Kamen Rider Heisei (5e Class)

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Kamen Rider[edit]

Kamen Riders are people who, in their unarmored form, are no different from anyone else. However, in their armored form, they control the manifestation of their own soul and strength. They come in many shapes and sizes, after all, anyone with a Driver can be a masked hero, but only someone with a pure heart can be a true hero. Some masked heroes are stronger than others, those who have been lucky enough to be trained or born into the lineage with a history of masked heroes.

Creating a Kamen Rider[edit]

The Kamen Rider is presented as a motorcyclist who by various means, most of the times technological and sometimes magical or a combination of both depending on the season, transforms, always using the phrase Henshin ("Transformation") into a superhero called Kamen. Rider with an armored suit and a mask that is usually decorated reminding of an insect (a grasshopper most of the time). The hallmark of the Kamen Rider as a final attack is a flying kick that, although it changes its name every season, is Generically known by the name "Rider Kick".

'Quick Build' : You can convert a Masked Hero quickly by making Strength, Dexterity, and Charisma your highest skill scores first. The rest is up to you. Strength of power attacks, Dexterity of the armor class, and Charisma to keep your identity a secret, unless you don't care if your identity is public knowledge. If it doesn't, Constitution, Wisdom, or Intelligence are a good replacement for Charisma.

Class Features

As a Kamen Rider you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, and heavy armor
Weapons: Simple weapons, Martial weapons
Tools: Leatherworking tools, Kitchen utensils
Saving Throws: Strength and Charisma
Skills: Athletics and Acrobatics, then choose another: Perception, Investigation, Intimidation, Acting, Persuasion, or Religion

Equipment

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

  • (a) Tinker Tools or (b) Kitchen utensils
  • A warrior driver, a set of common clothing and a martial weapon
  • (a) Dungeoneer Pack or (b) Explorer Pack
  • A letter from a loved one or other important item to your hero. (Talk to your DM about what the significant element might be)
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Kamen Rider

Level Proficiency
Bonus
Rider's Fist Rider Points Spell Slots Slot Level Features
1st +2 1d6 - 1 1st Archetype, Rider DC, Driver
2nd +2 1d6 4 2 1st Rider Points, Quick instinct
3rd +2 1d6 6 2 2nd Archetype, Elemental imbuement, Characteristic Hit, Rider Weapon
4th +2 1d6 7 2 2nd Ability Score Improvement
5th +3 1d8 9 2 3rd Update, Additional Attack
6th +3 1d8 10 2 3rd Archetype
7th +3 1d8 12 3 4th Vehicle, Final Blow
8th +3 1d8 13 3 4th Ability Score Improvement
9th +4 1d10 14 3 5th Archetype, Skill Upgrades, vehicle upgrade
10th +4 1d10 15 3 5th Update
11th +4 1d10 16 3 5th Additional attack
12th +4 1d10 17 4 5th Ability Score Improvement
13th +5 1d12 18 4 5th Archetype, Soldier Experience
14th +5 1d12 19 4 5th Respite
15th +5 1d12 20 4 5th Update, Final Skills
16th +5 1d12 21 4 5th Ability Score Improvement
17th +6 2d6 22 5 5th Perfect Warrior
18th +6 2d6 23 5 5th Archetype
19th +6 2d6 24 5 5th Ability Score Improvement
20th +6 2d10 26 5 5th Final form

Rider DC[edit]

Your save DC for your abilities is

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

attack modifier = your proficiency bonus + your Strength modifier

Driver[edit]

The transformation has an allotted time for long rest that is 1 minutes (10 rounds). If the time limit is exceeded, you will receive 1 level of exhaustion every 2 rounds after the time runs out. The player can finish his transformation as a bonus action. If the warrior is reduced to 0 health or the rider points are exhausted, a 1 minute counter is activated, if the time runs out he is forced to leave the transformation and can only transform again once he has recovered to points of positive bumps or a long break. The warrior's armor created by transforming with the warrior's driver is Base AC is 10 + strength modifier + proficiency. The appearance of the armor is determined by the player, but most rider armor is eye-catching and based on a theme, such as an animal or an insect. Armor is considered light armor. Additionally, this armor takes the place of your previous armor, which returns when you transform back into your basic form.

Rider Punch

While the kamen rider may appear strong, he can infuse strength into him to do more damage. Your unarmed strikes deal 1d6 bludgeoning damage + your strength modifier and this improves as shown on the rider's puch table. Also, while not holding a weapon, you can perform an additional hit without weapons as a bonus action.

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 characteristics at level 3, and again at level 6, 9, 13, 15, and 18.

Rider Points[edit]

The rider points are the use of the special abilities of the kamen rider, these being their powers. The Kamen Rider has the ability to imbue, move, and enhance physical abilities. At level 2, you unlock the ability to use Rider Points, which improves your fighting prowess by allowing you to perform certain rider skills. You get 2 rider point defeating enemies or scoring critical hits, but only one per attack. You cannot earn more points than your current level allows. You get all your rider points back after a long rest.

Basic Skills

  • Rider jump

You may spend 1 rider point to doubles your base jump distance and height for half a minute, additionaly you gain 10 ft of moviment.

  • Rider Strike

As part of your attack action,you may spend 4 warrior to make a massive swing against all creatures in a 15-foot line within your reach. Roll a separate attack roll for each target in the line.

  • Patient Rider

By using 1 Rider Points, as a bonus action, you can perform the Dodge action or prepare a action that doesn't include a attack action.

  • Rider Slash

By spending 2 Rider Points, you can imbue your weapon with more power to defeat the evil. You gain half proficiency bonus to your weapon attack and damage roll, this effect last for 1 turn. On the first attack after using this ability, for every 2 Rider Points spent, add 1d4 to the damage roll, maximum of 3 times. You can do this multiple times equal to your proficiency bonus. You regain your uses after a short or long rest.

  • Rider - Rising attack

By using 2 Rider Points, and when you successfully hit an enemy with a melee or unarmed attack with your rider weapon, you can perform your Signature Move, which adds 1d6 + Charisma to base damage, increasing to 2d6 at 7th level, 3d6 at 14th level and 4d6 at 20th level. You can do this multiple times equal to his Charisma modifier (minimum of 1). You regain your uses after a long rest.

  • Rider Striker (Passive)

For every 3 Rider Points spent in a weapon attack, when you hit, you can increase the level of the damage die. For example, you do 1d8 bludgeoning damage, for each 3 Rider Points, you can take that die from 1d8 to 1d10, 1d10 to 1d12 and 1d12 to 2d6 and so on a maximum of 4 times. Also, the scale after 2d6 damage die is: 2d6 → 2d6 + 1 → 2d8 →2d8 + 1 → 2d10 → 2d10 + 1 → 2d12 -> 2d12 + 1. And, 2d12 + 1 being the maximum damage die.

Quick Instinct[edit]

In the heat of battle, a warrior can channel adrenaline, either for the same adrenaline of battles or a critical situation with your allies or to fight and perform amazing feats of technique and strength. At 2nd level, you can add a 1d4 die to an initiative roll. The die becomes d6 at 6th level, d8 at 10th level, and a d10 at 14th level. You have a number of initiative dice equal to your Charisma Modifier, up to a minimum of 1. You recover uses after a long rest.

Elemental Imbuement[edit]

The kamen rider release their elemental power through blows or kicks depending on their universe, at 3rd level, as a bonus action and depending on your kamen rider archetype, you can imbue your blows with an elemental type to hit harder but you lose your additional blow without weapons. You can choose one type of damage according to your chosen archetype, and only one for this turn:

Primal Warrior

  • Fire, Acid and Ice

Speed Warrior

  • Force, Thunder and Lightning

Mage Warrior

  • Necrotic, Radiant and Psychic

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. When you use your Rider's Rising Attack in conjunction with your Rider's Signature, the damage is calculated as (Rider Punch + Rider's level - Rising attack's dice + your Charisma modifier + Proficiency Bonus) multipled by 2. If not, remove the Rising attack's dice from the formula. If you do this and not defeating the enemy, returns you to your base form.

For example: if the user uses the strength modifier for attack rolls and it has a modifier of 3, + the damage of "rider punch", which in a result you get a 3, achieving a total of 6 base damage, + Rider'level - Rising attack's dice (only the extra dice are added, not the full damage) in which you get a 6, + your charisma being your modifier a 2 , + proficiency bonus that would be 2, x 2 would be a total of 32

Rider Weapon[edit]

At level 3, a martial weapon that you possess and are proficient with becomes your rider weapon. As such, it is now a +1 magic weapon, and will return to you if you call it while on the same plane using a bonus action. Only one weapon can be your masked weapon at a time. It upgrades to +2 at level 5 to +3 at level 15 and to level 20 at +4. You can choose its appearance as the way you choose the appearance of your armor. You can change your rider weapon using your bonus action.

Ability Score Improvement[edit]

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

Extra Attack[edit]

At 5th level, the 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.The Rider can now grab two creatures within range at once, which are one size larger than them or smaller. You can't make attacks if you hold two creatures. Starting 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 in order to overcome all evil that threatens what is precious to him. When you reach level 5 and again at levels 10, 15 and 20 you, your armor and your rider powers will evolve. Your armor becomes 14 AC + dexterity or strength (choose one) modifier + proficiency you become resistant to slashing, piercing and bludgeoning damage and your rider's element being shown in the "Elemental imbuement" at the top , this goes up to 15 AC at level 10, 16 AC at level 15, plus your armor no longer imposes disadvantage on stealth checks and you have advantages on skill checks you chose from the class

Your evolved forms will be seen in the chosen archetype at 6th level and together with them the evolution of the weapon that you chose from this level on, your weapon can attack at a distance of 10 feet being melee and if it is at a distance it is doubled. Shooting distance and reloading with a free action, as an additional action, by spending 4 rider points you can reduce your critical radius by 1, and by spending 6 more points you reduce by 2 and by spending 10 more you reduce it another level up to a maximum of 3. Is not possible reduce your critical ratio more than 3 times and this effect is applied only for 1 minute. You can't use this effect again until the transformation is finish.

Power Form At 10th level, your spirit is strengthened, giving you immunity against to the frightened, stunned, and charmed conditions. Also, as a bonus action, you can perform an additional transformation that lasts until the transformation is finish. Your warrior armor gains additional damage bonus equal to your proficiency modifier, but you gain 1 levels of exhaustion once the transformation is finish.

Super Form At level 15, your body evolves and gives you more power than the Driver gives you, the first time you die or fall to 0 or less hit points, you immediately fall to 1 hit point. You can only use this feature one time per transformation. Also, as a bonus action, you can perform an additional transformation in the Power Form, maintaining the Power Form bonuses. You learned how to critically attack the vital points of your enemies. Now your critical hit range becomes 19 - 20. You gain 2 levels of exhaustion once the transformation is finish.

Vehicle[edit]

At level 7, you have created a button on the controller. When the button is pressed, your suit sends a signal wherever you are, spending 1/4 of your Rider points, an already specialized mount https://www.dandwiki.com/wiki/Motorcycle_(5e_Equipment) will arrive as quickly as possible possible and can last 2d6 rounds and for every 3 rider points spent you earn d4 more rounds

Final Blow[edit]

At level 7, you've become even better at taking down opponents with style, becoming an expert at delivering finishing blows. When you attack an enemy, you can use all of your warrior points to make an extremely powerful attack that deals double damage. If this move successfully defeats an enemy, you get back half the points you spent, rounding up. You use your Strength, Constitution, and Charisma modifier + Rider's Signature + Proficiency bonus + class level rounded in half, and all of this multiplied by 2. However, if you do this and not defeating the enemy, return to your base form. This last effect will not apply at level 15. The multiplier becomes X3 at level 14 and X4 at level 19. You can use this Skill twice per long rest, but the second time you don't regain any rider points, you lose half your hit points and are left in an Exhausted state.

Power Skills[edit]

Atlevel 9, your Henshin Driver allows you to perform more rider skills. You can use one of these skills in combination with a basic warrior skill.

  • Rider Sweep

If a rider hits a weapon attack, you can perform a sweeping strike, dealing additional damage equal to your rider's punch damage and knocking them down, if they fail a dexterity saving throw against your rider dc. This costs 1 rider points.

  • Rider Speech

You call your allies and tell them to strike hard or get ready.As bonus action, you can spend 3 rider points to motivate all allies. Any ally that can hear you gain +2 to AC or +3 to damage for 30s.

  • Rider Mega Jump

By spending 2 rider points, triples your base jump distance and gives you an additional 20 feet on high and long jumps and you take no damage from falling, as long the height of your fall is equal or less your jump height. You can only use this once per short rest.

  • Rider Defense

By using 2 rider points and a reaction, he can take half damage from one source of damage.

  • Ultimate Rider Slash

As a bonus action, by spending 10 Rider Points, you can imbue your weapon with more power than ever. For the rest of turn, you add an extra 1d10 to your weapon damage. Your next attack hits gain 1d8 to the damage roll, for every 3 rider points spent in this turn, maximum of 3 times.

  • Rider Barrier

Spending 8 rider point you can unleash your power by creating a barrier that gives you temporary hit points equal to 3d10 + your charisma modifier multiplied by your proficience bonus (The formula is: 3d10 + (charisma modifier*proficience bonus).

Vehicle upgrade[edit]

At level 9, you have upgraded your vehicle so that it can withstand tough battles. You vehicle gains +2 to AC and, you vehicle will appear in the nearest place where is possible to him appear, and, wherever it is, will come towards you as quickly as possible; As long as you are mounted, your vehicle has an advantage on saving throws for difficult terrain and any barrier, whether magical or elemental, will have to make a saving throw.

Soldier Experience[edit]

At 13th level, your experience in battle has also strengthened your base form. You can add half of your strengh modifier to your AC in the base forme. Also, you can use your warrior points to perform your basic rider's skills while in your basic form. However, this does not include their upgrades and their finishing move. You can transform yourself to your base form without spending any action.

Respite[edit]

At level 14, you have become used to battle, increasing your stamina significantly. Every turn, you regain 2 Warrior Point. Each critical hit earns you 3 warrior points and each defeated opponent will now award 5 warrior points as well.

Final Skills[edit]

At level 15 you unlock the maximum of your skills. You can use one of these skills in combination with a basic warrior skill and your Power Skills.

  • Shooting attack

Using 8 warrior points and as an attack, you can fire a bolt of an element of your choice (fire, cold, or lightning) from your weapon to hit an enemy 120 feet from you. The target must succeed on a Dexterity saving throw equal to your rider save DC or take 4d8 damage, or half on a success. You can use your finishing move with this feature. You can only do this twice before having to take a long rest.

  • MAX POWER

By spending 14 rider points you push yourself to your limit and reach maximum power, you can add twice your strengh or dexterity modifier to attacks rolls and damage dices. This effect last until the transformation is finish.

  • Aura of Hope

You are so steeped in hope that all your melee weapon strikes carry purpose. Spending 20 rider points Whenever you successfully hit a creature with a melee weapon, the creature takes an additional 1d8 elemental damage (fire, ice, lightning, thunder, necrotic, radiant, or psychic) and each 3 rider points spent in this attack, increases by 1d8, maximum of 6 times.

  • Last breath (Passive)

You have seen countless battles and are at your limit. Your friends, family, everyone is waiting for you and you won't give up. You have learned to grow stronger on the brink of death and you will deal more damage to your enemies if you want to see the light of tomorrow once again. When you attack a creature and have 1/5 or less of your hit points, you can spend half of your rider points, rounded down, and choose to do double damage against them. You can only deal this extra damage once per turn.

Perfect Warrior[edit]

At 17th level, you have reached the ultimate level of your abilities, becoming the ultimate warrior of justice. Now any skill that requires a specific number of Rider Points, you can use this ability and reduce half its cost. You can do this multiple times equal to your proficiency bonus. You regain your uses after a long rest.

Final Form[edit]

At level 20, you have reached your final form, your connection to your Warrior Driver has become so strong that you can remain in your transformed state for as long as you want. He has also unlocked the ability to use his Final Form, using a bonus action to transform. Your Final Form is stronger, faster, and tougher than your normal transformation. You also get all the benefits of your Power Form and Super Form without gain a exhaustion level.

Primal Warrior[edit]

At the 1st level, when you adopt this path, you choose a primal spirit and gain its characteristic. Your masked armor resembles the primal spirit.

  • Tyrannosaurus.

When you hit a creature with a Masked Weapon attack, you can spend 2 warrior points to deal an additional damage die.

  • Triceratops.

You gain proficiency with shields. You also get the ability to make a Triceratops shield that gives you +2 AC and has the same abilities and same damage dice as a rider weapon.

  • Pterodactyl.

You can use a bonus action and 3 warrior points and then throw your "Rider Weapon" into the air. When you do so, the weapon begins to float, flies up to 30 feet, and attacks a creature of your choice within the weapon's range. The weapon attacks one creature per turn, and you can't keep more than one weapon floating. The weapon's attack counts as your separate attack action (the weapon attacks right after the end of your turn), and any attack roll made on the weapon that exceeds half its AC, rounding down, knocks it down. The weapon uses your modifiers for its attack and damage rolls. While the weapon is hovering, you can use a bonus action to make it fly up to 30 feet to another location within 30 feet of you. As part of the same bonus action, you can have the weapon attack a creature within range.

  • Velociraptor.

You have advantage on an attack roll against a creature if at least two of your allies is within 5 feet of the creature and the ally is not incapacitated.

  • Mosasaur.

You gain proficiency with firearms and have swinning speed equal to your speed. You also get the ability to make a Mosasaur Pistol that has the same abilities and twice the damage dice as a rider weapon. You gain +2 to ranged attack and damage. Mosasaur Pistol is considered a Martial Ranged Weapon, two-handed, has range 40/120ft, uses your rider points Ammunnition and has no loading properties.

Primal instinct[edit]

At 3rd level, you have advantages in skill rolls with acrobatics or stealth, and, if you have them, you add double of your proficiency bonus. You can also add half your proficiency bonus to survival, intimidation, nature and dealing with animals skills.

Jurassic Scales[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 gains a powerful mechanical tail. Your tail counts as an extension of you, which you can use to make one unarmed attacks without using your bonus action, or hold a shield. If you hit with them, you deal blunt damage equal to rider's fist damage die + your Strength modifier or if you use it to hold a shield you gain the shield bonus.

  • Triceratops.

You learn a new technique based on a triceratops charge. You can spend 2 warrior points to perform a charge attack. You move at least 25 feet directly toward a creature and then hit it with a Shield attack, on the same turn, that target must succeed on a Strength saving throw or take 1d10 bludgeoning damage and be knocked down, taking half damage on a success and not falling prone. If the target is knocked prone, you can make an attack against it as a bonus action.

  • Pterodactyl.

You learn to fly like the pterodactyl, spending 3 rider points you can activate wings on your back and you gain flight speed equal to your speed. As a bonus action, if you are flying, by spending 2 rider points, you can make a lunge attack around 30 feet from you, the target must make a dexterity saving throw or take 2d6 pearcing damage and lose -2 to AC.

  • Velociraptor.

You learn to be fast as a velociraptor. You do not provoke an attack of opportunity when you move out of range of an enemy. You will learn how to call the velociraptor herd. You can spend 1 warrior points as an action to summon up to 1 velociraptor https://www.dandwiki.com/wiki/Velociraptor_(5e_Creature). Summoned creatures are friendly to you and your companions. Roll Initiative for the velociraptor, who has his own turns. They obey any verbal command you give them (it requires no action on your part). If you don't give them any orders, they defend themselves against hostile creatures, but otherwise, they take no action.

  • Mosasaur.

You arms and feet gains flipper-like paddles and your skin slippery, that allows you to swin faster. You gain 30ft of swinning speed and lose 10ft of your speed in any non-water terrain, also, you breath underwater. By spending 2 rider points, your Mosasaur Pistol gains one additional damage dice for this turn.

Primal Change[edit]

Starting at 9th level, your become more attuned with the primal animals. As an action, by spending 4 rider points, you can change your primal path to any other that is in this subclass.

Full senses[edit]

At 13th level, due to your bond with your spirit, your connection allows you to share the primal powers. You can use this feature a number of times equal to your Charisma modifier and regain all uses on a long rest. In addition, add your proficiency bonus for a perception ckeck.

Primal Complet[edit]

Starting at level 15, you gain the ability to channel the power of dinosaurs into your physical form. As a bonus action, you can spend 12 warrior points to increase your size by one category, from Medium to Large, for example. This increase lasts 1 minute. It ends early if you die or are incapacitated. Until it ends, you get the following benefits:

  • Tyrannosaurus.

Its speed increases by 10 feet. You gain a bonus to the damage rolls of your melee weapon attacks. The bonus is equal to your Strength modifier (minimum +1). You have advantage on all strength saving throws.

  • Triceratops.

Your current hit points and your maximum hit points increase by 2 per level. Your AC increases by 3. You have advantage on all Constitution saving throws.

  • Pterodactyl.

You gain a flight speed equal to double of your speed, while wearing Masked Armor. You get a dive attack. If you are flying and launch at least 30 feet directly at a target and then hit it with a melee weapon attack, the attack deals 5d8 additional damage to the target. You have advantage on all Dexterity saving throws.

  • Velociraptor.

Your movement increases by 15 feet. You can now summon multiple velociraptors up to the Charisma modifier (minimum of 1). You have advantage on all charisma saving throws.

  • Mosasaur.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Also, you have an advantage in been grapple and your opponents have a disadvantage on grapple you. As reaction, you can also use your paddles to deflect a strike when you are hit by an attack. When you do so any bludgeoning, piercing, or slashing damage you take from the attack is reduced by 1d10 + your Strengh modifier + your rider level.

Rampageous status[edit]

Upon reaching 18th level,your connection with the primal become stronger, and you use the Full Senses feature as bonus action. As bonus action, when you become primal, you spend 6 more rider points and assume a spirit-dependent form for a short time. Each turn, after you transform, at the beginning of your turn, you must make an Wisdom saving throw (DC 13) or come under the effects of the confusion spell. Your AC is equal to the current one without transforming, with the following abilities for 1 minute. It ends early if you die or are incapacitated. Until it ends, you get the following benefits:

  • Your size becomes 2 sizes larder (medium become huge)
  • You maintain the effects of Primal Complet, ignoring time limit
  • You lose the ability to attack with weapons
  • Tyrannosaurus

- Due to your absurd size and strength, you gain +5 to hit and damage rolls

- Due to your short size with your arms you lose the ability to attack with them, but you can attack with the tail as long as the weapon has the light property or the rider weapon but you will have a disadvantage with the rolls made and if it has any zone effect this is canceled

- The tyrannosaurus performs two attacks: one with its bite and the other with its tail. Cannot perform both attacks against the same target.

- You bite a target and it takes of 4d12 piercing damage. If the target is a Medium or smaller creature, it is grabbed (Strengh 17 DC). At the beginning of his turn, the target make the test again to be release, if fails, he take 3d8 piercing damage. The tyrannosaurus cannot bite another target.

- Tail strikes a target at a range of 10 feet and takes a hit of 3d8 bludgeoning damage.

- You now have the ability to roar. When you roar, enemies within 15 feet of you must succeed on a wisdom saving throw (Wisdom 14 DC) or they will scare you for the rest of the round. Enemies frightened by this roar can do nothing on their turn, except try to get as far away from you as possible.

- You gain advantages on rolls to hit targets 5 feet around you

  • Triceratops

- Due to your scales, all attacks that has the Bludgeoning, Piercing and Slashing damage type have disadvantage against you.

- If you move at least 15 feet directly toward a creature and then hit it with an attack in the same turn, that target must succeed on a DC 14 Strength saving throw or be hit prone. If the target is knocked prone, the triceratops can make a stomp attack against them as a bonus action.

- You hit a target with your horns with a range of 5 feet and take an extra 4d8 damage of piercing damage.

- You stomp very hard and hit the ground within a 10 foot radius Enemies must make a strength save or take an extra 3d10 bludgeoning damage half as much on a success.

- You use your head to create energy pulse projectiles, the range is 30/120 ft and it deals 4d10 force damage.

- You gain a speed of 30ft.

  • Pterodaptile

- Your hands transform into claws that deal 2d10 slashing damage. You can use your rider skills but only the basic ones

- You now have the ability to roar. When you roar, enemies within 15 feet of you must succeed on a wisdom saving throw (Wisdom 14 DC) or they will scare you for the rest of the round. Enemies frightened by this roar can do nothing on their turn, except try to get as far away from you as possible.

- You don't provoke opportunity attacks from enemies that you had attack this turn.

- You also gain an extra 30ft flight speed.

  • Velociraptor

- You have thin strong arms and sharps claws. You does not lose the ability to attack, but you do it with disadvantages and apply the damage of your rider's fist, also, you can't use your rider's Power or Final skills. When you or any Velociraptor you summon hit a target, it +1d6 slashing damage.

- You gain +2 ac by being with in 10 feet of an ally.

- If you move within 15 straight feet of a creature and then hit it with a claw attack in the same turn, that target must succeed on a DC 10 Strength saving throw or be hit prone. If the target is prone, the velociraptor can make an additional attack against.

- You Bite any enemy creature that moves within 5ft of you, withou using your reaction. the target takes 1d6 piercing damage + strengh modifier.

- Once per turn, you can hit with your legs, which are a real force to be reckoned with. As an action, you can kick your enemies with great force with at least 10 feet of movement beforehand. The kick does 4d8 bludgeoning damage with 10 feet of movement beforehand, and increases 1d8 for every 10 feet before that. The kick also knocks the enemy back, depending on the size of the creature. A tiny creature will be thrown 50 feet back, a small creature will be thrown 40 feet back, a medium creature will be thrown 20 feet back, a large creature will be thrown 10 feet back, a huge creature will be thrown 5 feet back, and a gigantic creature not to be thrown. Small, medium and large creatures are also affected by this characteristic.

  • Mosasaur.

- You lose your ability to move outside of the water, but your speed quadruples in the water, and all attacks rolls made against you have disadvantage in the water

- The Mosasaur performs 3 attacks: one with its bite, one with its tail and one with is mouth. You cannot make more than 2 attacks per turn.

- You bite a target and it takes of 4d8 piercing damage. If the target is a Large or smaller creature, he will be grabbed and he must succeed on a DC 12 Strengh saving throw or the target is crushed and, until this fight is over, the target is restricted. You can have Large creature, 2 medium or 4 small creatures restricted.

- Tail strikes a target at a range of 15 feet and takes a hit of 2d12 bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be prone.

- You use your mouth to create a super energy pulse projectile, the range is 40/120ft shots do 10d10 force damage. You can only use this twice per long rest.

Speed Warrior[edit]

Starting at level 1, his quick thinking and agility allow him to move and act quickly. You can take an extra bonus action on each of your turns. Also, your bonus action can be used to take the Dash, Disengage, or Hide action.

Speed ​​Break[edit]

When you reach level 3, each time you use the dash action, you get an additional 10 feet for the turn. This increases by 15 at level 9 and 25ft at level 15

Off-road[edit]

At level 6 you gain proficiency in Dexterity saving throws. As a bonus action and by spending 3 rider points, you gain the ability to move on any liquid surface, such as water, acid, mud, snow, quicksand or lava, as if it were a harmless solid ground (the creatures that cross molten lava can still be damaged by heat) for 1 minute.

If you cast this effect while submerged in a liquid, the ability takes you to the surface of the liquid at a speed of 60 feet per round.

At 13th level you can walk on walls and float inches from the ground which is immune to spikes or plate traps or any type of ground damage

Remote Control Attack[edit]

At 9th level, as an action and by spending 5 rider points, you mark a target that is 15 feet around you and begin to charge, on your next turn when you make an attack roll on your target, the target must make a dexterity saving throw against your kamen rider save dc. On a failed save, they suffer a -3 AC penalty and you gain advantage on attack rolls against that target. You can take this action up to your Constitution modifier maximum, regaining all uses on a long rest.

Sound Hurricane[edit]

At level 13 as an action, the kamen rider can choose a target within 15 feet of them and perform multiple attacks on them equal to your speed divided by 10f (if you have 50ft of speed, you attack 5 times). This technique is exhausting on the body and doing so increases the kamen rider's exhaustion level by 1 and you lose your reaction for that round. You can only do this ability equal to your proficiency bonus per long rest.

Turbo[edit]

At level 15,spending 12 rider points, you break your limits, becoming the personification of speed. As you do, you gain the following benefits:

  • Your speeds doubles
  • You no longer provoke opportunities attacks
  • Your unarmed attacks and rider weapon attacks gains 1d6 force damage
  • You wrap in a speed spiral and gain +3 to AC

This effects last for 30 seconds. You can only perform this transformation once per long rest.

Overdrive Mode[edit]

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

  • Maintain all bonuses from Turbo Mode, ignoring the time limit.
  • Your unarmed strikes deal +1 damage die.
  • Sound Hurricane this not increase your exhaustion level anymore.
  • You can add your strengh modifier to any dexterity checks and you have advantage.
  • When a creature, that you see, attacks you within your speed range , 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.

Mage Warrior[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

Casting spells

The table above shows how many spell slots you have to cast your first-tier and higher spells. To cast one of these spells, you must spend a spell slot of the spell's level or higher. You regain all spent spell slots when you finish a long rest. You prepare each spell only once, incorporating it into your focus. An effective shortcut around the ancient practice of preparing spells each morning, you can cast each one as many times as your spell slots allow.

Known spell

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

Kamen Rider Spell List
1st Level

Jump, Longstrider, Silent Image Fire: Burning Hands, Faerie Fire, Fog Cloud Earth: Disguise Self, Mage Armor, Shield Water: Charm Person, Create Or Destroy Water, Goodberry, absorb elements, Chromatic Orb, Color Spray, Elemental Armor, Expeditious Retreat, Feather Fall, Fog Cloud, Guiding Bolt, Heroism, ice knife, Illusory Script, Silent Image, thunderous smite, Thunderwave, Venomous Ray, witch bolt

2nd Level

Air: Gust Of Wind, Pass Without Trace, Invisibility Fire: Flame Blade, Heat Metal, Scorching Ray Earth: Enhance Ability, Hold Person, Spike Growth Water: Calm Emotions, See Invisibility, Silence', Augury, Blur, Darkvision, dust devil, earthbind, Gentle Repose, Knock, Levitate, Mirror Image, Misty Step, Moonbeam, Shatter, Silence, skywrite, Snilloc's snowball swarm, warding wind

3nd Level

Air: Call Lightning, Haste, Wind Wall Fire: Daylight, Fireball, Gaseous Form Earth: Counterspell, Slow, Meld Into Stone Water: Blur, Hypnotic Pattern, Sleet Storm, elemental weapon, lightning arrow, Lightning Bolt, Major Image, Protection from Energy, Sleet Storm, Stinking Cloud, thunder step, wall of water, Water Breathing, Water Walk, Wind Wall

4nd Level

Air: Dimension Door, Greater Invisibility Fire: Fire Shield, Wall Of Fire Earth: Freedom Of Movement, Stone Shape Water: Control Water,Conjure Minor Elementals, Black Tentacles, Blight, elemental bane, Hallucinatory Terrain, Resilient Sphere, storm sphere, vitriolic sphere, watery sphere

5nd Level

Air: Cloudkill, Passwall Fire: Immolation, Reincarnate Earth: Awaken, Wall Of Stone Water: Antilife Shell, Cone Of Cold, Conjure Elemental, Contagion, control winds, Geas, Hallow, Insect Plague, maelstrom, Scrying, Seeming, Telekinesis, Teleportation Circle, Wave of Obliteration

Spell casting ability

You use charisma or wisdom 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 or Wisdom 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

Magic Rider[edit]

At level 3 every time you cast spell you can as a bonus action spend 2 rider points to choose one of the following effects

  • gain +2 to CA
  • increase the damage die of the cast spell by one level
  • gain 1d8 of rider points
  • heal 1d6 hit points

Elemental Fury[edit]

At 6th level, you gain the ability to enchant your weapon attacks with the force of the elements. Your melee weapon attacks made with your spellcasting focus deal an additional 1d8 damage Radiant, Necrotic, or Psychic. You can use a bonus action to change the damage type of this feature

When you cast a spell attack, you can spend 1 rider points and use your bonus action to make a blast of elemental energy 5 feet around you, the damage is 1d8, the type of associated damage is determined by the elemental damage you have chosen.

Both dice increase to 2d8 at level 12, 3d8 at level 18.

Rider Magic[edit]

At level 9, you gain proefieciency in Arcana, and can use your charisma instead of intelligence. Also, you can spend 5 rider points to cast a spell between levels 1, 2 and 3, at level 13 you can spend 9 rider points to cast a spell of level 4 and at level 18 you can spend 12 rider points to cast level 5. You can only use this feature equal to (your proficiency + charisma modifier)/2.

Sacred Weapon[edit]

Starting at level 13, the weapon you are tuned to, be it the "Rider Weapon" or another type of weapon, is now a magic weapon which now gets +2 to target rolls, +2 to damage rolls and in addition to any other effect it may have. This weapon also gains a 30/60 cast distance and will return to you at the start of your next turn regardless of whether you summoned or set it in your hand.

Arcane Metal[edit]

At level 15, your control over the arcane fabric runs through your armor to the Driver's core, which is strengthened, as long as you have made a successful magic attack roll, on the next turn you can cast two spells in a single action. If you fail a magic roll, you lose the effect until you succeed again on a magic roll.

Arcane Core[edit]

When you reach level 18, you master two powerful spells and can cast them with little effort. Choose two wizard or cleric spells of level 3 quantity and retain them in your Driver as characteristic spells. You always have these spells ready, they don't count towards the number of spells you've prepared, and you can cast each one once at 3rd level without spending a spell slot. When you do, you will not be able to do it again until you have finished a short or long break

Multiclassing[edit]

You cannot Multiclass into or out of the Kamen Rider Heisei class.

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