HB GhostRider

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## Ghost Rider

Mortals who are host to spirits of vengeance, Ghost Riders are particularly hellish
warriors accentuated by their flames, mounts, and skeletal appearance. Ghost Riders
constantly compete for control with their demons, although some bond with them
quite easily. Regardless of the relationship between the person and their spirit of
vengeance, one thing is certain: you do not want to be the subject of their
hellfire and martial prowess.

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<div class='classTable wide'>


##### The Notary
| Level | Proficiency<br> Bonus | Features | Transformations | Hellfire<br> Damage
|:---:|:---:|:---|:---:|:---:|
| 1st | +2 | Transformation | 2 | 1d4 |
| 2nd | +2 | Fighting Style, Hellfire Mount | 2 | 1d4 |
| 3rd | +2 | Reprisal System | 3 | 1d4 |
| 4th | +2 | Ability Score Improvement | 3 | 1d4 |
| 5th | +3 | Extra Attack | 3 | 1d4 |
| 6th | +3 | Penance Stare | 4 | 1d4 |
| 7th | +3 | Reprisal System feature | 4 | 1d4 |
| 8th | +3 | Ability Score Improvement| 4 | 1d4 |
| 9th | +4 | Searing Hellfire| 4 | 1d6 |
| 10th | +4 | Hellfire Mount Improvement, Reprisal System feature | 4 | 1d6 |
| 11th | +4 | Grim Reaper| 4 | 1d6 |
| 12th | +4 | Ability Score Improvement | 5 | 1d6 |
| 13th | +5 | Resolute Soul | 5 | 1d6 |
| 14th | +5 | Penance Stare Improvement | 5 | 1d6 |
| 15th | +5 | Reprisal System feature | 5 | 1d6 |
| 16th | +5 | Ability Score Improvement | 5 | 1d8 |
| 17th | +6 | True Spirit of Vengeance | 6 | 1d8 |
| 18th | +6 | Reprisal System feature | 6 | 1d8 |
| 19th | +6 | Ability Score Improvement, Soul Convergence | 6 | 1d8 |
| 20th | +6 | Mass Repentance | Unlimited | 1d8 |
</div>

### Basic Features

**Hit Points**
- Hit Dice: 1d10 per Ghost Rider level

- Hit Points at 1st Level: 10 + your Constitution modifier

- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Ghost
Rider level after 1st

**Proficiencies**

Armor: Light armor, medium armor, shields

Weapons: All weapons

Tools: One set of Artisan's tools

Saving Throws: Constitution and Charisma

Skills: Choose two from Acrobatics, Athletics, Investigation, Arcana, Insight,


Perception, and Intimidation

### Equipment
- (*a*) A martial weapon and a shield or (*b*) two martial weapons

- (*a*) Chain Mail or (*b*) Leather Armor and 5 javelins

- (*a*) a Dungeoneer's Pack or (*b*) an Explorer's Pack

\page

Alternatively, you can ignore the equipment from your class and background and
start with 4d4 x 10 gold.

### Transformation
At the 1st level, Ghost Riders bond with a demon known as a spirit of vengeance,
which can grant them great power at the cost of having to fight to maintain control
of their body. As a bonus action on your turn, you can undergo the transformation
from a normal mortal to a Ghost Rider. You gain the following benefits for your
transformation, which lasts one minute.

- Any attacks you land will deal an additional 1d4 fire damage. This Hellfire
damage will increase as you gain levels in the class, as seen on the class table.

- You have resistance to bludgeoning, piercing, slashing, and fire damage dealt by
non-magical sources.

- You have advantage on all Wisdom and Charisma saving throws, as well as all
Charisma (Intimidation) skill checks.

- You exude bright light in a 10 foot radius, and dim light for a 20 foot radius.

While you are transformed, your appearance will change. Not all Ghost Riders look
the same, but you will take on the visage of a skeleton surrounded by hellfire and
your clothing and armor often adapt to suit your new appearance. Your
transformation will end early if you are knocked unconscious. You can end the
transformation early as a bonus action on your turn. You can transform a number of
times according to your level as designated on the class table.

Any abilities you have that provoke saving throws have their DC calculated as
follows: 8 + your proficiency bonus + your Charisma modifier.

### Fighting Style


At 2nd level, choose one of the following options. If you are ever able to take
another fighting style, you cannot take the same one a second time.

**Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons.

**Defense:** While you are wearing armor, you gain a +1 bonus to AC.

**Dueling:** When you are wielding a melee weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that weapon.

**Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two hands, you can reroll the
die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain this benefit.

**Protection:** When a creature you can see attacks a target other than you that is
within 5 feet of you, you can use your reaction to impose disadvantage on the
attack roll. You must be wielding a shield.

**Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.

**Chain Fighting:** Whenever you are using a whip or flail, you can use a bonus
action to extend its reach by 5 feet until the start of your next turn. You can
make opportunity attacks against any target who enters this reach as a reaction.

### Hellfire Mount


At the 2nd level, you gain the ability to summon a mount whenever you use your
Transformation. You can summon any mount that you would be able to summon with the
*Find Steed* spell. This mount will have a similar appearance to your transformed
state, permeated by hellfire and skeletal in nature. Your mount has the special
ability to traverse any surface, including difficult terrain or even up walls, as
though it was normal ground. It is also intelligent enough to follow your orders,
and you have a telepathic link with it as long as you and it are on the same plane.

Your mount can be dismissed when your transformation ends. If you choose not to
dismiss it, it will take on a more normal appearance when it reverts, and it will
lose its ability to traverse peculiar terrain with ease. If your mount dies, you
must transform again to summon a new one. If you summon a second mount, the first
will disappear.

### Reprisal System


At the 3rd level, Ghost Riders will choose their methods of dishing out vengeance.
You select a Reprisal System, which are detailed at the end of this class
description. It grants you a feature a 3rd level, and again at 7th, 10th, 15th, and
18th level.

### Ability Score Improvememt


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. You can't increase an ability score above 20 using this
feature.

### Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.

### Penance Stare


At the 6th level, Ghost Riders gain access to one of their signature abilities, the
Penance Stare. Once per Transformation, you can use an action to force a creature
you can see to make a Charisma saving throw. On a failure, that creature takes 1d8
Psychic damage if it is of Good alignment, 1d12 if it is neutrally aligned or not
aligned, or 2d8 if it is of Evil alignment, and it is stunned. On a successful
save, it takes half damage and is not stunned.
\page
### Searing Hellfire
At the 9th level, your flames become more intense. Any fire damage you deal will
bypass resistances to fire damage. If targeting a creature with immunity to fire
damage, the hellfire will affect their very soul. Instead of being immune to the
damage, they take half of that damage as Psychic damage.
### Hellfire Mount Improvement
At the 10th level, you can summon any mount you would be able to summon with the
*Find Greater Steed* spell instead. In any ground space where your mount has
traveled in the past minute, a fire is present. Creatures who enter that fire or
start their turn there will take damage equal to your Hellfire damage die. You can
select any number of creatures who will not be subjected to any damage if they pass
through.

### Grim Reaper


At the 11th level, whenever you reduce a creature to 0 hit points while you are
transformed, you regain hit points equal to your Ghost Rider level + your
Constitution modifier. You will also add your Charisma modifier to this healing if
the final blow was dealt with your Penance Stare.

### Resolute Soul


At the 13th level, you are accustomed to the frequent attacks on your psyche. You
always have advantage on saving throws to avoid becoming frightened or charmed. You
cannot be put to sleep by magical means. The damage resistances you gain while
transformed extend to include damage from magical sources, as well as Psychic
damage.

### Penance Stare Improvement


At the 14th level, your Penance Stare becomes more keen. Regardless of alignment,
the Penance Stare will inflict an additional set of dice if the creature you are
targeting has harmed another creature in the past minute.

### True Spirit of Vengeance


At the 17th level, your transformation becomes more complete. When you use your
Transformation, you can choose to completely grant control to your spirit of
vengeance, becoming a much stronger Ghost Rider at the cost of your endurance. When
you are a True Spirit of Vengeance, your Hellfire damage is doubled and your
Penance Stare forces disadvantage on its saving throw. If you are reduced to 0 hit
points, you can make a Constitution save against your own DC to stay conscious with
1 hit point, and cannot be made to fall below 1 hit point until the end of your
next turn.

However, whenever your True Spirit transformation ends, you fall unconscious for
1d4 hours and stabilize on the spot. You cannot transform again until you complete
a long rest, and you take a level of exhaustion.
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### Soul Convergence


At the 19th level, your bond with your spirit of vengeance starts to give you
consistent perks even when you aren't transformed. Your transformation resistances
will always apply to you, and you can inflict your hellfire damage on critical hits
even when you aren't transformed.

### Mass Repentance


At the 20th level, you can perform your Penance Stare twice with one action.
Additionally, you can use it as many times as you want during your transformation.
If a creature fails the save for the Penance Stare, it will also take your Hellfire
damage, although no Hellfire damage is applied on a successful save.
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<img

src='https://cdn.discordapp.com/attachments/242436063950274561/507795825901043712/
ghost_cavalier.jpg'
style='width:325px' />
Credit: wallpapercave

## Reprisal Systems
There are three styles of Ghost Riders, each of which doles out vengeance in their
own ways. Choose between the Stuntman, Vanguard, and Executioner.

## Stuntman
Many Ghost Riders have a taste for theatrics as they hunt down their victims. Often
performing various feats of maneuverability and taunting their opponents
relentlessly, these riders specialize in mobility.

### Demonic Agility


At the 3rd level, you beccome more adept with your Hellfire mount. Whenever you
mount or dismount, you only use 5 feet of movement instead of half. You have
advantage on rolls made to control or stay on your mount. Your mount can use your
Acrobatics skill when performing various feats, and to compliment this, its jump
distance is triple what it would normally be. Finally, your mount has +10 movement
speed.
\page

### Ends of the Earth


At the 7th level, you become frighteningly hard to escape. If you are moving in a
path directly towards your mark, you or your Hellfire mount can dash as a bonus
action. If you do so, you benefit from the effects of a Disengage action.

### Make it a Show


At the 10th level, your flair for drama offers you benefits. You gain proficiency
in Intimidation. If you already had that proficiency, you can use twice your
proficiency bonus for that skill. In addition, whenever you use your Penance Stare,
you can immediately use a bonus action to attempt to frighten a creature you can
see. They must make a Wisdom saving throw against your DC. If they fail, they are
frightened of you for one minute.

### To Hell and Back


At the 15th level, your Hellfire mount becomes even more potent. Whenever your
mount takes the Dash action, it will teleport to your destination by sprinting
through a portal that briefly opens before you. This portal can open in the air,
above the ground, or in a wall, and it can allow you to access locations even if
you don't have a direct line of sight to them, as long as that distance is within
range of your mount's dashing speed.

### Hell's Cavalry


At the 18th level, you reach the pinnacle of what a Ghost Rider's mounted skills
can be. As you ride your Hellfire mount, you can spend an action to cause the fires
of hell to ripple out in a field around your mount. Until the end of your next
turn, your mount has a 10 foot radius of Hellfire. Creatures that enter the
Hellfire or start their turn there take Hellfire damage. You can use this feature a
number of times equal to your Charisma modifier before needing to take a short or
long rest to use it again.

## Vanguard
Vanguards are Ghost Riders dedicated not only to the art of vengeance, but to the
protection of those they deem innocent. An ironic paragon of protection utilizing
the very powers of hell, Vanguards specialize in defense.

### Demonic Defender


At the 3rd level, you can place a mark on a target when you hit it with a melee
attack. A marked target is forced to make a Wisdom save when it attacks any target
other than you. On a failed save, its attack will miss. A mark will last until the
start of your next turn. You can use this feature a number of times equal to your
Charisma modifier before having to take a short or long rest to use it again.

Additionally, you gain proficiency in heavy armor.


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### Retribution
At the 7th level, whenever a marked creature attacks a creature other than you, you
can use your reaction to make an attack against that target. This attack deals
additional damage equal to your Charisma modifier. Alternatively, you can use your
Penance Stare on that creature as a reaction, still adding your Charisma modifier.
If its attack landed, you also deal half of the damage that creature dealt as bonus
Psychic damage.

### Infallible
At the 10th level, you become more vigilant of your surroundings to better protect
those in your charge. You gain proficiency in Perception. If you already has that
proficiency, you use twice your proficiency bonus for that skill. In addition, you
cannot be surprised while you aren't incapacitated.

### Hellish Endurance


At the 15th level, you become substantially tougher in the face of those who would
do the innocent harm. You gain proficiency in all saving throws, and you have
advantage on death saves.

### Guardian of the Innocent


At the 18th level, your protective nature expands to include your allies. While you
are transformed, allies within 10 feet of you receive your damage resistances.

## Executioner
Executioners are Ghost Riders who are particularly dedicated to the art of taking
down their subject with impunity. Once an Executioner has decided on his enemy's
fate, there is little that can be done to stop them.

### Judgement
At the 3rd level, you become adept at taking down the wicked with little
impedement. You can use a bonus action to Judge a creature you can see. When you
attack a Judged target, you deal critical hits on a roll of 19 or 20, and you deal
an additional die of Hellfire damage to them whenever you hit them. You can also
Judge a creature as part of the same bonus action you use to Transform. Judgement
ends if you or the target are brought to zero hit points or if you rest. You can
only use this feature once, before needing to take a short or long rest to use it
again.

### Deadlocked
At the 7th level, if you use your Penance Stare on a marked target, it takes
Hellfire damage. The additional damage from Judgment will also be applied if that
target is Judged.
\page
### Tracker-Killer
At the 10th level, you become proficient in Stealth. If you already had that
proficiency, you use double your proficiency bonus for that skill. In addition, you
have advantage on Stealth checks made to stalk a Judged target. If you are
transformed while using Stealth, your flames die out to keep you hidden.

### Executioner's Stare


At the 15th level, your Penance Stare develops an unparalleled brutality. If you
use your Penance Stare on a target below a certain HP threshold, that target
instantly dies without a save, as if you had used *Power Word Kill*. The threshold
depends on that creature's alignment.

- Good targets die if at or below 50 HP


- Neutral and Unaligned targets die if at or below 75 HP
- Evil targets die if at or below 100 HP

If your target is brought to this threshold by the Penance Stare, this feature will
not activate. It must be used after the target has already come within the
threshold.

### Arbiter of Souls


At the 18th level, your judgement becomes absolute. When you attack a Judged
target, you critically hit on rolls of 18-20, and you always have advantage against
them. The DC for Penance Stare is increased by 2 for Judged targets.
<div style='margin-top:10px'></div>

<img
src='https://cdn3-www.comingsoon.net/assets/uploads/2016/08/ghostriderONE2.jpg'
style='width:325px' />
Credit: comingsoon.net

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