Ghost Rider, 3rd Variant (5e Class)

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The real Ghost Rider[edit]

A Ghost Rider is a being who has suffered greatly in life and whose soul found it impossible to rest. Seeking a way to escape from the fiery pits of hell and destroy the evil that haunts your soul you managed to bind a demon to yourself. This unholy union grants you great power but also will eventually come at the cost of your own soul. Having returned from death ghost riders seek to protect the innocent at any cost from the horrors you suffered and most likely wrought as well, as no innocent soul would find themselves in hell after all. They ruthlessly pursue those who have harmed them to deliver vengeance and perhaps find their own redemption as well. The demon inside of you finds some delight in the carnage you bring as you diligently drag the souls of evil mortals into the same pits of hell you escaped. This carnage is never enough to fully satisfy it as it whispers quietly to you in attempts to find further amusements. Ghost riders are in a constant struggle to push back the evil inside them for fear of the destruction it would bring if ever let free.

Creating a Ghost Rider[edit]

c729333c650fd3198265eb1c8c0e6f2e.jpg
source []
Quick Build

You can make a Ghost Rider quickly by following these suggestions. First, charisma should be your highest ability score, followed by Constitution and Strength or Dexterity. Second, choose the Soldier background.

Class Features

As a Ghost Rider you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armors, Shields
Weapons: Simple Weapons, Martial Weapons, Chains, Hellfire Chain
Tools: none
Saving Throws: Constitution, Wisdom
Skills: Choose three from the following: Athletics, Insight, Intimidation, Perception and Religion

Equipment

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

  • (a) Chain Mail or (b) Leather, Longbow and 20 Arrows
  • (a) A martial weapon and a shield or (b) Two Martial Weapons
  • (a) A light crossbow and 20 bolts or (b) Two handaxes

Table: The Ghost Rider

Level Proficiency
Bonus
Features motorcycle Extra Movement
1st +2 Infernal Motorcycle, Pact with the Beyond 10ft
2nd +2 Sin Perception 10ft
3rd +2 Transformation 10ft
4th +2 Ability Score Improvement 10ft
5th +3 Extra Attack, Regeneration 15ft
6th +3 Ability Score Improvement, Penance Stare, 15ft
7th +3 Vehicle Domination, True form 15ft
8th +3 Ability Score Improvement, judge of Souls 15ft
9th +4 20ft
10th +4 Go to hell!! 20ft
11th +4 20ft
12th +4 Ability Score Improvement 20ft
13th +5 Indomitable Will 30ft
14th +5 Ability Score Improvement 30ft
15th +5 Domain of Eternal Vengeance 30ft
16th +5 Ability Score Improvement 40ft
17th +6 45ft
18th +6 50ft
19th +6 Ability Score Improvement 55ft
20th +6 Cosmic ghost rider 60ft

}}

No Rest for the Wicked[edit]

Additionally at 1st level, you find little need for rest in your undeath. By spending 4 hours doing light activity you gain the benefits of a full rest.

Shared Body[edit]

As the old saying goes, two is company and three is a crowd. Your body is already shared with the demon bound to you which protects you against others who might seek to inhabit your body. At 1st level, you gain advantage on charisma saves and cannot be possessed.

Infernal Motorcycle[edit]

At 1st level, you gain an infernal motorcycle, a magical creation that serves as your mount and companion. The infernal motorcycle has the following features:

Speed: 120 feet per round on normal terrain, 60 feet on difficult terrain.

The motorcycle can attack with a chain or infernal flames (1d10 fire damage).

It can be summoned or dismissed as a bonus action.

Pact with the Beyond[edit]

Additionally at 1st level, You have made a pact with an entity from beyond (a demon, a vengeful spirit, or a god of death). you receive of the following benefits: Flames of Vengeance: Your weapons are wreathed in infernal flames, dealing +1d6 fire damage.

Soul Vision: You can see invisible creatures and detect souls within 60 feet.

Infernal Resistance: You gain resistance to fire and necrotic damage.

Sin Perception[edit]

At 2st level, You can sense the weight of a creature’s sins. As an action, you can choose a creature within 100 feet and make a Perception check (DC based on Charisma). On a success, you learn the creature’s darkest sins and gain advantage on Intimidation checks against it. Additionally, you can use this ability to track evil creatures up to 1 mile away.

Transformation[edit]

nicolas-cage.gif
source [Johnny Blaze(Ghost Rider 2007) ]

You have learned to control the demonic power within you to some extent by using a reaction or a bonus action. By carefully harnessing this power, you can draw upon great demonic powers by transforming into the Ghost Rider. The transformation is a terrifying process that causes hellfire to erupt from your body, melting your flesh from your bones until you become a being of bone and hellfire. Your armor also transforms to match this new form, but it takes on its own terrifying appearance. This new form grants you various abilities and powers at your disposal. This transformation lasts for 1 hour unless you end it as a bonus action or fall unconscious. You can use this feature equal to your Charisma modifier. at 3 level, Ghost Rider Transformation You can transform into a Ghost Rider for 1 minute. During this transformation:

Your appearance changes, and your head becomes a flaming skull.

You gain immunity to fire and necrotic damage.

Your attacks deal +2d6 fire damage, 4d6 at level 10, 6d6 at level 15 and 8d6 at level 20.

You can use a bonus action to intimidate all creatures within 30 feet (DC based on Charisma).

Regeneration[edit]

ghost-rider-gif-5_xbqn.gif
source [Johnny Blaze(Ghost Rider 2007)]

5th Level: Supernatural Regeneration You gain the ability to regenerate rapidly. At the start of each of your turns(while it is transformed), you regain hit points equal to your Ghost Rider level + your Charisma modifier. This regeneration is interrupted if you take radiant damage.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level and four at 17th.


Penance Stare[edit]

3aYL.gif
source [Johnny Blaze(Ghost Rider 2007)]

At 6 level, As an action, you lock your gaze on a creature within 30 feet, channeling the power of the beyond to judge their sins. The target must make a Wisdom saving throw (DC based on your Charisma). The effect depends on the target’s alignment:

Good Creatures (Lawful Good, Neutral Good, Chaotic Good): The target takes 4d10 psychic damage and is frightened until the end of your next turn. On a successful save, the target takes half damage and isn’t frightened.

Neutral Creatures (Lawful Neutral, True Neutral, Chaotic Neutral): The target takes 8d10 psychic damage and is paralyzed until the end of your next turn. On a successful save, the target takes half damage and isn’t paralyzed.

Evil Creatures (Lawful Evil, Neutral Evil, Chaotic Evil): The target takes 12d10 psychic damage and is tormented until the end of your next turn. While tormented, the target cannot benefit from healing or regeneration, and its attacks are made with disadvantage. On a successful save, the target takes half damage and isn’t tormented. You can use this feature once per long rest.

Vehicle Domination[edit]

2h9R.gif
source [Johnny Blaze(Ghost Rider 2007)]

Vehicle Mastery (7th Level) You channel the supernatural power of the Spirit of Vengeance to commandeer any land or water vehicle. As an action, you can take control of a vehicle up to 60 feet away, even if it is being piloted by another creature. The vehicle gains the properties of your hellbike for 1 hour, including resistance to fire and necrotic damage and the ability to glide over land and water. Hostile creatures inside the vehicle are expelled when you take control.

Biblical in Scope[edit]

at 5 level, To delay a Ghost Rider’s mission is to invite divine punishment rarely seen in modern times, and to be the Rider’s target is a guarantee of it. At 10th level the Ghost Rider selects one of the afflictions from the list below.

Water to Blood[edit]

The Ghost Rider may convert 1 cubic foot of water to blood per level simply by touching it as a standard action. This ability may be used at will. The Ghost Rider may move, breathe and see freely within this blood without needing to make Swim checks as though it had a Swim speed equal to its land speed.

Vermin[edit]

The Ghost Rider may summon a swarm of either frogs, lice or flies once per day as a full-round action. He can call upon no more than 10 cubic feet of vermin per level. This area must be contiguous and must include the square the Ghost Rider is in at the time of summoning These creatures behave as they would naturally, but remain within an area designated by the Ghost Rider and do not touch the Ghost Rider, his possessions and provisions or the bodies, possessions and provisions of his allies. These vermin persist for 1 day per class level.

Boils[edit]

The Ghost Rider may afflict one target per level with boils as a standard action. Each target may resist this effect with a successful Fortitude save. These boils do no damage, but are extremely unsightly and painful. A creature afflicted with boils takes a penalty on Diplomacy, Gather Information and Bluff checks equal to the Ghost Rider’s class level, and may not get a restful night’s sleep. This prevents arcane spell casters from being able to refresh their spell slots. These boils are a disease with a saving throw equal to the original save DC to resist them, and may be cured by magical means as long as the caster level of the effect exceeds the character level of the Ghost Rider. This ability may be used once per day.

Darkness[edit]

The Ghost Rider may affect up to one square mile per HD with magical darkness, as the Deeper Darkness spell, as a standard action. He must be able to see at least part of the area to be affected. Only the Ghost Rider and his allies may see in this darkness, and it blocks Darkvision. Any creatures with truesight, or abilities otherwise letting them see through magical darkness, are unaffected by this. This effect lasts for one hour per level of the Ghost Rider. The Rider may use this ability once per week.

Locusts[edit]

The Ghost Rider may instruct locusts to devour all the plants, fruit and other vegetation within an area equal to one square mile per 2 level as a free action. He must be able to see at least part of the area to be affected. The locusts cover the entire area over the course of three rounds, but only harm plants, not animals. However, this is still a very distressing experience for anything living in the area. This ability does 3d6 damage per class level to any creatures with the Plant type within the area. When all the plants have been eaten, which usually takes a matter of minutes, the locusts fly away and are not seen again. The Rider may use this ability once per week.

Plague[edit]

The Ghost Rider may unleash one of a wide variety of diseases in the form of a plague. The Rider may infect one cubic foot per level of a food or water supply he can see with either Blinding Sickness, Cackle Fever, Shakes or Slimy Doom (see SRD) as a standard action. This disease is undetectable by sight or Detect Poison, but may be removed with Purify Food and Drink. The Ghost Rider adds his Charisma modifier to the standard DC to resist these diseases. Any creature infected with a contact disease may pass it on by touching another creature, and after death both contact and ingested diseases can be spread when animals, including flies and mosquitoes, eat the corpse, according to DM adjudication. This ability may be used once per week.

At 10th level, the Ghost Rider gains access to either two of the dooms from the list below, or three plagues or afflictions from the previous two lists.

Flood[edit]

The Ghost Rider may cause torrential rain to pour upon an area up to 10 square miles. He must be able to see at least part of the area to be affected. Over the course of 5 days this area becomes totally flooded until it is all at least 10 feet underwater. Rivers may burst their banks and wash away bridges earlier, and lower areas will be flooded sooner and much deeper. The casualties from such a flood are usually severe, and between the loss of life and the damage to the land and buildings, can leave a city uninhabited as its few surviving occupants decide never to return. People may leave the area before the rain ends, but most are unlikely to realise the danger the rain poses until most escape routes have been blocked. After the 5 days have passed, the rain stops and the water drains away. This can have devastating effects on areas that are more low-lying than the target area, as the flood pours down onto them. This ability is usable once per month.

Storm of Destruction[edit]

The Ghost Rider may target a single city, or a town and its surrounding farmland that he can see with a Storm of Destruction as a full-round action. This functions as the Control Weather spell, with a duration of 48 hours and a different target area, with the following exceptions. The effects created are not affected by season or location. If a thunderstorm is created, lightning strikes one creature and one structure per round, dealing 10d8 damage and potentially lighting structures on fire. Thunderstorms may be accompanied by rain, tornado, high winds, snow or a sandstorm (though only in a desert environment). The Ghost Rider, his allies, and any structures they may be in are never affected by any negative effects of the Storm of Destruction. This ability may be used once per month.

Divine Fire[edit]

By taking two full-round actions, the Ghost Rider may cause Hellfire to rain down upon an area of up to 2 square miles. He must be able to see at least part of the area to be affected. The fire does 10d6 damage a round to everything within the area, and persists for one week or until every creature and building within the area is dead or destroyed, or leaves the area, whichever comes first. This ability is usable once per month. The Ghost Rider may end any effects created by its Biblical in Scope class feature as a free action. If the Ghost Rider dies, all effects created by Biblical in Scope end immediately.

True form[edit]

angelridercover.jpg
[Johnny Blaze(Ghost Rider hq)]

At 7nd level, As an action, you unleash the full power of the Spirit of Vengeance within you, taking absolute control over your form and abilities. For 1 minute, you transform into a pure manifestation of the Spirit of Vengeance, gaining the following benefits:

Your appearance changes to that of a terrifying figure, with hellish flames engulfing your body and an aura of fear lingering around you. You gain flight to a height of 60 feet and can move through creatures and objects as if you were on the Ethereal Plane.

Terrifying Presence, All creatures within 30 feet of you must make a Wisdom check (DC based on your Charisma) at the start of each of your turns. On a failed save, the creature becomes frightened until the start of your next turn. Creatures that succeed on the check are immune to this effect for 24 hours.

Your infernal chains gain a reach of 60 feet and can attack up to three targets within range as part of the same action. Each creature hit takes 6d10 necrotic damage and is bound until the end of your next turn.

Hell on Wheels, Your infernal motorcycle becomes an extension of the Spirit of Vengeance. While mounted on it, you can use an action to summon a wave of flames that deals 8d10 fire damage in a 30-foot area (DC based on your Charisma to halve the damage).

judge of Souls[edit]

at 7 level, You can judge the soul of a creature you have killed. If the creature fails a Charisma saving throw (DC based on Charisma), its soul is trapped in your chain or motorcycle, and you can see it memories.

Go to hell!![edit]

at 10 level, As an action, you summon the full wrath of the Spirit of Vengeance, binding your enemy with infernal chains and banishing them to the depths of hell. Choose a creature within 60 feet that you can see. The target must succeed on a Strength saving throw (DC based on your Charisma) (Good-aligned individuals are not targets of this ability.) The target is immediately restrained by chains of hellfire. While restrained, the target takes 6d10 fire damage at the start of each of its turns. The chains cannot be broken by normal means, and the target cannot teleport or escape by magical means. A massive, swirling portal of flames opens beneath the target. At the end of your turn, the target is dragged into the portal and banished to hell. While in hell, the target is trapped in a prison of flames and cannot escape by any means for 1 minute. When the target returns from hell (after 1 minute or if the effect is ended early), it takes an additional 10d10 psychic damage and is frightened of you for 1 minute. If the target dies while in hell, its soul is trapped in the infernal plane, preventing resurrection unless a Wish spell or similar magic is used. If the target succeeds on the saving throw, it takes half damage from the chains and is not restrained or banished.

Indomitable Will[edit]

At 13th level your will and resolve in your cause has made you almost immune to attacks against your mind. You gain proficiency in Charisma saving throws, Immunity to being charmed and immunity to psychic damage.

Domain of Eternal Vengeance[edit]

Johnathon_Blaze_%28Earth-616%29_from_Ghost_Rider_Vol_9_1_001.jpg
[Johnny Blaze(Ghost Rider hq)]

As an action, you invoke the Domain of Eternal Vengeance, an otherworldly space that overlaps reality, where the power of the Spirit of Vengeance reigns supreme. This domain is a physical manifestation of the judgment and punishment you represent, a personalized hell where the souls of sinners are tortured and the environment itself turns against your enemies. The domain has the following characteristics:

The domain extends in a 150-foot radius around you and lasts for 1 minute. The environment within the domain transforms into a hellish landscape, with flaming roads, giant chains hanging in the air, and tormented souls screaming in agony as they are dragged along by chains. The ground within the domain transforms into a flaming road that burns the feet of enemies. All hostile creatures within the domain take 4d10 fire damage at the start of each of their turns. In addition, the terrain is considered difficult for hostile creatures, reducing their movement by half. Chains of Sin: Giant chains erupt from the floor and walls of the domain, chasing enemies. At the start of each of your turns, all hostile creatures within the domain must make a Dexterity check (DC based on your Charisma). On a failed save, they are bound by the chains and take 6d10 necrotic damage. Caught creatures can only break free with a successful Strength check (DC based on your Charisma).

Doom Knight: While the domain is active, your hellbike transforms into a colossal mount made of fire and bone, with blue flames and flaming chains. You can use your bike to run over enemies as a bonus action, dealing 8d10 bludgeoning damage and knocking creatures prone in a 60-foot line (DC based on your Charisma to halve the damage and avoid being knocked prone).

Amplified Gaze of Condemnation:

While within the domain, you can use Gaze of Penance as a bonus action, without expending a use of the ability. Gaze of Penance’s damage increases by +5d10 for all alignments, and evil creatures (Lawful Evil, Neutral Evil, Chaotic Evil) have disadvantage on the saving throw.

Manifest Spirit of Vengeance:

While the domain is active, you merge with the Spirit of Vengeance, gaining the following benefits:

Fly 90 feet.

Immunity to fire, necrotic, and physical damage.

Resistance to all other damage types.

Your attacks deal an additional +4d10 necrotic damage.

You can use this ability once per long rest.

Cosmic ghost rider[edit]

Cosmic_Ghost_Rider_Vol_1_5_Campbell_Variant_Textless.jpg
[Johnny Blaze(Ghost Rider 2007)]

At 20th level, you transcend your mortal and infernal limitations, becoming a Cosmic Ghost Rider, a being of immense power and freedom. You gain the following abilities:

. Chains of the Divine Your chains are now forged from the bones of a fallen god, making them indestructible and imbued with divine power. Your Chain of Sin ability is enhanced as follows: The chains now deal 6d10 necrotic damage (instead of 3d10 fire damage). The chains have a range of 60 feet and can target up to three creatures within range. Creatures hit by the chains are restrained and take 10 ongoing necrotic damage at the start of each of their turns until they break free (DC based on your Charisma).


. Cosmic Travel You can traverse the cosmos at will, unbound by the limitations of space and time. You gain the following abilities: Planar Shift: As an action, you can teleport yourself and your infernal motorcycle to any plane of existence. You can bring up to five willing creatures with you. Dimensional Ride: While riding your infernal motorcycle, you can move through planes as if using the Etherealness spell. You can also travel to any location on your current plane that you have seen or visited before, arriving instantly.


. Freedom from the Pact You break free from the pact that bound you to your infernal patron, becoming a being of pure cosmic vengeance. This grants you the following benefits: You are no longer bound by any agreements, curses, or restrictions imposed by your patron. You gain immunity to charm, fear, and possession effects. Your Ghost Rider Transformation no longer has a time limit and can be activated or dismissed at will.


. Cosmic Judgment As the ultimate judge of souls, you can unleash a devastating attack that annihilates your enemies. Once per long rest, you can use an action to summon a Cosmic Inferno: Choose a point within 120 feet. A massive explosion of cosmic flames erupts in a 60-foot radius, dealing 20d10 fire and necrotic damage (half on a successful Dexterity saving throw, DC based on your Charisma). Creatures killed by this attack have their souls utterly destroyed, preventing them from being resurrected by any means short of a Wish spell.


. Avatar of Vengeance You become an avatar of cosmic vengeance, embodying the wrath of the universe itself. You gain the following benefits: Your Charisma score increases by 4, to a maximum of 24. You gain resistance to all damage types except radiant. You can use your Penance Stare ability without expending a use, and its damage increases by +5d10 for all alignment categories. Evil-aligned creatures are instantly executed when targeted by the Penance Gaze

Motorcycle Abilities[edit]

Advanced Infernal Motorcycle (4th Level) you can ride on walls with your motorcycle

Collision Attack: You can use your motorcycle to run over enemies. As an action, move up to twice your speed in a straight line. All creatures in the path must make a Dexterity saving throw (DC based on Charisma). On a failure, they take 4d8 bludgeoning damage and are knocked prone.


Flame Shield: Your motorcycle emits an aura of flames that deals 2d6 fire damage to any creature that attacks it in melee.



Infernal Ride (9th Level) While mounted on your infernal motorcycle, you can:

Ignore difficult terrain effects.

Move through creatures and objects (as if you were on a spiritual plane).

Leave a trail of flames that deals 2d6 fire damage to any creature that enters or starts its turn in it.


Ghost Assault (13th Level) You and your infernal motorcycle can become intangible for a brief moment. As a bonus action, you can:

Pass through walls and obstacles for up to 30 feet.

Make a surprise attack when reappearing, dealing +3d6 fire damage.


Hell on Wheels (17th Level) Your infernal motorcycle becomes an unstoppable force. Once per long rest, you can:

Summon a firestorm around you, dealing 8d10 fire damage in a 30-foot radius (DC based on Charisma).

Perform a collision attack that affects all creatures in a 120-foot line.


13946.gif
[Johnny Blaze(Ghost Rider 2007)]

Multiclassing[edit]

===Prerequisites. To qualify for multiclassing into the Ghost Rider class, you must meet these prerequisites: Constitution and Wisdom of 13

Proficiencies. When you multiclass into the Ghost Rider class, you gain the following proficiencies: Chains, Hellfire Chain, Insight and Athletics

The Flames Among The Darkness[edit]

17799cebff384de15a1bf64ce2858024.jpg
Source:Gunslinger Spawn and Western Ghost Rider by MarcBourcier on DevianArt.

If a Hellspawn is accompanied by a Ghost Rider, once per long rest they can initiate the synergy of "the Flames among the Darkness" by combining their energies as an action for 1 minute, forming a dynamic duo of avengers who now fight as one, granting the following benefits:

  • Demonic Celestial Resilience: The Ghost Rider and Hellspawn have resistance to all damage except radiant damage and have advantage on all their saving throws.
  • Heavenly Infernal Power: The Hellspawn and Ghost Rider gain an additional reaction and action. All of their abilities increase their range by 15 feet, also the DC of both avengers increases by 2.
  • I've Got Your Back: The Hellspawn and Ghost Rider receive a bonus to their AC equal to a +2 and if one of them suffers an attack from an enemy creature, the other can react and make an attack against that creature, on a hit the creature receives the corresponding damage making his attack misses.
  • Punish Evil: Undead, aberrations, shapeshifters, ghosts, and creatures with an evil or chaotic alignment are vulnerable to damage caused by Ghost Rider and Hellspawn and these 2 have an advantage in attacking them.
  • No Evil Escapes Our Sight: The Hellspawn and Ghost Rider gain 60 feet of blindsight, magic vision and devilsight, along with 20 feet of truesight. Furthermore, neither can be surprised.
  • Chained Attacks: Spending both actions, the Ghost Rider and the Hellspawn make an attack with their chains. On a hit, these cause 2d6 fire damage from the Ghost Rider and 1d8 necrotic damage from the Hellspawn. The affected creature must make a Strength saving throw. On a failure, the creature is restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns to free itself. On a success, the creature is no longer restrained

(this is an optional feature, it is done just to add more epicness to the matter, it does not need to be mandatory)


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