HB GhostRider
HB GhostRider
HB GhostRider
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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**Hit Points**
- Hit Dice: 1d10 per Ghost Rider level
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per Ghost
Rider level after 1st
**Proficiencies**
### Equipment
- (*a*) A martial weapon and a shield or (*b*) two martial weapons
\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.
**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.
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.
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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src='https://cdn.discordapp.com/attachments/242436063950274561/507795825901043712/
ghost_cavalier.jpg'
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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.
## 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.
### 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.
## 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.
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### 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.
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.
<img
src='https://cdn3-www.comingsoon.net/assets/uploads/2016/08/ghostriderONE2.jpg'
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Credit: comingsoon.net