spells as shown in the spell table at the top; wearing the armor does not impose any disadvantage when casting spells, you can use your rider weapon as a catalyst or significant personal item as long as it is a ring, necklace, tiara, scarf or bracelet that you can wear without getting into trouble

Known spell

you know a number of spells, such as your wisdom modifier + charisma modifier + proficiency bonus (minimum 1)

Kamen Rider Spell List

you chose spells based on the element you closely associate with based on the DM's Discretion.

Spell casting ability

You use Charisma as your ability to cast spells for your wizard spells, as the power of your spells depends on your ability to project your will onto the world. You use your Charisma every time a spell requires your ability to cast spells. Also, you use your modifier Charisma when you set the saving throw DC for a wizard spell cast and to establish an attack roll for one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Additionally, you can spend rider points to cast spells based on highest spell level as follows:

  • 1 rider points to cast a 1st-level spell.
  • 2 rider points to cast a 2nd-level spell.
  • 3 rider points to cast a 3rd-level spell.
  • 4 rider points to cast a 4th-level spell.
  • 5 rider points to cast a 5th-level spell.
  • 6 rider points to cast a 6th-level spell.
  • 7 rider points to cast a 7th-level spell.
  • 8 rider points to cast a 8th-level spell (available at 15th level).
  • 9 rider points to cast a 9th-level spell (available at 17th level).

Magic Boost[edit]

Starting at 1rd level, whenever you cast a spell, you can use a bonus action and spend 1 Rider Points to choose one of the following effects:

  • Arcane Shield: Gain a +1 bonus to AC until the start of your next turn.
  • Empowered Magic: Increase the damage die of the cast spell by one level (e.g., a d6 becomes a d8).
  • Rider's Resurgence: Regain 1d4 Rider Points.
  • Healing Surge: Heal 1d6 hit points.

At level 9, you can spend additional 1 Rider Points to choose another effect or the same effect again as part of the same bonus action.

At level 15, you can spend additional 2 Rider Points to choose multiple effects or repeat the same effect multiple times as part of the same bonus action

Elemental Fury[edit]

At 6th level, your melee weapon attacks made with your spellcasting focus deal an additional 1d8 Radiant, Necrotic, or Psychic damage. You can use a bonus action to change the damage type.

Additionally, when you hit with a spell attack, you can spend 1 rider point and use your bonus action to create a blast of elemental energy within 5 feet of you, dealing 1d8 damage of the chosen type.

Both damage dice increase to 2d8 at level 13.

Arcane Mastery[edit]

At 9th level, you gain proficiency in Arcana, and you can use Charisma instead of Intelligence for Arcana checks.

Sacred Weapon[edit]

Starting at 13th level, your attuned weapon, whether it's a Rider Weapon or another type, becomes imbued with powerful magic. The weapon gains a +2 bonus to attack and damage rolls. In addition, it gains the following magical properties:

  • Aegis Strike: When you make a successful attack with the weapon, you can use a reaction to grant yourself or an ally within 10 feet of you a +2 bonus to their AC until the start of your next turn. This bonus applies to attacks against the target and can help protect your allies in combat.
  • Shielding Aura: As a bonus action, you can expend a spell slot to activate a protective aura around yourself. This aura grants you and all allies within 10 feet of you temporary hit points equal to 2d6, for each spell slot level + your spellcasting ability modifier. The aura lasts for 1 minute or until you dismiss it as a bonus action.

Arcane Surge[edit]

At 15th level, your mastery over the arcane weaves seamlessly into your armor and enhances your Driver’s core. This deep connection allows you to channel your magic with greater potency.

When you make a successful spell attack roll, you gain the ability to cast two spells with a single action on your next turn. Both spells must be of a level you can cast, and the second spell must be of a lower level than the first. If you fail a spell attack roll, you lose this benefit until you succeed with a spell attack roll again.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Multiclassing[edit]

You cannot Multiclass to these class.

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