Kamen Rider Heisei (5e Class)

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Kamen Rider[edit]

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

Creating a Kamen Rider[edit]

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

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

Class Features

As a Kamen Rider you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

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

Table: The Kamen Rider

Level Proficiency
Bonus
Rider's Fist Rider Points Spell Slots Slot Level Features
1st +2 1d6 - 1 1st Archetype, Rider DC, Driver
2nd +2 1d6 4 2 1st Rider Points, Quick instinct
3rd +2 1d8 6 2 2nd Archetype, Elemental imbuement, Characteristic Hit, Rider Weapon
4th +2 1d8 8 2 2nd Ability Score Improvement
5th +3 1d8 9 2 3rd Update, Additional Attack
6th +3 1d10 12 2 3rd Archetype
7th +3 1d10 13 3 4th Vehicle, Final Blow
8th +3 1d10 15 3 4th Ability Score Improvement
9th +4 1d12 17 3 5th Archetype, Skill Upgrades, vehicle upgrade
10th +4 1d12 20 3 5th Update
11th +4 1d12 23 3 5th Additional attack
12th +4 1d12 24 4 5th Ability Score Improvement
13th +5 2d6 25 4 5th Archetype, Soldier Experience
14th +5 2d6 27 4 5th Respite
15th +5 2d6 28 4 5th Update, Final Skills
16th +5 2d8 29 4 5th Ability Score Improvement
17th +6 2d8 31 5 5th Perfect Warrior
18th +6 2d8 32 5 5th Archetype
19th +6 2d8 33 5 5th Ability Score Improvement
20th +6 2d8 35 5 5th Final form

Rider DC[edit]

Your save DC for your abilities is

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

attack modifier = your proficiency bonus + your Strength modifier

Driver[edit]

The transformation lasts for 1 minute (10 rounds). If the time limit is exceeded, you will receive 1 level of exhaustion every 2 rounds after the time runs out. You can end your transformation as a bonus action. If you are reduced to 0 health or your rider points are exhausted, a 1-minute counter is activated. If the time runs out, you are forced to end the transformation and can only transform again once you have recovered rider points or taken a long rest.

The armor created by transforming with the rider's driver has a base AC of 10 + Strength modifier + proficiency bonus. The appearance of the armor is determined by you, but most rider armor is eye-catching and based on a theme, such as an animal or an insect. The armor is considered light armor and replaces your previous armor, which returns when you transform back into your basic form. You can use Strength for attack rolls.

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

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 2 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: 4 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 1 minute. You can use this ability a number of times equal to your proficiency bonus. Regain uses after a short or long rest.


Rider Rising Attack

Cost: 4 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 1d6 + your Charisma modifier at level 1, 2d6 + your Charisma modifier at level 5, 3d6 + your Charisma modifier at level 11, and 4d6 + 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 3 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, up to a maximum of 4 times. 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 10, +4 at level 15, and +5 at level 20. 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 becomes 14 AC + your choice of Strength Modifier. You become resistant to slashing, piercing, and bludgeoning damage. Your armor reflects your Rider's elemental imbuement, and you also gain resistence to that type of damage. This increases to 15 AC at level 10, and 16 AC at level 15. Additionally, your armor no longer imposes disadvantage on Stealth checks.
  • Weapon Evolution: At 6th level, your chosen archetype evolves, along with your weapon. Your weapon can now attack at a distance of 10 feet in melee, and if used at a distance, its range is doubled. You can shoot at a distance and reload as a free action. Additionally, by spending 4 Rider Points as an additional action, you can reduce your critical hit range by 1. You can spend 6 more points to reduce it by 2, and 10 more points to reduce it by another level, up to a maximum of 3 times. This effect lasts for 1 minute and cannot be used again until the transformation ends.
  • Power Form: At 10th level, your spirit strengthens, granting you immunity to the frightened, paralyzed, and charmed conditions. As a bonus action, you can perform an additional transformation that lasts until the current transformation ends. Your warrior armor gains additional damage bonus equal to your proficiency modifier, but you gain 1 level of exhaustion once the transformation ends.
  • Super Form: At 15th level, your body evolves further, granting you more power than the Driver provides. The first time you die or fall to 0 or fewer hit points, you immediately fall to 1 hit point. You can only use this feature once per transformation. As a bonus action, you can perform an additional transformation into the Power Form, maintaining its bonuses. You learn how to critically attack the vital points of your enemies, and your critical hit range becomes 19-20. However, you gain 2 levels of exhaustion once the transformation ends.

Rider's Noble Steed[edit]

Starting at 7th level, your connection to your Rider armor allows you to summon a specialized mount that embodies your spirit and enhances your combat prowess. This mount is a manifestation of your bond with your Rider abilities and can take various forms, such as a high-tech motorcycle, a mystical creature, or another suitable vehicle determined by your DM.

Summoning the Steed. As a bonus action, you can spend 5 Rider Points to summon your Noble Steed. The steed appears instantly in an unoccupied space within 10 feet of you. Its appearance reflects your Rider theme, showcasing customized designs and colors. The steed remains for 10 minutes or until you dismiss it as a bonus action.

Basic Capabilities[edit]

  • Speed

The steed has a base speed of 80 feet and can move effortlessly over difficult terrain.

  • AC and Hit Points

The steed has an AC of 15 + half of your proficiency bonus and hit points equal to 7 times your Rider level.

  • Attack System

The steed is equipped with integrated weapons. As an action, the steed can make a ranged attack using your spellcasting ability modifier. The weapon deals 2d8 + your spellcasting ability modifier force damage, with a range of 60 feet.

  • Mounting

You can mount the steed as part of the same bonus action used to summon it. While mounted, you use the steed's speed and AC. You can also attack normally while mounted and combine your attacks with your steed attacks.

  • Steed's Statistics:

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 6 (-2)

Wisdom: 10 (+0)

Charisma: 6 (-2)

Special Abilities[edit]

While the steed is summoned, it can use its action to activate one of the following abilities:

  • Turbo Boost

You can spend 2 Rider Points to use the Dash action as bonus action, when you do this, your steed's speed increases by 20 feet and you gain advantage on Dexterity saving throws while mounted.

  • Defensive Shield

As a bonus action, you can spend 3 Rider Points to generate a protective energy shield around you and your steed, granting you both temporary hit points equal to your Rider level + your Charisma modifier.

  • Aerial Mode

As a bonus action, you can spend 3 Rider Points to transform the steed, granting it a flying speed of 60 feet for 2 turns. While flying, the steed can hover and has advantage on all attack rolls made while airborne.

  • Elemental Burst

As an action, you can spend 4 Rider Points to unleash a burst of elemental energy in a 30-foot cone. Each creature in the area must make a Dexterity saving throw against your Rider DC, taking 4d8 damage of a type you choose (fire, cold, lightning, or acid) on a failed save, or half as much on a successful one. This ability can be used once per summon.

Final Attack Rider[edit]

At level 7, you've honed your skills to deliver devastating finishing blows. When you attack an enemy, you can choose to expend all of your Rider points (minimum of 7) to unleash an extremely powerful attack that deals double damage. If this attack successfully defeats the enemy, you regain half the points you spent, rounding up.

To calculate the damage for this attack, add together your Strength, Constitution, and Charisma modifiers, your Rider's Signature, your proficiency bonus, and half your class level. Multiply this total by 2 for the damage dealt.

However, if you use this ability and fail to defeat the enemy, you return to your base form. This effect does not apply at level 15. Additionally, the damage multiplier increases to 3 at level 14 and 4 at level 19. You can use this ability once per long rest.

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: 2 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: 2 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: 3 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: 5 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 proficiency bonus.

Ultimate Power Slash

Cost: 7 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.

Soldier Experience[edit]

At 13th level, your experience in battle has strengthened your base form. You can add half of your proficiency bonus to any saving throw you are not already proficient with. Additionally, you can use your Warrior Points to perform your basic Rider's skills while in your base form. However, this does not include their upgrades and finishing move. You can transform to your base form without spending any action.

Battle-Hardened[edit]

At level 14, your familiarity with battle has increased your stamina significantly. Each turn in combat, you regain 2 Warrior Points. Additionally, each critical hit you score earns you 3 Warrior Points, and each defeated opponent awards you 5 Warrior 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: 8 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, you spend 3 Rider Points to inflict 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, you increase the additional elemental damage by 1d8, up to a maximum of 6d8. This ability can be activated multiple times, up to a number of times equal to your proficiency bonus per long rest.

MAX Defense

Cost: 6 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 Rider Steed[edit]

At 15th level, your mastery over your Rider's Noble Steed reaches its peak, allowing you to summon an even more powerful version with enhanced abilities and features.

Steed's Enhanced Statistics: Strength: 18 (+4) Dexterity: 20 (+) Constitution: 18 (+4) Intelligence: 6 (-2) Wisdom: 12 (+1) Charisma: 6 (-2)

When riding your Ultimate Rider Steed, you gain the following benefits:

  • Damage taken by either you or your steed can be split between you two as you choose.
  • The Ultimate Rider Steed lasts for 1 hour or until dismissed.

Enhanced Steed Abilities[edit]

When you summon your Ultimate Rider Steed, you can choose one of the following enhanced abilities to augment your steed:

  • Arcane Shield

Your steed can project an arcane shield around you. By spending 6 Rider Points, you and your steed gain a +2 bonus to AC and saving throws while mounted. This shield lasts for 1 minute or until the steed is dismissed.

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.

Efficient Execution

  • 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.

Restorative Transformation

  • Once per long rest, when you activate your Rider transformation, you can choose to also heal yourself for a number of hit points equal to your Rider level plus your Charisma modifier. Additionally, you remove one level of exhaustion.

Final Form[edit]

Upon reaching level 20, you unlock your Final Form, the culmination of your journey as a Kamen Rider. Your bond with your Rider Driver reaches its apex, granting you the ability to maintain your transformed state indefinitely. As bonus action, you can activate your Final Form, a manifestation of unparalleled power and resolve. In this ultimate state, you seamlessly integrate the abilities of your Power Form and Super Form, without gain a exhaustion level.

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 2 Rider Points to add an additional 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 3 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 with twice the damage dice. You gain a +2 bonus to ranged attack rolls and damage with the Mosasaur Pistol, which is considered a Martial Ranged Weapon, two-handed, with a range of 40/120 feet, utilizing your Rider Points as ammunition and having no loading properties.

Primal instinct[edit]

At 3rd level, your connection to your primal spirit enhances your natural instincts and physical abilities. You gain advantage on skill checks involving Acrobatics or Stealth. If you are already proficient in these skills, you add double your proficiency bonus instead of the normal amount.

Additionally, you can harness your primal intuition in other aspects of survival and interaction with the natural world. You add half your proficiency bonus to skill checks for Survival, Intimidation, Nature, and handling animals.

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 a reaction, you can use your paddles to deflect attacks, reducing any bludgeoning, piercing, or slashing damage you take by 1d10 plus your Strength modifier plus your rider level. However, your land speed is reduced by 10 feet due to your slippery skin.

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 4 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, due to your bond with your spirit, your connection allows you to share the primal powers. You can use this feature a number of times equal to your Charisma modifier and regain all uses on a long rest. In addition, add your proficiency bonus for a perception 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 12 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

While wearing your Masked Armor, 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

You can now deflect attacks that deal any damage type. As an action, you can spend 5 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 Knight's Fist damage dice plus your Wisdom modifier. You have advantage on all Wisdom saving throws.

Primal Ascendance[edit]

Upon reaching 18th level, your connection with the primal spirits deepens, allowing you to tap into their essence and assume a powerful form for a short time. As a bonus action, you can spend 6 additional rider points to activate your Full Senses feature. Upon transformation, you assume a spirit-dependent form with the following abilities for 1 minute. However, at the beginning of each of your turns, you must make a Wisdom saving throw (DC 12) or become affected by the confusion spell. This transformation ends early if you die or are incapacitated. During this time, your AC remains the same as it was before transforming. You gain the following benefits:

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

Tyrannosaurus

  • Due to your absurd size and strength, you gain a +5 bonus to hit and damage rolls.
  • Due to your short arms, you lose the ability to attack with them, but you can attack with the tail as long as the weapon has the light property or is the rider weapon. However, you will -have disadvantage on these rolls, and if the weapon has any area effect, it is canceled.
  • The tyrannosaurus can perform two attacks: one with its bite and the other with its tail. These attacks cannot be made against the same target.
  • Bite: You bite a target, dealing 4d12 piercing damage. If the target is a Medium or smaller creature, it is grappled (Strength saving throw against your rider DC). At the beginning of its turn, the target must make the saving throw again to be released. If it fails, it takes 3d8 piercing damage. The tyrannosaurus cannot bite another target while grappling.
  • Tail: The tail strikes a target within 10 feet, dealing 3d8 bludgeoning damage.
  • Roar: You can roar, causing enemies within 15 feet to make a Wisdom saving throw against your rider DC. On a failure, they are frightened of you for the rest of the round. Enemies frightened by this roar can do nothing on their turn except try to get as far away from you as possible.

You gain advantage on attack rolls against targets within 5 feet of you.

Triceratops

  • Due to your scales, all attacks that has the Bludgeoning, Piercing and Slashing damage type have disadvantage against you.
  • If you move at least 15 feet directly toward a creature and then hit it with an attack in the same turn, that target must succeed on a Strength saving throw against your rider DC or be hit prone. If the target is knocked prone, the triceratops can make a stomp attack against them as a bonus action.
  • Horns: You hit a target within 5 feet with your horns, dealing an extra 4d8 piercing damage.
  • Stomp: You stomp the ground within a 10-foot radius. Enemies must make a Strength saving throw or take 3d10 bludgeoning damage (half as much on a success).
  • Energy Pulse: You use your head to create energy pulse projectiles with a range of 30/120 feet, dealing 4d10 force damage.
  • Your speed increases to 30 feet.

Pterodaptile

  • Your hands transform into claws that deal 2d10 slashing damage. You can use your rider skills, but only the basic ones.
  • Roar: You can roar, causing enemies within 15 feet to make a Wisdom saving throw against your rider DC. On a failure, they are frightened of you for the rest of the round. Enemies frightened by this roar can do nothing on their turn except try to get as far away from you as possible.
  • You don't provoke opportunity attacks from enemies you have attacked this turn.
  • Your flight speed increases by 30 feet.

Velociraptor

  • You have thin, strong arms and sharp claws. You do not lose the ability to attack, but you do so with disadvantage and apply the damage of your rider's fist. Additionally, you can't use your rider's Power or Final skills. When you or any Velociraptor you summon hit a target, it takes an extra 1d6 slashing damage.
  • You gain a +2 bonus to AC when within 10 feet of an ally.
  • If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, the target must succeed on a Strength saving throw against your rider DC or be knocked prone. If the target is prone, the velociraptor can make an additional attack against it.
  • Bite: Any enemy creature that moves within 5 feet of you takes 1d6 piercing damage + your Strength modifier, without using your reaction.
  • Kick: Once per turn, you can kick with great force if you move at least 10 feet beforehand. The kick deals 4d8 bludgeoning damage with 10 feet of movement, increasing by 1d8 for every additional 10 feet of movement. The kick also knocks the enemy back based on size: Tiny (50 feet), Small (40 feet), Medium (20 feet), Large (10 feet), Huge (5 feet). Gargantuan creatures are not moved. Small, Medium, and Large creatures are also knocked prone.

Mosasaur

  • You lose your ability to move outside of water, but your speed quadruples in water, and all attack rolls against you have disadvantage while you are in water.
  • The Mosasaur can perform three attacks: one with its bite, one with its tail, and one with its mouth. You cannot make more than two attacks per turn.
  • Bite: You bite a target, dealing 4d8 piercing damage. If the target is a Large or smaller creature, it is grappled and must succeed on a Strength saving throw (DC 12) or be restrained. You can have 1 Large creature, 2 Medium creatures, or 4 Small creatures restrained at a time.
  • Tail: The tail strikes a target within 15 feet, dealing 2d12 bludgeoning damage. The target must succeed on a Strength saving throw against your rider DC or be knocked prone.
  • Energy Wave: You use your mouth to create a super energy pulse projectile with a range of 40/120 feet, dealing 10d10 force damage. You can use this twice per long rest.

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.

Speed ​​Break[edit]

At 3rd level, whenever you use the Dash action, your movement speed increases by an additional 10 feet for that turn. This bonus increases to 15 feet at 9th level, and to 25 feet at 15th level.

Off-road[edit]

At 6th level, you gain proficiency in Dexterity saving throws. Additionally, as a bonus action and by expending 3 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 5 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 (8 + proficiency bonus + Dexterity modifier). 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 12 rider 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 +2 bonus to AC.

This ability can be used once per long rest.

Overdrive Mode[edit]

At 18th level, akin to Turbo Mode, by expending an additional 6 rider points, you can transcend even further, pushing your limits to the extreme in Overdrive Mode. This mode lasts for 1 minute. While in Overdrive Mode, you retain all benefits from Turbo Mode and gain the following:

  • Your unarmed strikes deal an additional damage die.
  • Sound Hurricane no longer increases your exhaustion level.
  • You add your Dexterity modifier Strength checks and have advantage on them.
  • When a creature within your speed range attacks you and you can see it, you can use your reaction to nullify the attack and make an unarmed strike against the attacker.
  • Once per transformation, you can take an additional action and reaction.
  • At the end of each of your turns, you lose 3 hit dice.

Upon deactivation, you suffer 2 levels of exhaustion.

Mage Warrior[edit]

Rider Speelcasting

At 1 level you gain the ability to cast spells as shown in the spell table at the top; wearing the armor does not impose any disadvantage when casting spells, you can use your rider weapon as a catalyst or significant personal item as long as it is a ring, necklace, tiara, scarf or bracelet that you can wear without getting into trouble

Casting spells

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

Known spell

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

Kamen Rider Spell List
1st Level

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

2nd Level

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

3nd Level

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

4nd Level

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

5nd Level

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

Spell casting ability

You use Charisma 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 3rd level, whenever you cast a spell, you can use a bonus action and spend 2 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 1d8 Rider Points.
  • Healing Surge: Heal 1d6 hit points.

At level 9, you can spend additional 2 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 3 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 12 and 3d8 at level 18.

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:

  • 5 rider points to cast a 1st, 2nd, or 3rd-level spell.
  • 9 rider points to cast a 4th-level spell (available at 13th level).
  • 12 rider points to cast a 5th-level spell (available at 18th level).

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.

Sacred Weapon[edit]

Starting at 13th level, your attuned weapon, whether it's a Rider Weapon or another type, becomes a magic weapon. It gains a +2 bonus to attack and damage rolls. Additionally, it can be thrown with a range of 30/60 feet and returns to your hand at the start of your next turn.

Mystic Armor[edit]

At level 15, your control over the arcane fabric runs through your armor to the Driver's core, which is strengthened. When you successfully make a magic attack roll, you can cast two spells using a single action on your next turn. If you fail a magic attack roll, you lose this ability until you successfully hit with a magic attack roll again. You can use this ability a number of times equal to your proficiency bonus per long rest.

Arcane Core[edit]

At 18th level, choose two 3rd-level spells from the wizard or cleric spell lists.

These spells are always prepared and do not count against the number of spells you can prepare. You can cast each of these spells once at 3rd level without expending a spell slot, and you regain the ability to do so after a short or long rest.

Multiclassing[edit]

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

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