Totally Legally Distinct Camen Crider (5e Class)
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Legally Distinct Camen Crider Build and totally not Kamen Rider Build (5e class)[edit]
The kamen rider is presented as a biker or a hand to hand fighter or a fighter with weapons, most of the time they are technological and sometimes magical or a combination of both depending on the season they came out, they always transform using the phrase henshin ( "transformation") into a superhero called kamen raider with an armored suit and a mask that is usually decorated to remind of an insect, animals, things or a reference to his personality. The identity of the kamen rider can be secret or not depends on the player, the final attack is a flying kick that, although it changes its name every season, is generically known as "rider kick".
Creating a Kamen Rider Build[edit]
You can turn a masked hero quickly by making Strength, Dexterity, and Charisma your highest ability scores first. The rest is up to you. Strength from power attacks, armor class prowess, and charisma to keep your identity a secret, unless you don't care if your identity is public knowledge. If not, Constitution, Wisdom, or Intelligence are good substitutes for Charisma.
- Quick Build
You can make a Kamen Rider Build quickly by following these suggestions. First, Strength and dexterity should be your highest ability score depends on you, followed by Constitution. Second, choose the Folk Hero background. Third, choose your equipment.
Kamen Rider Build |
Class Features
As a Kamen Rider Build you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Kamen Rider Build level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Kamen Rider Build level after 1st
- Proficiencies
Armor: light armor, medium armor, and heavy armor
Weapons: Simple weapons, Martial weapons,simple ranged weapons,martial ranged weapons
Tools: Smith's tools and Artisan's tools
Saving Throws: Choose between 3 of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma
Skills: Athletics and Acrobatics, then choose another: Perception, Investigation, Intimidation, Persuasion or Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Tinker Tools or (b) Leatherworker's tools
- A kamen rider driver, a set of common clothing and a martial weapon.
- (a) Dungeoneer Pack or (b) Explorer Pack
- A letter or photo from a loved one or other important item to your hero.
- (a) leather armor or (b) chainmail
- If you are using starting wealth, you have 5d8 x 10 gp in funds.
Level | Proficiency Bonus |
Rider's Fist | Rider Points | Features |
---|---|---|---|---|
1st | +2 | 1d6 | - | Rider DC, Driver, Subclass |
2nd | +2 | 2d6 | 5 | Rider Points, quick instinct |
3rd | +2 | 3d6 | 7 | Rider signature |
4th | +2 | 3d6 | 9 | Ability Score Improvement |
5th | +3 | 3d6 | 11 | Update, additional attack |
6th | +3 | 3d8 | 13 | infusion |
7th | +3 | 3d8 | 15 | Vehicle, Final Blow,rest,Rest |
8th | +3 | 3d8 | 17 | Ability Score Improvement |
9th | +4 | 3d8 | 19 | Skill Upgrades |
10th | +4 | 3d8 | 21 | Upgrades |
11th | +4 | 2d10 | 23 | additional attack |
12th | +4 | 2d10 | 25 | Ability Score Improvement, - |
13th | +5 | 2d10 | 27 | Kamen RiderExperience |
14th | +5 | 3d10 | 29 | Rest |
15th | +5 | 3d10 | 31 | upgrade, ultimate skills |
16th | +5 | 3d10 | 33 | Ability Score Improvement |
17th | +6 | 2d12 | 35 | perfect warrior |
18th | +6 | 3d12 | 37 | overdrive |
19th | +6 | 4d12 | 39 | Ability Score Improvement |
20th | +6 | 5d12 | 45 | Final form |
Rider DC[edit]
Your save DC for your abilities is
save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
attack modifier = your proficiency bonus + your Strength or Dexterity modifier
Subclasses[edit]
You now may channel the power of any Kamen Rider, Power Ranger, Super Sentai and/or any other legally distinct but extremely similar franchises as an aesthetic choice. That is your Subclass. Yes this includes Dino Thunder. Yes DM, I'm looking at you.
Bottles[edit]
Choose up to 2 bottles at start then 2 more at level 4, 7, 11, 13, 14, 15, 16, 17, 18, 19 and 20:
Bat | Engine | Coffin | Slime |
Dragon | Moon | Landline | Mummy |
Panda | Castle | Wendigo | Meteor |
Rocket | Phoenix | Werewolf | Robot |
Trap | Zombie | Poker | Swarm |
Blimp | Weasel | Stake | Ghost |
Best Match[edit]
The best match is achieved if the two bottles of transformation harmonize with each other and obtaining certain benefits.
bottles 1 | bottles 2 | Best Match Name |
---|---|---|
Bat | Engine | Dark Mobility King! |
Dragon | Coffin | Horde Lover! |
Panda | Rocket | Flying Monotone! |
Slime | Moon | Slimy Sonata! |
Mummy | Castle | Impenetrable Ruler! |
Wendigo | Meteor | Hot Horror! |
Swarm | Blimp | Tiny Big Problems! |
Phoenix | Robot | The Immortal Weapon! |
Ghost | Stake | Forever Monster Hunter! |
Werewolf | Trap | FurryAsto! |
Ghoul | Landline | Tethered Ghoulfriend! |
Weasel | Poker | Hot Red Cyclone! |
Best match benefits[edit]
- While in a Best Match form, you gain alterations to your fighting style called the "Legally distinct Name Here". Each "Legally distinct Name Here" has one additional benefit and two modes, which you can swap between by either spending 1 Rider point (No action required) or by using a bonus action. Weapons gained in this way disappear when your Rider form ends or you swap between modes.
- Bat + Engine = Dark Mobility King!
If you are not incapacitated or wearing heavy armor and the distance fallen is more than 10 feet, you can Glide. When you do so, you can perform the following aerial maneuvers: When you fall, you can move up to 5 feet horizontally for every 1 foot you descend. When you would take damage from a fall, you can use your reaction to reduce the fall’s damage to 0.
- Mobile Quickshot: You gain a weapon that deals 3d4 Piercing damage and has the following weapon properties: Two-handed, Finesse, range (60/120), ammunition, Special. Special: After attacking with this weapon, you teleport to the closest unoccupied location of where the target is (adjacent if possible).
- Energy Refill: You gain a weapon that deals 2d8 Piercing Damage and has the following weapon properties: Versatile (2d10), reach, Special. Special: When you deal damage with this weapon, You may choose to Spend a Rider Point to regain health equal to the amount of damage dealt plus your Kamen Rider Level and Proficiency Bonus
- Dragon + Coffin = Horde Lover!
While in this form, gain Fire resistance. If you already have resistance to fire, instead reduce Fire damage you take by your PB before calculating Vulnerabilities, Resistances and Immunities.
- Grave Sentence: Your unarmed strikes now deal an additional 1d8 Bludgeoning damage and cause the target to make a Constitution or Dexterity Saving throw (Your choice) against your Rider DC or go prone and reduce their movement to 0 until the end of their turn.
- Dragon Claw: You gain a weapon that deals 2d6+2 Damage and has the following properties: Special. Special: The damage of this weapon is considered both Fire and Slashing and ignores resistance to Slashing damage and Immunity to fire damage (But the damage is still entirely affected by Fire Resistance and/or Slashing immunity.)
- Panda + Rocket = Flying Monotone!
Propulsion: You may use a bonus action to give yourself a 30 foot fly speed, but immediately lose it when you move all 30 feet or end your turn.
- Panda claw: Your unarmed strikes deal an additional 1d8 Force damage. If you moved at least 20 feet in a straight line with fly speed on the same turn you used Propulsion, the target must Spend a Legendary resistance or becomes Grappled and Restrained if they took damage from an Unarmed attack and must use an Action to make an Athletics check against your Rider DC to attempt to end both Conditions (Simultaneously.) You can't use this on another target while something is Restrained by it.
- Rocket Fire: As an action, you may move through any occupied spaces (But not solid objects) as if it were difficult terrain, and until the start of your next turn, the spaces you leave are under the effects of the cantrip Create Bonfire until the start of your next turn. If you used your bonus action for Propulsion, the damage from this Feat deals half damage on a failed save instead and adds your PB to the DC.
- Slime + Moon = Slimy Sonata!
You now gain the ability to Breathe underwater and Gain a 15 foot Swim Speed. If you already have an existing Swim Speed, increase it by 15.
- Sticky Hand: Your unarmed strikes now have a reach of 15 Feet, and grapple the target if it is a creature (Escape DC your Rider DC.)
- Moonburn Refraction: You may use an action to form a line of 40 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a dexterity saving throw. Each creature takes !1d6 (Explodes on 4, 5 and 6, up to a number of times equal to your pb) lightning damage on a failed save, or half as much damage on a successful one.
- Mummy + Castle = Impenetrable Ruler!
While in this form: Gain 2 AC.
- Towering Defense: Your AC increases by your PB.
- Unnerving Strikes: Your Unarmed strikes deal an additional 1d8 Bludgeoning damage and the target must succeed on a Strength Saving throw or be Grievously wounded, having disadvantage on all attack rolls until the start of your next turn.
- Wendigo + Meteor = Hot Horror!
When you take damage from a melee attack, you may use your reaction and spend 1 Rider Point to cause the target to take 2d6 Piercing Damage.
- Wendigo's Ferocity: Your Unarmed Strikes deal an extra 1d8 Piercing damage. When you hit or are hit by something that can see you, you may spend 1 Rider Point to cause them to make a Charisma Saving throw against your Rider DC. On a failure, they gain the Frightened condition against you for the remainder of your Transformation. The target may take an action to make the save again. Any creature that succeeds on any of the saving throws within the last 24 hours has advantage on their next attempts.
- Meteor Shower: As an action you can form a cone that is a number of feet long equal to five plus five times your PB that blasts out from you in a direction you choose. Each creature in the cone must make a Strength Saving throw or be Pushed away from you and be knocked prone.
- Swarm + Blimp = Tiny Big Problems!
You gain a Fly Speed of 30 Feet and can Spend 1 Rider point to increase it by another 30 feet until the end of your turn (Even while Prone.)
- Unpredictable Disaster: A weapon that deals !1d10 (Explodes on 12-pb) and has the following weapon properties: Special, range (30/90), ammunition
- Slippery Swarm: Your melee attacks deal an additional 1d6 Slashing damage and you don't provoke attacks of opportunity while you are in the air
- Phoenix + Robot = The Immortal Weapon!
When you would take damage, you may use your reaction to gain resistance to one of the damage types of your choice until the end of your next turn.
- Resurrection: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can do this a number of times equal to your Constitution per Rider transformation.
- Heavy Strike: Your Unarmed Strikes gain a -3 to hit, but deal an extra 1d10 damage.
- Ghost + Stake = Forever Monster Hunter!
While you are in this Best Match, you are treated as if you were under the effects of the Jump spell.
- Apparition Attack: As an action, you can make an unarmed strike that is 5 Feet wide and 100 Feet Long instead of its normal range, going through objects temporarily. This attack deals twice as much damage to structures and recharges when you reset the transformation or roll a 5 or 6 on a d6 at the start of each turn.
- Specialized Hunting Gear: Gain a Silvered weapon that deals XdY Piercing damage and has the following weapon Properties: Two-handed, Finesse, Reach (20 feet), Special. Special: This weapon automatically critically hits when an attack hits against were-creatures.
- Werewolf + Trap = FurryAsto!
While in this form, you gain a resistance to intimidation. You have an additional bonus to succeed saving throws against the Frightened condition and Frightened Presence equal to your PB.
- Hunter's Hit: You can spend 3 Rider Points and Cast Hunter's Mark as a bonus action, however the additional damage is Force damage and increases by 2d6 Instead.
- Hunter's Prey: As a bonus action, you can force enemies in a cone up to 30 feet away from you to make a dexterity saving throw against your Rider DC, on a failure, pull them so that they are as adjacent to you as possible. This is treated as a melee attack for the purposes of spells and other similar effects.
- Zombie + Landline = Tethered Ghoulfriend!
The Irony of Zombie Speed: You can move an additional 30 feet.
- Wired: While in this transformation you can telepathically speak to allies within 30 feet. You also gain the ability to use your reaction to drag an ally within 30 feet to a spot directly adjacent to you.
- Zombie Tenacity: You can add your damage modifier to Bonus action Unarmed Strikes, and you gain the benefits of Pack Tactics.
- Weasel + Poker = Hot Red Cyclone!
- You can use an action and Spend Rider Points for the following:
- Clones (1 point): You are under the effects of the Spell "Mirror Image" as if it were cast using the lowest possible spell slot.
- Wind Cyclone (2 points): Your AC against Ranged attacks is increased by PB, but your Saving throws, skill checks and AC against anything that inflicts Fire damage is Reduced by 3.
- Fire Cyclone (3 points): Add 2d8 fire damage to your ranged attacks and increase the range of them by 15 feet.
- Camouflage (4 points): You become invisible for 5 minutes or until you attack.
Rider's Mode[edit]
The rider's Modes depends on the best match you achieve, you will get a unique weapon and it disappears at the end of the transformation. See at the end the benefits and modes of the best match. If the time limit is exceeded, you will receive 1 level of exhaustion if you go past 5 minutes after every 5 rounds if you don't deactivate the transformation you gain another point until you deactivate the transformation. The player can finish their transformation as a bonus action if they are within the time the transformation lasts and do not gain exhaustion points.If the Rider is reduced to 0 health or the rider's points are depleted, a 1 minute counter is activated, if the timer runs out, they are forced to abandon the transformation and can only transform back once they have recovered Rider points, after 1 minute or a long rest. The Rider's armor created by transforming with the Driver's base AC is 10 + Constitution and Strength modifier + Proficiency. The player determines the appearance of the armor, but most rider armor is flashy and based on a theme, such as an animal or insect. Armor is considered light armor But the armor has disadvantage in stealth.
Rider's fist[edit]
While the kamen rider may appear strong, you can infuse him with strength to do more damage. Your unarmed strikes deal 1d6 bludgeoning damage + your Dexterity or Strength (choose one) and this improves as shown on the Rider Hits table. Additionally, while you do not have a weapon, you can make one additional unarmed strike as a bonus action.
Heishei (transformation)[edit]
The transformation has an allotted time of 3 minutes (30 rounds), when transforming you need to use the two transformation bottles that you are given at the start. If the time limit is exceeded, you will receive 1 level of exhaustion if you go past 3 minutes after every 5 rounds if you don't deactivate the transformation you gain another point until you deactivate the transformation. If the Rider is reduced to 0 health or the rider's points are depleted, a 1 minute counter is activated, if the timer runs out, they are forced to abandon the transformation and can only transform back once they have recovered the Rider points or a long rest. The Rider's armor created by transforming with the Driver is base ac is 10 + Dexterity or Strength modifier (choose one) + Proficiency. The player determines the appearance of the armor, but most rider armor is flashy and based on a theme, such as an animal or insect. Armor is considered light armor. You can transform as a bonus action.
Rider Points[edit]
The rider points are the use of the special abilities of the kamen rider, these being his powers. The kamen rider has the ability to imbue, move, and enhance physical abilities. At level 2, you unlock the ability to use rider point, which enhances your fighting prowess by allowing you to perform certain Rider abilities. You get 1 Rider point for scoring critical hits or defeating enemies. You cannot earn more points than your current level allows. You regain all your Rider Points after a long rest. You can only use one Rider ability at a time, unless otherwise stated, and you can only use these points while in Kamen Rider form unless otherwise stated.
- Basic abilities
- ;Rider jump
As a bonus action you may spend 2 Rider points doubles your base jump distance for half a minute and gives you an additional 10 feet on high and long jumps.
- Patient defense
By using 2 Rider points and a bonus action, you can perform the Dodge action.
- Rider Slash
By spending 3 Rider Points, you can imbue your weapon with more power and gain +1 to weapon attack, for every 2 more points spent, add a d6
- Rider - Rising attack
By using 6 Rider points, and when you successfully hit an enemy with a melee or unarmed attack with your Masked Weapon, you can perform your Signature Move, which adds 1d6 + Charisma to base damage, increasing to 2d6 at 7th level already 3d6 at 14th level. He can do this multiple times equal to his Charisma modifier (minimum of 1) before needing a short rest or long rest.
- Rider Striker
For every 6 Rider Points when you hit, you can increase the level of the damage die, for example, you do 1d8 bludgeoning damage for each rider point, you can take that die from 1d8 to 1d10, 1d10 to 1d12 and 1d12 to 2d6 and so on a maximum of 4 times
Fast Instincts[edit]
In the heat of battle, a warrior can channel adrenaline, either for the rush of battle or a critical situation with his allies or to fight and perform amazing feats of technique and strength. At 2nd level, you gain cunning action.
Rider's Signature[edit]
At level 3, you have become an expert at taking down opponents with style. When attacking an enemy, you can choose to spend half of your warrior points, rounded down, to inflict an extremely powerful attack that deals double damage. If this move successfully defeats an enemy, you regain half the points you spent, rounding up. You use your Rider's Rising Attack in conjunction with your Rider Punch. The damage is calculated as (Damage of Rider Punch + Rider - Rising attack + Proficiency Bonus) X 2. However, if you do this, not defeating the enemy returns you to your base form.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. You can grapple as a bonus action or replace any of your attacks with them instead, and are able to grab two creatures within range at once that are one size larger than it or smaller; at 11th level, you can attack three times, instead of once, as long as you take the Attack action on your turn.
Update[edit]
Whenever the enemy evolves with more power, the kamen rider will do so to defeat all evil that threatens what is precious to him. When you reach level 5 and again at levels 10 and 15, your armor and rider powers will evolve. Your armor becomes 13 ac + Dexterity or Strength modifier (choose one) + proficiency, you become resistant to slashing, piercing, and bludgeoning damage and both bottle elements, this goes up to 15 ac at level 10 and 18 ac at level 15, in addition your armor is no longer a disadvantage on stealth checks and you have advantages on your chosen class skill checks.
Your weapon can attack at a distance of 10 feet while in melee and if it is at a distance, it increases the shooting distance by 15 feet and reloading with a free action, as an additional action when you spend 10 leader points you can reduce your critical radius by 1 level and spending 20 more points reduces it another level and spending 40 more reduces it another level up to a maximum of 2 times.
At 10th level, your spirit is strengthened, giving you immunity to frightened, dazed, and charmed conditions. Additionally, as a bonus action, you can perform an additional transformation that lasts until the transformation is complete and your normal transformation time lasts for 10 minutes(100 rounds);you also get the ability to use the hazard trigger (see characteristics at the end) when using it your attacks get more damage and 2d10 is added to the damage of any attack, but when attacking you have to roll a wisdom saving throw and pass your dc, on miss you lose Your control of your actions and attack any creature within 30 feet of you, friend or foe.
At level 15, your body evolves and gives you more power than the rider gives you, the first time you die or drop to 0 or less hit points, you immediately drop to 1 hit point. You can use this ability a number of times equal to your Constitution modifier each long rest; You learned how to critically attack your enemies' vital points.Now your critical hit range becomes 19 - 20. When you are damaged by an attack you can use your reaction to roll 2d10 + Dexterity mod or Strength mod, if the number you roll is higher than the damage dealt, the attack is deflected by your sword or armor and you take no damage, at level 20, it can reduce 2d12 + constitution + dexterity or strength.at level 15 your experience when using the hazard trigger you develop some plans to be able to tame that transformation (the development time is determined by the DM), as time passes you obtain the following transformation when using the hazard trigger which is the combination RabbitxRabbi or TANKxTANK ( see characteristics at the end of the sheet).
infusio[edit]
At level 6, when synchronizing with the powers of the flasks, you gain the power to infuse abilities into objects, among other things, with the miraculous powers of the flasks,you gain the skills and list of infusions of the armorer subclass of the standard artificer with the difference in being able to apply infusions at any time as an extra action: https://www.dandwiki.com/wiki/Armorer_(5e_Subclass)
Vehicle[edit]
At level 7, you develop motorcycle that can be call pressing a button. When the button is pressed, your suit sends a signal wherever you are, spending 5 of your Rider points, creating a mount https://www.dandwiki.com/wiki/Motorcycle_(5e_Equipment) will arrive as quickly as possible possible and can last 3d4 rounds and for every 4 rider points spent you earn d4 more rounds.
Final Blow[edit]
By level 7, you have become adept at taking down opponents with style. When you attack an enemy, you can use all of your warrior points to perform an extremely powerful attack that deals double damage. If this move successfully defeats an enemy, you regain half of the points you spent, rounded up. You use your Strength, Dexterity, and Constitution modifier + Rider Signature + Proficiency bonus + Class level rounded up in half x2. However, if you do this, not defeating the enemy returns you to your base form, this will not apply at level 15. The multiplier becomes x3 at level 14 and x4 at level 19.You can use this ability twice per long rest, but the second time it doesn't recover any biker points, it loses half its hit points and gains 1 exhausted point.
Skill Upgrades[edit]
At the ninth level, your Henshin Driver allows you to perform more Kamen Rider skills.
- leg sweep
As part of your attack action, you can perform a sweeping strike, dealing the same damage as an unarmed strike and knocking them down if they fail a Dex saving throw against your rider dc. This costs 8 Rider points.
- Lunge attack
By using 8 Rider points., he can perform a lunge attack on an opponent. This attack allows you to move up to 10 feet towards an opponent and allows you to add your Str and Dex modifiers to the attack. This warrior skill uses both your movement and your action.
- Warrior's breath
You call your allies and tell them to strike hard or get ready. All allies who can hear you gain +2 to AC or +3 to damage for the next three turns, it's up to you. This acts as a bonus action that costs 8 Rider points.
- Mega jump
Spending 8 Rider points. triples your base jump distance for one minute and gives you an additional 20 feet on high and long jumps. Activating this ability takes a bonus action.
- Perfect Defense
By using 10 Rider points. and a reaction, he can take half damage from one source of damage.
- Ultimate Rider Slash
By spending 15 Rider Points you can imbue your weapon with more power and make an extra 1d10 to the weapon, for every 4 more points spent you add a d8
- Barrier
Spending 16 rider point you can unleash your power by creating a barrier that gives you temporary hit points equal to 3D10 + your charisma modifier
Kamen Rider Experience[edit]
At 13th level, your experience in battle has also strengthened your base form. You can use your warrior points to perform your basic warrior skills while in your basic form. However, this does not include their upgrades and their finishing move.
Rest[edit]
By level 7, you have become accustomed to battle, which significantly increases your stamina. Every odd turn, you regain 2 Rider points. Each critical hit grants you 3 Rider points, each defeated opponent will now also grant 5 Rider points and each long rest removes 2 exhaustion points and at level 14 is upgraded to remove 3 exhaustion points.
Final Skills[edit]
at level 15 you unlock the maximum of your skills
- Aura of Hope
you are so full of hope that all your melee weapon strikes have a purpose. Spend 18 rider points each time you successfully hit a creature with a melee weapon, the creature takes an additional 1d8 elemental damage (roll 1d6 for damage type: fire, ice, lightning, thunder, necrotic, and radiant ) and increases by 1d8 per Strength modifier.
- Last breath
you have seen countless battles, you are tired, you are on the edge, your friends, family are waiting for you and you are not going to give up, you have learned to be stronger now you are on the verge of death and you will. When your life reaches 0 you stay you stay upright, but every time you take damage roll constitution save dc 10 and it increases by +4, on failure you fall and you get 2 exhaustion points and you are out of combat detransforming.
Perfect warrior[edit]
At 17th level, you are a tough and strong seasoned warrior, attack rolls have disadvantage against you. You have advantage on attack rolls and you have advantage on acrobatics checks.
overdrive hazard[edit]
At level 18, as in overdrive Mode for black hazard, by spending more 6 rider points, you gain the ability to break limits and push your body to the absolut limit, entering Overdrive Mode. While in "Overdrive ", you get the following bonuses:
Maintain all bonuses from pasts bonus Your unarmed strikes deal +1 damage. ignore all your exhaustion points temporarily . You can add your strengh modifier to any dexterity checks and you have advantage. When a creature, that you see, attacks you or any ally in its line of sight, you can use your reaction to nullifie the attack, appear in front of the creature, and make a unarmed strike. Once per transformation, you can get an additional action and an extra reaction. You lose 3 hit dice per turn. Overdrive mode last for 30 seconds. When it is deactivated, you return to your base form and receive 3 levels of exhaustion
Final form (GENIUS FORM)[edit]
At level 20, you have reached your final form, the GENIUS FORM, if you have exhaustion points before the transformation, the duration of the transformation is removed, but after the allowed time (5 minutes = 50 rounds) the exhaustion points return, the armor of the Kamen Rider created by transforming draws all transformation bottles which armor ac = 20 + Dexterity modifier or Strength modifier or Constitution modifier + Proficiency. Additionally, you no longer have a time limit and your ability scores are boosted by 4 and while in this form you can't suffer any levels of exhaustion.
Kamen Rider GENIUS FORM |
Hazard Trigger Transformation Based[edit]
All your armor turns black and your power overflows, you can also use the best match combinations with their respective weapons.
Kamen Rider Hazrd form |
RABBITxRABBIT[edit]
Red armor is added to your black transformation, increasing these characteristics:
- Your movement increases by: 50 ft.
- You get a new weapon:
- Great sword:
- Base damage: 3d10+strength; type of slashing damage.
- Increased damage if you add the max 4 bottles you get 2 extra damage dice this is done in your bonus action in order to increase the damage.
- Base damage: 3d10+strength; type of slashing damage.
- Gun mode:
- Base damage: 2d12+strength; piercing damage type.
- Increased damage if you add the max 4 bottles you get 2 extra damage dice this is done in your bonus action in order to increase the damage.
- Base damage: 2d12+strength; piercing damage type.
- You get temporary hit points= constitution + strength + dexterity.
- Your fists gain a range of 15 feet.
TANKxTANK[edit]
−
Kamen Rider TANKxTANK |
−
−
Your black transformation adds a blue armor increasing these characteristics:
- Your ac increases by +3.
- You get a new weapon:
- Great sword:
- Base damage: 3d10+strength; type of slashing damage.
- Increased damage if you add the max 4 bottles you get 1 extra damage dice this is done in your bonus action in order to increase the damage.
- Base damage: 3d10+strength; type of slashing damage.
- Gun mode:
- Base damage: 2d12+strength; piercing damage type.
- Increased damage if you add the max 4 bottles you get 1 extra damage dice this is done in your bonus action in order to increase the damage.
- Base damage: 2d12+strength; piercing damage type.
- You get temporary life: constitution + strength + dexterity.
- Your attacks increase 1 more dice in damage.
Multiclassing[edit]
You Must have at least a 13 in Charisma, Dexterity and Strength.
The reason this was made[edit]
I'm just straight up doing my take on this homebrew page right here. https://www.dandwiki.com/wiki/Kamen_Rider,_Variant_(5e_Class) I don't know how to do things to wiki pages at all and kinda just wanted to make theirs a bit more legible/modified to be a bit more sane for me to look at. Also I might alter this version (this one I'm using for a homebrew campaign right now) if I'm feeling up to it.
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