Ghost Rider (5e Class)
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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
- Quick Build
You can make a Ghost Rider quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution and Strength or Dexterity. Second, choose the Soldier background.
As a Ghost Rider you gain the following class features.
- Hit Points
Armor: All armors, shields
Weapons: Simple Weapons, martial weapons, chains, hellfire chain
Saving Throws: Constitution, Wisdom
Skills: Choose three from the following: Athletics, Insight, Intimidation, Perception and Religion
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
|Features||Unleash the Demon|
|1st||+2||Resist Fear, No Rest for the Wicked, Shared Body||0|
|2nd||+2||Unleash the Demon, Master of Weapons||4|
|3rd||+2||Mark of Vengeance, Detect Evil||7|
|4th||+2||Ability Score Improvement||7|
|5th||+3||Extra Attack, Hellish Visage||7|
|6th||+3||Ability Score Improvement, Penance Stare, Hellfire Punishment||8|
|7th||+3||Summon Hellfire Horse, Undying Wrath||8|
|8th||+3||Ability Score Improvement||8|
|10th||+4||One with the Demon||8|
|12th||+4||Ability Score Improvement||9|
|14th||+5||Ability Score Improvement||9|
|16th||+5||Ability Score Improvement||10|
|17th||+6||Weapon Barrage, Extra Attack(3)||10|
|19th||+6||Ability Score Improvement||10|
At 1st level, having already witnesses the greatest horrors of hell itself your soul has been hardened against most horrors of this world. You have advantage on saving throws against being frightened.
No Rest for the Wicked
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.
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 wisdom saves vs possession.
Unleash the Demon
By second level you have learned to harness the demonic power inside you to some degree by using either a reaction or a bonus action. By carefully tapping into this power you can draw forth great demonic powers by transforming yourself into the Ghost Rider. The transformation is a frightening process that causes hellfire to erupt from your body melting your flesh from your bones until you are a being of bone and hellfire. Your armor also transforms to bind itself to this new form but takes on its own frightening appearance. This new form grants several abilities and powers at your disposal. This transformation lasts five hours unless you end it as a bonus action or fall unconscious. You may use this feature a number of times for your level as shown on the ghost rider table. You regain all uses of unleash the demon when you finish a short or long rest. You gain the following benefits while transformed:
- You gain resistance to fire damage.
- You gain proficiency in Charisma (intimidate) and Wisdom (insight) checks. If you already have proficiency in these skills you double your proficiency bonus instead.
- Your weapon becomes covered in Hellfire that inflicts damage to the soul of your opponent, not its body. Inflicting 1d6 Psychic damage against Demons and Fiends, and 1d6 Fire damage against everyone else. This damage increases to 2d6 at level 10, 3d6 at level 15 and 4d6 at level 20.
- Save DC for Ghost Rider abilities is 8 + Proficiency Modifier + Wisdom Modifier.
Master of Weapons
At 2nd level your weapon becomes an extension of you and moves almost supernaturally in your hands, darting, changing direction and even seemingly becoming a rigid object as it moves through the air. You are the master of your space and as a bonus action while wielding a weapon you can enter a defensive stance that gives you +2 AC and lasts until the start of your next turn.
Mark of Vengeance
At 3rd level, your penchant for protecting those around you takes form in the shape of a mark you place on your foes. When you hit a creature with a melee attack, the target is marked by you until the end of your next turn. A creature ignores this effect if it’s of good alignment or has made no attack against you or anyone within 120 ft that is an ally or an innocent. The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it by any means. If a target marked by you is within your threat range on its turn and it moves at least 1 foot in a direction other than directly to you or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This can be done a number of times equal to your Wisdom modifier per short or long rest.
At 3rd level a ghost rider is able to sense evil as per the spell Detect Evil and Good, with the exception that it works on humanoids as well and you also know their alignment. This requires an action.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
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.
At 5th level while using “Unleash the Demon” you may use a bonus action to attempt to inflict fear upon an opponent. The creature makes a Wisdom saving throw vs your Ghost Rider ability save DC, on a failure the enemy can come no closer and must use any movement taken to try and move further away from you. Usable once per use of “Unleash the Demon”.
Starting at 6th level the fire inside you has gain an overwhelming power. Your damage count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 6th level while using “Unleash the Demon” you gain a special attack option. By focusing your will upon all the evil the creature has ever committed you burn their soul with their sins. You can focus your gaze on an enemy within 30 feet and use your action. The target must make a Wisdom saving throw against your Ghost Rider Save DC. If they fail, this attack does 1d8 Psychic damage to those of neutral alignment and 2d8 psychic damage to those of evil alignment, as well as stun them for one turn. On a successful save, they take half damage and are not stunned. This attack can be used once per use of "Unleash the Demon". At 11th level this attack can hit two targets within 5 feet of each other for 2d8 neutral, and 3d8 evil. At 15th level this attack does 3d8 and 6d8 At 20th level this attack can hit three targets within 10 feet of each other. Against neutral targets the damage is 4d8, but against an evil target the damage is 8d8. Usable once per “Unleash the Demon”
Summon Hellfire Horse
A Ghost Rider is only a ghost without his mount. At 7th level the hellish steed that gives the ghost rider its name can be summoned from the depths of hell or sent back on your command. Uses a bonus action to summon the steed. The horse is a warhorse that shares a psychic link with its Rider. The horse will, to the best of its ability, follow the rider’s commands. When the Rider uses “Unleash the Demon” the horse changes along with the rider. Its flesh melts off and the horse becomes a skeletal horse with flames pouring from its hooves and body and gains the undead type. Its gains resistance to fire and ignores difficult terrain as its spectral form seems to cross the terrain on the very fire beneath its hooves. If it moves more than 10 feet in this round, it creates a trail of fire that lasts 1 round and deals 1d4 fire damage to any that cross through it. Although summoned from Hell the creature is still a being of flesh and bone, thus can be hurt by attacks directed at it (i.e use skeletal warhorse stats to reflect the animal). If the steed is destroyed in any way then the Ghost Rider must complete a long rest before summoning it again, as the creature must reform in the depths of Hell.
At 7th level your relentless natures comes into full swing as your wrath against your foes seems to defy death itself. While using “Unleash the Demon” you gain a number of temporary hit points equal to your constitution modifier + your proficiency bonus and you regain those hit points at the beginning of each of your turns.
Upon reaching 9th level your command of Hellfire has come to a new level. When using “Unleash the Demon” the Ghost Rider is now able to meld the fire into balls to launch at your opponents at range. You can use your action to throw a ball of Hellfire up to 60 feet away doing 4d8 Psychic damage to a Fiend or Demonic creature and 4d8 Fire damage to anything else. Target must make a Dexterity Saving throw to take half damage. This ability can be used once per use of "unleash the demon", increasing to 2 at 15th level and 3 at 20th level.
One with the Demon
At 10th level your “Unleash the Demon” ability takes on a new form as you have fully mastered the use of the demons powers inside you allowing you to become one with it while staying in control. You don't need to breath, eat or drink and while in this new form you gain Immunity to Fire, Devil's Sight, and your hellfire horse can now move along any surface as if it’s normal terrain and increases 60ft of movement speed.
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, advantage on saving throws against charm effects and resistance to psychic.
At 17th level you are able to create chains en mass. Using your action you can cause an explosion of chains to erupt from your body in a 10 foot radius around you. The chains will wrap and squeeze your targets like a metal python dealing 4d8 Bludgeoning damage and grappling your opponents. A Strength saving throw vs. your Ghost Rider ability Save DC is required to avoid grapple, on a failed save they are grappled until the end of their next turn and are able to make a STR save to break free at the beginning of their next turn.. You may use your bonus action to cause your chains to constrict further dealing an additional 4d8 damage to those bound in them. This ability can be used once per use of "Unleash the Demon", and only creates enough chains to affect three targets.
Upon reaching the 18th level, while using “Unleash the Demon” you gain the ability to travel between the planes while mounted on your Hellfire Horse, as per the spell Plane Shift, excepting that the only beings transported are the Ghost Rider and their steed. This ability can be used once per use of "Unleash the Demon".
At 20th level your control of demonic power gives you the ability to confer some of that power and protection to those around you. Allies within a 10 foot radius of you gain resistance to fire and fear and deal an additional 4d6 Fire damage as their weapons are covered in Hellfire. This is a passive ability.
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: Insight and Athletics