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 and Charisma your highest skill scores first. The rest is up to you. Strength of power attacks 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: 1d8 per Kamen Rider level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + 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.
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 | 2 | 2 | 1st | Rider Points, Quick instinct |
3rd | +2 | 1d6 | 3 | 2 | 2nd | Archetype, Elemental imbuement, Rider's Signature, Rider Weapon |
4th | +2 | 1d6 | 4 | 2 | 2nd | Ability Score Improvement |
5th | +3 | 1d8 | 5 | 2 | 3rd | Evolutionary Ascendance, Additional Attack |
6th | +3 | 1d8 | 6 | 2 | 3rd | Archetype |
7th | +3 | 1d8 | 7 | 3 | 4th | Vehicle, Rider's Noble Steed |
8th | +3 | 1d8 | 8 | 3 | 4th | Ability Score Improvement, Rider's Counter |
9th | +4 | 1d8 | 9 | 3 | 5th | Archetype, Power Skills |
10th | +4 | 1d10 | 11 | 3 | 5th | Form Change |
11th | +4 | 1d10 | 12 | 3 | 5th | Additional attack |
12th | +4 | 1d10 | 13 | 4 | 5th | Ability Score Improvement |
13th | +5 | 1d10 | 14 | 4 | 5th | Archetype, Soldier Experience |
14th | +5 | 1d10 | 15 | 4 | 5th | Battle-Hardened |
15th | +5 | 1d10 | 16 | 4 | 5th | Archetype, MAX Skills |
16th | +5 | 1d12 | 17 | 4 | 5th | Ability Score Improvement |
17th | +6 | 1d12 | 18 | 5 | 5th | Ultimate Warrior of Justice |
18th | +6 | 1d12 | 19 | 5 | 5th | — |
19th | +6 | 1d12 | 21 | 5 | 5th | Ability Score Improvement |
20th | +6 | 2d6 | 25 | 5 | 5th | Final form |
Rider DC[edit]
Your save DC for your abilities is
Save DC = 8 + your proficiency bonus + your Charisma modifier
Attack Modifier = your proficiency bonus + your Charisma modifier
Driver[edit]
You can activate your transformation as a bonus action, lasting for 1 minute (10 rounds). After this time, you suffer 1 level of exhaustion for every 5 rounds the transformation is extended. You may choose to end your transformation as a bonus action at any time. If you are reduced to 0 health or run out of Rider Points, a 1-minute countdown begins, after which you are forcibly reverted to your base form.
While transformed, you are equipped with Rider Armor, which gives you an AC equal to 10 + your Strength modifier + your Charisma modifier. This armor replaces any armor you were wearing before transforming and is considered light armor. The armor's appearance is based on a theme of your choice, such as an animal or insect, and is typically eye-catching.
Rider Punch[edit]
While the Kamen Rider may appear strong, they can infuse their strength to deal more damage. Your unarmed strikes deal 1d6 bludgeoning damage + your Strength modifier, and this improves as shown on the Rider Punch table. Additionally, while not holding a weapon, you can make an additional unarmed strike 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 features at levels 6, 9, 13 and 15.
Rider Points[edit]
Rider Points represent the special abilities of the Kamen Rider, enhancing their powers and physical abilities. At level 2, you unlock the ability to use Rider Points, improving your fighting prowess by allowing you to perform certain Rider skills. You gain 1 Rider Points by defeating enemies or scoring critical hits, but only one per attack. You cannot earn more points than your current level allows. You regain all your Rider Points after a long rest.
Basic Skills[edit]
As a Rider, you have honed your abilities to perform incredible feats of agility, strength, and precision. The following Basic Skills allow you to leverage your Rider Points for enhanced combat effectiveness and extraordinary maneuvers.
Rider Jump
Cost: 1 Rider Point
- As bonus action, double your base jump distance and height for 3 rounds. Additionally, gain 10 feet of movement for the duration.
Rider Strike
Cost: 1 Rider Points
- You can make a massive swing against all creatures in a 15-foot line within your reach as part of your attack action. Roll a separate attack roll for each target in the line.
Patient Rider
Cost: 1 Rider Point
- As a bonus action, take the Dodge action or prepare an action that doesn't include an attack action.
Rider Slash
Cost: 2 Rider Points
- As bonus action, you can imbue your weapon with additional power. Gain half your proficiency bonus to your weapon attack and damage rolls for 3 turns. You can use this ability a number of times equal to your proficiency bonus. Regain uses after a long rest.
Rider Rising Attack
Cost: 2 Rider Points
- When you hit an enemy with a melee your Rider weapon or unarmed attack, you can add extra damage based on your level. The extra damage is equal your Charisma modifier at level 1, 1d6 + your Charisma modifier at level 5, 2d6 + your Charisma modifier at level 11, and 3d6 + your Charisma modifier at level 17. You can use this ability a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses after a long rest.
Rider Striker (Passive)
- For every 2 Rider Points spent in a turn, when you hit, you can increase the level of the damage die of your attack(Only applies to weapon attacks). For example, if you deal 1d8 bludgeoning damage, for each 3 Rider Points, you can increase that die from 1d8 to 1d10, from 1d10 to 1d12, and from 1d12 to 2d6. The progression after 2d6 is: 2d6 → 2d6 + 1 → 2d8 → 2d8 + 1 → 2d10 → 2d10 + 1 → 2d12 → 2d12 + 1 → 2d12 + 1d6 → 2d12 + 1d8 → 2d12 + 1d10 → 2d12 + 2d6, and so on.
You can continue to progress the damage die in this manner as long as you have Rider Points to spend. You can use this ability a number of times per long rest equal to your proficiency bonus.
Quick Instinct[edit]
In the heat of battle, a warrior can channel adrenaline, whether from the rush of combat or a critical situation with allies, to perform amazing feats of technique and strength. Starting at 2nd level, you can add a 1d4 die to an initiative roll. This die increases to a d6 at 6th level, a 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 regain all expended uses after completing a long rest.
Elemental Imbuement[edit]
The Kamen Rider releases their elemental power through blows or kicks, depending on their universe. Starting at 3rd level, as a bonus action, and depending on your Kamen Rider archetype, you can imbue your strikes with an elemental type to deal additional damage, but you forgo any additional unarmed strikes for this turn. 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 unleash 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 follows:
- Damage Calculation: (Rider Punch + Rider's level - Rising attack's dice + your Charisma modifier + Proficiency Bonus) multiplied by 2.
If the attack does not defeat the enemy, you return to your base form.
For example: If you use the strength modifier for attack rolls and it has a modifier of 3, plus the damage of "Rider Punch," resulting in a 3, achieving a total of 6 base damage, plus Rider's level - Rising attack's dice (only the extra dice are added, not the full damage), resulting in a 6, plus your charisma modifier of 2, plus proficiency bonus of 2, multiplied by 2, the total damage would be 32.
Rider Weapon[edit]
At level 3, a martial weapon that you possess and are proficient with becomes your Rider Weapon, gaining a +1 magic bonus to attack and damage rolls. You can summon your Rider Weapon to your hand as a bonus action if it is on the same plane of existence. Only one weapon can be your Rider Weapon at a time. The magic bonus increases to +2 at level 5, +3 at level 11. You can choose the appearance of your Rider Weapon in the same way you choose the appearance of your armor, and you can change which weapon is your Rider Weapon by using a 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 gains the ability to attack twice, instead of once, when they take the Attack action on their turn. Alternatively, they can make two grappling attempts. The Rider can now attempt to grapple two creatures within range simultaneously, provided they are one size larger than them or smaller. However, they cannot make attacks if they are holding two creatures.
Starting at 11th level, the Rider's combat proficiency further improves, allowing them to attack three times, instead of once, when they take the Attack action on their turn.
Evolutionary Ascendance[edit]
At 5th level, and again at levels 10, 15, and 20, you, your armor, and your rider powers evolve to overcome increasingly powerful enemies.
- Armor Evolution: Your armor base AC becames 12 + your Strength Modifier + your Charisma Modifier. Your armor reflects your Rider's elemental imbuement, and you also gain resistence to that type of damage. This increases to 13 AC at level 10, and 14 AC at level 15. While transformed, you gain resistance to slashing, piercing, and bludgeoning damage. Additionally, your armor reflects your Rider's elemental affinity (chosen during this evolution), and you gain resistance to damage of that type (e.g., fire, lightning, etc.).
- Weapon Evolution: At 6th level, your chosen archetype evolves, along with your weapon. Your weapon gains a 10-foot melee range. If used for ranged attacks, its range is doubled. Additionally, by spending 2 Rider Points as an additional action, you reduce your critical hit range by 1 (e.g., 19-20 becomes a critical hit). You may spend 3 additional points to reduce it by 2, and 10 more points to reduce it by 4 (down to a maximum of 17-20). This effect lasts for 5 turns and cannot be used again until your transformation ends.
Rider's Noble Steed[edit]
Starting at 7th level, your connection to your Rider abilities allows you to easily call upon an otherworldly steed that embodies your spirit. You always have the Find Steed spell prepared, reflecting your unique Rider theme, whether it takes the form of a high-tech motorcycle or a mystical creature. You can cast Find Steed by expending 5 Rider Points, or you may cast it once without using a spell slot or Rider Points. You regain the ability to cast it this way after finishing a long rest.
Rider's Counter[edit]
Starting at level 8, you've developed a great deal of combat skills, allowing you to learn how to deal with enemy attacks.
Counterattack
Cost: 1 Rider Point + 2 * the number of times you use any Rider's Counter skills this turn
- When an attack roll is made against you, you can use your reaction to counterattack with your rider weapon, if possible. If your counterattack hits, you regain your Reaction. You can use this feature a number of times per round equal to your proficiency bonus, and this limit resets at the start of each round.
Rider's Parry Style
Cost: 1 Rider Points + 2 * the number of times you use any Rider's Counter skills this turn
- When an attack roll is made against you or an ally, you can use your reaction to parry with your rider weapon, if possible. If your roll is higher than the attacker's roll, you successfully parry the attack. Upon a successful parry, you gain 1 Rider Point and regain your Reaction. You can use this feature a number of times per round equal to your proficiency bonus, and this limit resets at the start of each round.
Power Skills[edit]
At level 9, you improve your Kamen Rider skills, allowing you to use new techniques. You can combine these skills with your other rider skills.
Power Sweep
Cost: 1 Rider Point
- When you hit with a weapon attack, you can perform a sweeping strike, dealing additional damage equal to your Rider's Punch damage and knocking the target prone if they fail a Dexterity saving throw against your Rider DC.
Power Dash
Cost: 1 Rider Points
- As a bonus action, you can move up to twice your speed without provoking opportunity attacks. During this movement, you can pass through enemy spaces, and any enemy whose space you pass through must make a Dexterity saving throw or be knocked prone
Power Grapple
Cost: 1 Rider Points
- When you make a melee attack, you can attempt to grapple the target as part of the attack. If successful, the target is restrained until the end of your next turn or until they break free with a Strength saving throw against your Rider DC.
Power Speech
Cost: 4 Rider Points
- As a bonus action, you motivate your allies, granting them a choice of +2 to AC or +3 to damage and attack rolls for 1 minute.
Power Barrier
Cost: 3 Rider Points
- You unleash your power to create a barrier that grants you temporary hit points equal to 3d10 + your Charisma modifier multiplied by your Charisma modifier.
Ultimate Power Slash
Cost: 6 Rider Points
- As a bonus action, you can surge with energy, granting yourself advantage on all attack rolls until the end of your turn. Additionally, you deal an extra 1d10 damage with each successful hit.
Form Change[edit]
At level 10, You gain the ability to switch between different Rider Forms, each tailored to specific combat situations. As a bonus action, you can switch to one of the following forms during your transformation. Switching forms does not end your transformation and can be done a number of times equal to your Charisma modifier (minimum of once) per transformation.
- Agile Form: Your movement speed increases by 10 feet. You gain proficiency in Acrobatics. Once per turn, when you make a melee weapon attack, you can make an additional unarmed strike as part of the same action.
- Titan Form: You have advantage on saving throws against being pushed, pulled, or knocked prone. You gain a +2 bonus to Strength checks and saving throws. When wielding heavy melee weapons, you gain a +2 bonus to damage rolls.
- Shooter Form : You gain proficiency in Perception, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls made with firearms or ranged weapons. You gain a +1 bonus to weapons ranged attacks and damage rolls.
- Power Form: You become immune to the frightened and charmed conditions. You gain a +1 bonus to melee weapons attack and damage rolls. When you fail a saving throw, you can use 1 rider point and a reaction to reroll it.
Soldier Experience[edit]
At 13th level, your experience in battle has greatly strengthened your base form. You gain proficiency to all saving throws . Additionally, while in your base form, you can use your Warrior Points to perform your basic Rider skills, though this excludes any upgrades or finishing moves. You can freely transform into your base form without spending any action, and you can remain transformed for up to 10 minutes without suffering any penalties
Battle-Hardened[edit]
At level 14, your familiarity with battle has increased your stamina significantly. Each turn in combat, you regain 1 Rider Points. Additionally, each critical hit you score earns you 2 Rider Points, and each defeated opponent awards you 2 Rider Points.
MAX Skills[edit]
At level 15, you unlock the pinnacle of your skills, reaching your MAXIMUM potential. You can now combine one of the following skills with a basic warrior skill and your Power Skills:
MAX Shooting
Cost: 2 Rider Points
- As an attack, you can fire a bolt of an element of your choice (fire, cold, or lightning) from your weapon to strike an enemy up to 120 feet away. The target must succeed on a Dexterity saving throw against your Rider save DC or take 4d8 elemental damage (half damage on a successful save). You can use your finishing move in conjunction with this feature. This ability can be used a number of times equal to your proficiency bonus per long rest.
By harnessing your ultimate power, you can unleash an even more powerful elemental attack. Spend 12 Rider Points to increase the damage to 8d8 and extend the range to 240 feet. This enhanced version can only be used once per long rest.
MAX Power
- Once per long rest, you can tap into the full extent of your power, doubling your Rider Points maximum for 1 minute. During this time, you can use your abilities without expending Rider Points. However, at the end of this duration, you suffer one level of exhaustion.
MAX Aura
Cost: 3 Rider Points
- You can channel your inner aura of hope into your melee weapon strikes, imbuing them with additional elemental damage. When you activate this ability, add 1d8 additional elemental damage (fire, ice, lightning, thunder, necrotic, radiant, or psychic) on a successful melee weapon hit. For every additional 3 Rider Points spent this turn, you increase the additional elemental damage by 1d8, up to a maximum of 3d8. This ability can be activated multiple times, up to a number of times equal to your proficiency bonus per long rest.
MAX Defense
Cost: 4 Rider Points
- You can create an impenetrable shield around yourself or an ally within 30 feet. This shield grants temporary hit points equal to twice your Rider level + your Charisma modifier and lasts for 1 minute or until depleted. While the shield is active, the protected individual has resistance to all damage types.
MAX Hope
- In dire situations, when you find yourself at the brink of defeat, you can draw upon your inner strength to unleash devastating blows upon your enemies. Once per long rest, when you are reduced to 0 hit points, you can choose to instead drop to 1 hit point and immediately gain a burst of Rider Points equal to half your maximum Rider Points. For the next minute, your attacks deal additional radiant damage equal to your Charisma modifier.
Ultimate Warrior of Justice[edit]
At 17th level, you have ascended to the pinnacle of your abilities, embodying the essence of a true warrior of justice. You possess the power to optimize your Rider Points expenditure, allowing you to unleash your skills with unparalleled efficiency.
You can now utilize your abilities with greater efficiency. Any skill that requires a specific number of Rider Points can be activated using this ability, reducing its cost by half. You can do this multiple times equal to your proficiency bonus. You regain your uses after a long rest. Additionally, you have mastered the art of sustaining your Rider transformation, allowing it to last for twice the normal duration.
Final Form[edit]
Upon reaching 20th level, you unlock your Final Form, the culmination of your journey as a Kamen Rider. Your connection to your Rider Driver is perfected, allowing you to remain transformed indefinitely. As a bonus action, you can activate your Final Form. While in Final Form, you gain the following benefits:
- Your Strength and Charisma scores each increase by 2, to a maximum of 24.
- Your base AC becomes 15 + your Strength modifier + your Charisma modifier.
- Resilience of the Rider: You have advantage on all saving throws against spells and magical effects.
Your Final Form lasts for 1 minute, after which you can no longer transform until you finish a long rest.
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.
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 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
Magic Rider[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. Additionally, you can spend rider points to cast spells as follows:
- 2 rider points to cast a 1st-level spell.
- 3 rider points to cast a 2nd-level spell.
- 5 rider points to cast a 3rd-level spell.
- 7 rider points to cast a 4th-level spell (available at 13th level).
- 9 rider points to cast a 5th-level spell (available at 18th level).
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 into or out of the Kamen Rider Heisei class.
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