Kamen Rider Heisei (5e Class)
Kamen Rider
Masked Warriors, (Power Rangers, Super Sentai, Kamen Riders, Makai Knights, Etc.), are people who, in their Unmasked form, are no different from any other person. However, in their Masked form, they control the manifestation of one's own soul and strength. They come in many shapes and sizes, after all anyone with a Warrior 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 bloodline with a history of Masked Heroes.
Creating a Kamen Rider
The Kamen Rider presents himself as a motorcyclist who by various means, most of the time 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 Kamen Rider's hallmark as a final attack is a flying kick that, although it changes its name every season, It is generically known by the name of "Rider Kick".
Quick Build: You can make a masked hero quickly if you make strength, dexterity, and charisma your highest skill scores first. The rest is up to you. Strength from power attacks, Dexterity from armor class, and Charisma to keep your identity a secret, unless you don't care if your identity is public knowledge. If you don't, Constitution, Wisdom, or Intelligence is 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, middle armor and heavy armor
Weapons: Simple Weapons, Martial Weapons
Tools: Leatherworker's tools, Cook's utensils
Saving Throws: Strength, Dexterity or Charisma choose two
Skills: Athletics and Acrobatics then choose one other: Perception, Investigation, Intimidation, Performance, Persuasion, or Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Tinker Tools or (b) Cook's utensils
- A Warrior Driver, set of common clothes and one martial weapon
- (a) Dungeoneer’s Pack or (b) Explorer’s Pack
- A letter from a loved one or other significant item to your hero. (Talk to your DM about what the significant item can be)
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
| Level | Proficiency Bonus | Rider Punch | Rider Speed | Rider points | Spells Known | Cantrips Known | Features | —Spell Slots per Spell Level— | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||||
| 1st | +2 | 1d6 | +0 ft. | - | 3 | Rider DC, Driver | 2 | — | — | — | — | — | — | — | — | |
| 2nd | +2 | 1d6 | +0 ft. | 5 | 3 | Rider Points, Inspired Fighter, Fist release | 3 | — | — | — | — | — | — | — | — | |
| 3rd | +2 | 1d6 | +10 ft. | 6 | 4 | 3 | Kamen Rider Heisei Archetype, Rider's Weapon, Warrior Signature | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | 1d6 | +10 ft. | 7 | 5 | 4 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | 1d6 | +15 ft. | 9 | 6 | 4 | Extra attack x1, Update, Rider's Weapon | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | 1d8 | +15 ft. | 10 | 7 | 4 | archetype | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | 1d8 | +15 ft. | 12 | 8 | 5 | Final Blow, vehicle | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | 1d8 | +20 ft. | 14 | 9 | 5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | 1d8 | +20 ft. | 16 | 10 | 5 | archetype, Skill Upgrades, vehicle upgrade | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | 1d8 | +20 ft. | 17 | 11 | 6 | actualization, Rider's Weapon | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | 1d10 | +20 ft. | 19 | 12 | 6 | Extra Attack x2 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | 1d10 | +25 ft. | 21 | 13 | 7 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | 1d10 | +25 ft. | 23 | 14 | 7 | archetype, Soldier Experience | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | 1d10 | +25 ft. | 24 | 15 | 8 | Breath, Final Blow | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | 1d10 | +30 ft. | 26 | 15 | 8 | actualization, archetype, Rider Weapon | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | 1d10 | +30 ft. | 28 | 16 | 9 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | 2d6 | +30 ft. | 30 | 16 | 9 | Perfect Warrior | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 2d6 | +35 ft. | 31 | 16 | 10 | archetype | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | 2d6 | +35 ft. | 33 | 17 | 10 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | 2d8 | +40 ft. | 35 | 20 | 11 | Final Form, Rider's Weapon, Final Strike | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Rider DC
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
your save DC increases to 10 at 11th level and 12 at 17th level. This does not apply if an ability indicates a different save DC.
Driver
The transformation has an allotted time for long rest that is 5 minutes (50 rounds). If the time limit is exceeded, you will receive 1 level of exhaustion every 5 rounds after time runs out. The player can finish his transformation as a bonus action. If the warrior is reduced to 0 health points, he is forced out of transformation and can only transform again once he has recovered to positive hit points. The warrior's armor created by transforming with the warrior's driver. Base AC is 10 + skill or strength (choose one) modifier + proficiency. The appearance of the armor is determined by the player, but most rider armor is eye-catching and based on a theme, such as an animal or an insect. Armor is considered light armor. Additionally, this armor takes the place of your previous armor, which returns when you transform back into your basic form.
- Rider Punch
While the kamen rider may appear strong, he can infuse strength into him 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's puch table. Also, while not holding a weapon, you can perform an unarmed bonus hit as a bonus action.
- Rider speed
using the Faiz, Blade, Kabuto, Den-O, Double, OOO, Drive and Build archetypes You gain as many feet to move as shown in the Rider Speed chart if that is not the case you increase 10 feet at level 3 and again at at level 9 you gain 15 feet and finally at level 17 you gain 30 feet
- Rider Speelcasting
if you choose the archetype agito, blade, hibiki, wizard, and ghost, 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
"NOTE: Agito, Blade, Hibiki and Ghost archetypes can only use the spell table up to level 5 only wizard can use the full table"
- Tricks
At level 1, you know three tricks that you can choose from from the paladin, sorcerer, warlock, or wizard spell lists. You'll learn additional tricks of your choice at higher levels, as shown in the Known Tricks column on the table.
- Casting spells
The table above shows how many spell slots you have to cast your first and higher level 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 as shown in the table at the top
- Learning spells of 1st level and higher
Each time you gain access to a new level of the spell, you learn a unique spell chosen from the paladin, wizard, warlock, or wizard spell list of the appropriate level.
- Spellcasting ability
You use charisma or wisdom as your ability to cast spells for your mage spells, as the power of your spells depends on your ability to project your will onto the world. You use your Charisma or Wisdom each time a spell requires your ability to cast spells. Also, you use your modifier Charisma or Wisdom when you set the saving throw DC for a cast mage spell and to establish an attack roll for one.
Spell save DC = 8 + your proficiency bonus + your Charisma or Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Charisma or Wisdom modifier
Rider Points
Kamen Rider has the ability to imbue, move, and enhance physical abilities. At level 2, you unlock the ability to use Rider Poinst, which improves your fighting prowess by allowing you to perform certain warrior skills. You get 1 lap point for scoring critical hits or defeating enemies. You cannot earn more points than your current level allows. You regain all your warrior points after a long break. You can only use one warrior ability at a time, unless otherwise noted, and you can only use these points while in warrior form unless otherwise noted. Basic Skills
- skip
Spending 1 warrior point doubles your base jump distance for half a minute and gives you an additional 10 feet on high and long jumps. Activating this ability counts as an additional action.
- Patient defense
By using 2 Warrior points and a bonus action, he can perform the Dodge action.
- Rider Slash
By spending 2 Rider Points you can imbue your weapon with more power and make an extra d6 to the weapon, for every 2 more points spent you add a d6
- Characteristic movement
By using 3 Warrior 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 2d6 + Charisma to base damage, increasing to 3d6 at level 7 , already 4d6 at 14th level. He can do this multiple times equal to his Charisma modifier (minimum of 1) before needing a short rest.
- Rider Striker
For every 2 Rider Poitns when it hits, you can increase the level of the damage die, for example, you do 1d8 blunt 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
Inspired Fighter
In the heat of battle, a Fighter can channel adrenaline, either through the adrenaline rush of battles or a critical situation with your allies or to fight and perform amazing feats of technique and strength. At 2nd level, you can add a 1d4 die to an initiative roll. The die becomes d6 at 9th level, d8 at 13th level, and a d10 at 19th level. You have a number of initiative dice equal to your Charisma or dexterity modifier, up to a minimum of 1. You regain uses after a long break.
Fist release
The kamen rider release their elemental power through blows or kicks depending on their universe, at the level 2 as a bonus action depending on your kamen rider archetype you can imbue your blows with an elemental type to hit harder but you lose your additional blow without weapons. the types of elements according to your archetype are:
- Kuuga: fire
- Agito: radiant
- Ryuuki: fire
- Faiz: radiant
- Blade: lightning
- Hibiki: necrotic
- Kabuto: sound
- Den-O: force
- Kiva: necrotic
- Doublé: sound
- OOO: force
- Fourze: ice
- Wizard: psychic
- Gaim: strength
- Drive: lightning
- Ghost: necrotic or radiant (you choose)
- Ex-Aid: strength
- Build: strength
Kamen Rider Heisei Archetype
Starting at level 3, you choose an archetype among Kuuga, Agito, Ryuki, Faiz, Blade, Hibiki, Kabuto, Den-O, Kiva, Double, OOO, Fourze, Wizard, Gaim, Drive, Ghost, Ex-Aid and Build all of which are detailed at the end of the class description. Your choice grants you characteristics at level 6, and again at level 9, 13, 15, and 18.
Warrior Signature
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 can use your Warrior Signature in conjunction with your Final Strike, and the damage is calculated as (Base Damage + Warrior Signature) X 2. However, if you do this, not defeating the enemy your transformation will last ¼ of the time.
Rider's Weapon
At level 3, a martial weapon that you possess and are proficient with becomes your masked weapon. As such, it is now a +1 magic weapon, and will return to you if you call it while on the same plane using a bonus action. Only one weapon can be your masked weapon at a time, unless otherwise noted. It upgrades to +2 at level 5 to +3 at level 15 and to level 20 at +4. You can choose its appearance as the way you choose the appearance of your armor.
Skill Score Improvement
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 usual, you can increase a skill score above 20 using this feature.
Extra attack
At 5th level, the Fighter can attack twice, instead of once, as long as he takes the Attack action on his turn. Instead, he can also make two grappling attempts. The Fighter can now grab two creatures within range of him at once, which are one size larger than them or smaller, though at the cost of any extra attacks as well as their additional action.
Update
Whenever the enemy evolves with more power, the kamen rider will do so in order to overcome all evil that threatens what is precious to him. When you reach level 5 and again at levels 10, 15 and 20 you, your armor and your rider powers will evolve. Your armor becomes 13 AC + dexterity or strength (choose one) modifier + proficiency you become resistant to cutting, piercing and blunt damage and immune to your rider's element being shown in the "Fist Release" at the top , this goes up to 15 AC at level 10, 18 AC at level 15 and 23 AC at level 20, plus your armor no longer imposes debuffs on stealth rolls and you have advantages on skill rolls you chose from the class Your evolved forms will be seen in the archetype chosen at 6th level and together with them the evolution of the weapon you chose from this level on, your weapon can attack at a distance of 10 feet being melee and if it is at a distance it is doubled Shooting distance and reloading with a free action, as an additional action by spending 6 rider points you can reduce your critical radius by 1 level and by spending 12 more points you reduce it another level and by spending 14 more you reduce it another level up to a maximum of 3 times
- Power Form
At 10th level, your spirit is strengthened, giving you immunity against Scared, Dazed Enchanted, and Haunted. Also, as a bonus action, you can perform an additional transformation that lasts until the transformation is complete. Your warrior armor gains additional damage bonus equal to your masked warrior level, but you gain 3 levels of exhaustion once the transformation is complete
- Super Form
At level 15, your body evolves and gives you more power than the Driver gives you, the first time you die or fall to 0 or less hit points, you immediately fall to 1 hit point. You can use this feature a number of times equal to your Long Rest Constitution modifier. You learned how to critically attack the vital points of your enemies. Now when you roll a damage of 19 or 20 it is considered critical. When he damages you with an attack after his first attack, you can use your reaction to roll 1d10 + Dexterity or Strength mod. If the number you roll is greater than the damage dealt, the attack is deflected by your sword or armor and you take no damage. At 20th level, he can reduce 2d12 + Constitution + Dexterity or Strength.
Final Blow
At level 7, you have become an expert at taking down opponents with style. When attacking an enemy, you can go for all your warrior points, 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 can use your Warrior Signature in conjunction with your Final Strike, and the damage is calculated as (Base Damage + Warrior Signature) 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
Vehicle
At level 7, you have created a button in the driver. When the button is pressed, his suit calls out wherever he is, spending 1/4 of your Rider points can, an already specialized mount (https://www.dandwiki.com/wiki/Motorcycle_(5e_Equipment) will come quickly as possible and can and lasts 2d6 rounds and for each 4 rider poins spent you gain d4 rounds more. Using 4 rider points you can make a lunge with your vehicle or mount, for every 15ft you do a d12 of blunt damage
Skill Upgrades
At the ninth level, your Henshin Driver allows you to perform more warrior skills.
- swept
As an 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 of 10 + Masked Warrior Dex + Proficiency. This costs 3 warrior points.
- Lunge attack
By using 3 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 main action.
- Warrior's breath
You call out to your allies and tell them to attack 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 5 warrior points.
- Mega jump
Spending 5 warrior points triples your base jump distance for one minute and gives you an additional 20 feet on high and long jumps. Activating this ability counts as an additional action.
- Perfect Defense
By using 7 Warrior points and a bonus action, he can perform the perfect Dodge action.
- Ultimate Rider Slash
By spending 10 Rider Points you can imbue your weapon with more power and make an extra 2d10 to the weapon, for every 4 more points spent you add a d8
- Barrier
Spending 12 rider point you can unleash your power by creating a barrier that absorbs the damage that has 4D10 + Bonf of strength, dexterity and charisma of your PC + Bonf of Comp x2 of Health that repels any state for as long as it remains
vehicle upgrade
At level 9, you have upgraded your vehicle so that it can withstand tough battles and you have created a small portable button on the controller that when the button is pressed, your vehicle, wherever it is, will come towards you as quickly as possible; as long as you're riding or your vehicle has an advantage on difficult terrain saving throws and any barrier whether magical or elemental will have to make a saving throw
Extra Attack
Starting at 11th level, you can attack three times, instead of once, as long as you take the Attack action on your turn.
Soldier Experience
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.
Respite
At 14th level, you've gotten used to battle, increasing your stamina significantly. Every other turn, you regain 2 Warrior Point. Each critical hit grants you 3 warrior points and each defeated opponent will now award 5 warrior points as well.
Final Skills
- Shooting attack
Using 8 warrior points and one action, you can fire a bolt of an element of your choice (fire, cold, or lightning) from your weapon to hit an enemy 120 feet from you. The target must succeed on a Dexterity saving throw equal to your spell save DC or take half the damage 5d8. You can use your finishing move with this feature. You can only do this twice before having to take a short or long break.
- MAX POWER
By spending 12 rider points you can maximize the base damage of your Characteristic Move and reduce its crit radius to 19-20
- Aura of Hope
You are so steeped in hope that all your melee weapon strikes carry purpose. Spending 18 rider points Whenever you successfully hit a creature with a melee weapon, the creature takes 1d8 additional elemental damage (fire, ice, lightning, thunder, necrotic, radiant, and strength of your choice) and increases by 1d8 per level. by Kamen Rider
- Last breath
You have seen countless battles, you are tired, you are at your limit, your friends, family are waiting for you and you are not going to give up, you have learned to become stronger now you are on the brink of death and you will have to do more damage to your enemies if You'll want to see the light of tomorrow one more time When you attack a creature and have lost more than 30% of your hit points, you can spend half of your rider points and choose to do double damage against them. You can only deal this extra damage once per turn.
Perfect Warrior
At 17th level, you are a tough and strong experienced warrior, now you are not hampered by uneven terrain and you feel like your life passes slowly. You get two actions on each of your turns (including an additional action on the turn you cast this spell). Attack rolls have a disadvantage against you. You have an advantage on attack rolls and skill tests, and you have an advantage on acrobatics tests. ^
Final Form
At level 20, you have reached your final form, your connection to your Warrior Driver has become so strong that you can remain in your transformed state for as long as you want. He has also unlocked the ability to use his Final Form, using a bonus action to transform. Your Final Form is stronger, faster, and tougher than your normal transformation. All damage he deals is doubled (the final blow is unaffected), as is his speed. You also get all the benefits of your Power Form and Super Form and only gain 1 level of exhaustion At this level, Your Final Forms are:
- Kuuga Ultimate
You can only access this form if you chose the kuuga archetype; This form is only accessed once per long rest and having ¼ of life, in this form you have advantages in all saving throws, while in this form all your characteristics and increase by +5 exceeding its respective maximum if it is temporarily taken to 20 until you change form or finish the transformation, you have advantages when attacking the enemy and you can make an extra attack in addition to those that give you the class and your unarmed hits inflict an extra 3d10 and when making an attack you reduce your enemy's AC by -6, you can attack at a distance of 15ft, you have immunity to non magical slashing, piercing and blunt damage and resistance to magic blunt, piercing and piercing, immunity to your aforementioned element and to ice, lightning and strength. Due to your immense power you give off a pure destructive aura, for every 10 feet around you the enemy must make a saving throw of force or receive a d10 of fire around you and 2d12 if he is 5 feet around you and the enemy will have disadvantage when attacking you either melee, ranged or by magic
- Shiny Agito
You have channeled your anger and shine like the shining sun This form is only accessed once per long rest and have ¼ of life, in this form you have advantages on all saving throws of strength, dexterity and wisdom, in this form your speed feet increase by + 30ft, your jumping speed by + 30ft, your Strength, Dexterity and Wisdom increase by +5 and your AC by +7, if you are in this form you will always be shining and you can illuminate an area, you illuminate a Area around 100 ft from you, your senses help you fight creatures you can't see. When attacking a creature that you cannot see, your inability to see it will no longer impose debuff on your attack rolls against it, as long as the enemy makes an attack roll against you it will have a debuff, shiny agito can also use storm, flame and Trinity's abilities , you are now immune to nonmagical blunt and piercing slashing damage and immune to radiant, necrotic, fire and ice damage, whenever you cast an element spell, radiant, fire, ice and strength you have affinity with this one, he has advantage in this one, you get +3 to the hit roll and +3 to the damage roll
- you can now launch fire storm with a level beyond the initial
- you can now cast ice storm with two levels beyond the initial
- you can now cast daylight without spell space and its duration is five times longer
- Ryuki Dragon Survive
Ryuki Dragon Surviver: in this level you transform into your dragon but in form survive with 2/5 of your life generally a scene of war or difficult situation, Once you go through these conditions, some things happen. You have all the total average hit points of your life, and your attacks do the damage dice. Your regen feature alone no longer gives you half hit points per turn if you don't complete. You no longer lose your Multi Attack if you are wearing. Any psychic damage done to you does not affect your being but directly damages your DRIVER. You can stay as a dragon in minutes equal to your kamen rider level divided in half.
Each time you transform, you must either make a DC 10 Wisdom saving throw or lose control of your dragon form. If you lose control, your dragon form is under the effects of the confusion spell. You can reroll the save game at the beginning of each of your turns and finish successfully. If you spend at least a minute in concentration before transforming, you don't have to do the checkup. When you exit the Dragon, you gain one level of exhaustion. You can use this function once. To regain this use, a DC 15 Constitution saving throw must be successful at the end of a short or long rest. Each time you miss this saving throw, his DC is reduced by 3 until you succeed.
| - | Dragon Knight Survive
Big Dragon, same alignment as the rider Armor Class 22+ kamen rider heisei proficiency bonus Speed 100 ft, 150 ft fly. STR36 (+14)DEX43 (+17)CON 40 (+16) Saving Throws Strength, dexterity and Constitution and chose one between wisdom or inteliligence Damage Immunities Fire, Ice, Radiant, Necrotic, thunder, bludgeoning, piercing, and slashing from not magical weapons Condition Immunities charmed, frightened, paralyzed Senses passive Perception 22 ACTIONS thrust. Melee Weapon Attack: +15 to hit, reach 15ft., one target you can see. Hit: 15d10 + 11 piercing damage. assault. Melee Weapon Attack: +15 to hit, reach 20ft., one target you can see. Hit: 10d8 + 13 Blunt damage. tackle. Melee Weapon Attack: +10 to hit, reach 40ft., one target you can see. Hit: 9d10 + 12 Blunt damage. just in a straight line. for every 10 feet increases to d8 Aura of fire. At the beginning of each of Survive's turns, each creature within 15 feet takes 26 (5d10) fire damage and flammable objects in the aura that are not being used or carried are ignited. A creature that touches Ryuki or hits it with a melee attack within 5 feet of it takes 16 (3d10) Fire damage. Multi-attack. Ryuki performs three attacks: two with his claw and one with his bite or tail. Breath of Fire (5-6 reload). Ryuki breathes fire into a 60 foot Cone. Each creature in that area must make a DC 20 Dexterity saving throw, take 46 (9d10) fire damage on a failed save, or half on a successful one. Warrior Breath (1 / day) Ryuki charges all of his strength into the bova and exhales an infinite fiery breath. Each creature within a 25-foot radius sphere of Ryuki must succeed on a DC 18 Dexterity saving throw, taking 101 (20d10) fire damage and recoiling 15 feet on a failed parry, or half on a successful, non-repulsed parry. . Once you perform this attack you return to your base form |
- Faiz Blaster
This form is only accessed once per long rest and having 1/3 of the life. You gain a +4 to dexterity and a +3 to strength and constitution and have advantages on saving throws for dexterity, constitution, wisdom and intelligence, and your suit support has been improved. It can lift 50 times its normal load capacity instead of 10 times; in this form you gain the following abilities Photon Blast: With an attack action, you can fire energy directly from your cannons on the shoulder and you can make a ranged attack roll against a target. The range of this attack is 100 feet. On one hit, the target takes 8d10 radiant damage.
Photon Shot As an added action you launch small bite-sized missiles that fit the shoulders of your suit. These missiles are created by transferring the energy from your suit to the matter within your suit. As an action, you can fire up to 2 missiles at the same time at the same or different targets. Make an attack roll for each missile separately. With an impact, the missiles remain embedded in the enemy, the enemy must make a Constitution roll or receive 3d6 of piercing damage, the next turn of the enemy they explode doing 4d8 of damage per radiant
Photon Fly As an additional action, you can activate the thrusters on the vest. When you have the thrusters you have an additional 100 feet of flight per turn.
Photon Blade-Blaster this weapon supplants your “rider weapon” for a significant improvement in it; this weapon has 2 forms:
- Photon Blade
spending 6 rider points activates the saber mode, this saber has a blade of supercharged light photons that can cut down to adamantine, the range of this weapon is 10ft and if you are flying with a bonus action you can do a Dexterity attack roll of DC 17 against the enemy, on a successful one you launch towards the enemy at a distance of 50 ft, when you make an attack roll with this weapon the target loses a magic shear and non-shear resistance and in If they don't have that resistance, they become vulnerability and lose 4 AC, the target takes 10d8 magic slashing damage and 10d4 radiant
- Photon Blaster
By spending 8 "rider points", you can fire energy directly from your blaster. The range of this attack is 200 feet, but you are at a disadvantage when attacking objects within 5 feet of you. On one hit, the target takes 12d10 radiant damage.
- Blade Perfect King
- Hibiki Armed
- Kabuto Hyper
- Den-o Liner Form
- Kiva Emperor
- Double Gold Extreme
- OOO PutoTyra
- Fourze Cosmic
- Wizard Infinite
- Gaim Kiwami
- Drive Tridoron
- Ghost Mugen
- Ex-Aid Hyper Muteki
- Build Genius
Kuuga
Kuuga Mighty
It is the base form of kuuga, in this form you have advantages in strength saving throws and while in this form your strength and dexterity characteristic increases by +1 temporarily until you change form or the transformation ends, you have advantages when attacking the enemy as long as you attacked him that turn
At level 6 you get the following forms
- Kuuga Dragon
Spending 6 rider points you change to this form, your strength decreases by -1 but increases your dexterity by +2 temporarily until you change form or finish the transformation, you have advantages on saving throws that require dexterity and your foot speed increases by +5 and your jumping speed increases by + 20Ft (this does not stagnate with rider points) whenever you use a staff this improves your damage by one d6
- Kuuga Pegasus
Spending 6 rider points you change to this form, your strength decreases by -1 and your AC by -1 but increases in intelligence and wisdom by +2 temporarily until you change form or finish the transformation you have advantages on all intelligence saving throws and wisdom and your perception is doubled, whenever you use a ranged weapon (such as a bow or crossbow) it improves its damage by d10 and its range is doubled
- Kuuga Titan
Spending 6 rider points you change to this form, your strength increases by +2 (does not apply to hit points increase) and your AC increases by +2 but reduces your foot speed by -10Ft temporarily until you change form or finish transformation and you have disadvantages on attack rolls against you, you have advantages on all saving throws for and constitution, as long as you use a close range weapon (such as a sword or ax) this improves your damage by d10 and your range in 5ft
At level 9
You have protected enough to protect and bring a smile to everyone, you fight for the good of the people or for your benefit but it does not take away the fact that you do the right thing. This gives you an advantage on all Wisdom and Intelligence saving throws against creatures that have the word "Evil" in their alignment. He also has the advantage of Intelligence (History), Wisdom (Insight), Intelligence (Research) and Wisdom (Perception) checks against the same group. If you don't already have it, you gain proficiency in the Intelligence (Investigation) skill. If you already have it, your skill is doubled.
At level 13 you get the following forms
- Kuuga Rising Mighty
Spending 10 rider points you change to this form is the improved base form of kuuga, in this form you have advantages in saving throws of strength and dexterity while you are in this form your strength and dexterity characteristic increases by +2 temporarily until you change from form or finish the transformation, you have advantages by always attacking the enemy and your unarmed hits inflict an extra d10 and you can attack from a distance of 10ft
- Kuuga Rising Dragon
By spending 10 rider points you change to this form, your strength decreases by -1 but increases your dexterity by +3 temporarily until you change form or finish the transformation, you have advantages on all rolls that require dexterity and your foot speed increases by + 20 and your jump speed is doubled (this does not stagnate with rider points) whenever you use a staff this improves its damage by one d10 of ice and its range is doubled
- Kuuga Rising Pegasus
Spending 10 rider points you change to this form, your strength decreases by -1 and your AC by -1 but increases in intelligence and wisdom by +3 temporarily until you change form or finish the transformation you have advantages in all rolls that require intelligence and advantage on wisdom saving throws and your perception is tripled, whenever you use a ranged weapon (such as a bow or crossbow) it improves its damage by one d10 of lightning and its range is doubled and decreased by -2 to the AC of the enemy
- Kuuga Rising Titan
Spending 10 rider points you change to this form, your strength and constitution increase by +3 (does not apply to hit points increase) and your Ca increases by +4 but reduces your foot speed by -5Ft temporarily until you change form or the transformation ends, you have advantages in all rolls that require Strength and advantage in constitution saving throws, as long as you use a close-range weapon (such as a sword or ax) it improves its damage by one d10 of strength and its range in 10ft
At level 15 you get the following forms
- Kuuga Amazing
Spending 14 rider points you change to this form is the super form of kuuga, in this form you have advantages in saving throws of strength, dexterity and wisdom, while you are in this form all your characteristics and increase by +3 temporarily until you change of form or finish the transformation, you have advantages when attacking the enemy and you can make an extra extra attack in addition to the ones that the class gives you and your unarmed hits inflict extra 2d8 and you can attack at a distance of 15ft
At level 18 Spending 14 rider points you change to this form you have adapted to your older ways and now you are able to become a "gouram", an ancient entity made to help Kuuga move and attack, this entity can be fused with any transport vehicle either anima or mechanical (applies for the vehicle already given previously in level 7), while you are transformed into "Gouram" your statistics change to:
| Gouram
Small Construct, same alignment as the rider Armor Class 18+ kamen rider heisei proficiency bonus Hit Points equal the Construct Constitution modifier + two times your kamen rider heisei level (the Construct has a number of Hit Dice [d10s] equal to your kamen rider heisei level) Speed 50 ft, 80 ft fly . STR 18 (+4) DEX 26 (+8) CON 15 (+2) Saving Throws Strength and chose one between dexterity and Constitution. Damage Immunities The Construct is immune to the damage type associated with it. Senses passive Perception 15 Transformation When he changes forms he has a purpose in his heart, you channel them deep into your heart giving you the last key to the soul. Gouram is similar to a black stag beetle with gold stripes. It has two claws with teeth and six limbs, two in the front and four traces, the four traces of the limbs function as energy propellants which gives it the ability to fly. return to humanoid form, it will take a bonus action. Characteristic scores for Intelligence, Wisdom, and Charisma remain the same, grougan knows all types of language and skills that the user knows. Link as an additional action you can join your mount or vehicle, your characteristics are united with those of the vehicle or mount and your strength, dexterity and constitution are added, the other three remain the same.while you are linked with the mount or vehicle you can control these two things ACTIONS thrust. Melee Weapon Attack: +7 to hit, reach 15ft., one target you can see. Hit: 8d10 + 9 piercing damage. assault. Melee Weapon Attack: +10 to hit, reach 20ft., one target you can see. Hit: 8d6 + 7 Blunt damage. tackle. Melee Weapon Attack: +5 to hit, reach 40ft., one target you can see. Hit: 6d6 + 8 Blunt damage. just in a straight line. for every 10 feet increases a d8 |
Agito
Agito Ground
It is the base form of it, in this form while you are under the sun or some non-magical light you have an advantage when attacking and the enemies have disadvantages when hitting you either melee or with magic, your wisdom characteristic increases by +1 temporarily until you shape-shift or transform is complete, you are also resistant to necrotic damage.
At level 6 you get the following forms
*Agito Storm
By spending 6 rider poins you can transform into agito storm, it is the agile form of agito; In this way, your foot speed increases by + 15ft and your jumping speed by + 10ft, but your AC decreases to -3 and you have a disadvantage when attacking, when you retreat you do not cause attacks of opportunity and using a reaction you can attack a second time either by melee or magic, if you cast an ice or sound element spell you have an advantage when casting it, if you use a staff or cast its damage they increase one d8.
As an action you learn a way to manipulate the storm by focusing on positive elements. You shape that energy into a beam and launch it at a target within 30 feet of the target heals. The heal die for this ability is your Wisdom modifier + Your level. You can only use this ability as many times as your wisdom modifier
- Spending 4 rider points as a reaction, if you cast an ice or sound element spell you can heal a creature of your choice that is 10 feet around you for a number of hit points equal to your kamen rider level + bonus of proficiency + wisdom bonus at the end of your turn.
- Spending 4 rider points as a reaction, if you cast an ice or sound element spell all friendly creatures within a 10-foot radius around you have advantage on poison and disease checks.
*Agito Flame
By spending 6 rider poins you can transform into agito Flame, it is the offensive form of agito; In this way your Strength increases by +1 and your AC by +3, but you lose 15ft and you cannot jump and you have a disadvantage when using athletics and acrobatics, with an additional action you can launch an attack 10ft from you, the enemy has to make a dexterity saving throw or receive 4d8 fire, if you cast a fire or force element spell you have an advantage when casting it, if you use a sword or great sword, its damage increases by d8
- As an action you learn a way to manipulate the storm by focusing on positive elements. You shape that energy into a beam and launch it at a target within 30 feet of the target, a ranged spell attack is made against the target, in one hit, the target takes damage equal to one d12 + proficiency bonus + Wisdom bonus, the goal is to make a dexterity saving throw or receive all on a failure or half on a successful one. You can only use this ability as many times as your wisdom modifier
- If you spend 4 rider poinst while in this form as a reaction, if you cast an attack or spell based on you release a fire aura with a range of 20/40 feet the aura lasts only that turn but all enemies must make a saving throw constitution or take 2d10 fire damage
At level 9 you get
- Sun and sky
Constantly manipulate the light around you to mask the presence of your enemies. When Dexterity (Stealth) is used to hide in a light or dimly lit space in case of caverns or houses isolated from it, they have a disadvantage on rolls. When you use Dexterity (Stealth) to hide in a dark space, you are considered proficient in the Stealth skill and add double your proficiency bonus (instead of your normal proficiency bonus). It can hide you from dark vision creatures as if they have normal vision.
At level 13 you get the following forms
- Agito Trinity
You have managed to control your power and release the hidden powers in you, spending 10 rider points you can transform into Trinity, in this way your foot speed increases by + 25ft, your jumping speed by + 20ft, your Strength increases by +2 and your AC at +4, but you have a disadvantage when attacking, you have managed to control your forms by merging them into one, you can now launch a beam of ice and fire element in which it explodes on impact with a creature within a radius of 40ft. Enemy creatures must make a constitution saving throw or take 2d10 fire damage and 2d10 ice and allied creatures take half the damage applied, you can use this ability in a vice versa, that is, the heal dice to the allies and Half the damage to fire or ice element enemies you choose can use this ability as your proficiency bonus divided in half. While in this form you have resistance to fire and ice damage and immunity to radiant and necrotic, Trinity Agito can also use storm and flame abilities.
At level 15 you get the following forms
- Burnning
Your anger overflows burning like the sun itself spending 14 rider point transforms you into burnning in this way your foot speed increases by + 20ft, your jump speed by + 15ft, your Strength increases by +3 and your AC by +5 and You no longer have disadvantages when attacking, in this form you release a fiery aura. As an action, spending 8 rider points, you create a wall of flame with a width of up to 10 feet, a height of up to 120 feet and a length of up to 120 feet. If a creature is in this range when it is created, it takes 2d10 + your Dexterity modifier of fire damage and is pushed to the opposite side of the wall you are on. If a creature tries to break through the wall, it must attempt a saving throw of Dexterity. On failure, they take 2d8 fire damage and do not pass through. If they are successful, they take 2d6 fire damage and pierce through it. You now ignore a creature's resistance to fire damage whenever you attack it with a spell or fire damage attack. Now you keep your mind safe by blocking it with magic fire, every time a creature tries to take control of your mind use telepathy or see in your mind, they miss and take 2d6 fire damage, as long as you perform the attack action you release more power in your fists as an additional action you can imbue more power in your fists you add a d6 of fire damage. Burnning Agito can also use storm and flame abilities but cannot use Trinity's other than just her resistances
- You can now cast fireballs at their lowest level without spending a spell slot. If you want to cast this spell at a higher level, you must spend a spell slot as usual. Also, the fireball spell is always ready and does not count towards the number of spells that are available to cast.
- You can now cast Ice Storm at its lowest level without spending a spell slot. If you want to cast this spell at a higher level, you must spend a spell slot as usual. Also, the ice storm is always ready and does not count towards the number of spells that are available to cast.
At level 18 you get
- White repulsion
You get true vision; When a creature moves within 15 feet of you, you can use your Reaction to repel it. The creature must make a Strength saving throw. On a failed save, the creature moves 40 feet away from you and is knocked down, in case this creature has immunity to being knocked down and blinded, this ability removes that immunity and turns it into resistance and will only have advantage, in the case of that only has resistance to being knocked down or mowed does not apply anything to be knocked down in case of blinded it makes it neutral.
Ryuki
At 3rd level, you have learned to take the form of a chosen card in your hand from your deck. For an additional action, you can activate one of the cards, summoning a “special” weapon of your team, in this way your intelligence and dexterity increases by +1 temporarily
- Dragsaber: As an additional action, you can spend 2 Rider points to invoke a magic weapon, it is a weapon apart from the "Rider's Weapon" this can be used in your opposite hand or the right hand, you have +3 to find this and has a +3 to the damage roll, this gives a d10 magic slash damage
- Dragclaw: As a bonus action, you can spend 2 Rider points to make your unarmed attacks deal 1d8 fire damage and 1d4 additional magic bludgeoning for 1d4 turns.
- Dragshield: As a bonus action, you can spend 2 Rider points to grant the user +3 AC, resistance to fire and cold damage, as well as resistance to non-magical piercing and cutting, but vulnerability to blunt damage.
- Trick Vent: prerequisite level 6, spending 7 Rider points you can copy any spell that your enemy has used in his previous turn of level 5 or lower without any necessary component as long as the spell is from a Wizard, Sorcerer, Warlock or Cleric, the saving throws of the is the same as Rider's DC; or you can copy your enemy's weapon as long as you pass a DC Constitution roll of 13 if it is a non-magical weapon, 15 if it is magical and 18 if it is with an additional effect, in case you fail you will copy the weapon with half its natural damage and any magical effects it has are nullified
- Freeze Vent: prerequisite level 9 you can spend 10 Rider points, as a reaction during a round You summon a very cold area in a place that you can see within range. Everything within a 10-foot square centered on that location is covered in frost.When ice appears and every time a creature begins its turn in the area, or enters the area for the first time on their turn, they have to make a shot. Constitution saving throw, if they fail they are encased in ice, take 2d4 cold damage and are restricted until the spell Effect, if they succeed on the Constitution saving throw, they take half the cold damage instead and they lose 10 feet of movement speed until the end of their next turn instead of restricting themselves.
- Copy Vent: requirement level 15 you can spend 13 Rider points, as an action, you create up to three clones. Clones have 3 hit points each and Clones can perform actions normally, however they only have one attack each and cannot use rider points. You control them and they act on the same initiative as you. They last until reduced to 0 Hit, spend 1 minute, spend all your rider points, discard them at will or fall unconscious. clones have no range limit as to how far away they can be. A clone has the AC, however, if the AC of the main body was affected by a spell to increase the AC, these effects do not carry over
A clone carries a copy of all the weapons in your main body, however, it does not carry magic effects alongside a base damage bonus. A sword with an extra damage effect per cloned element “X” is only a +3 sword in the hand of a clone. While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting, or even calculating). When a clone dissipates, the main body will receive whatever knowledge, experience, and memories it has acquired as if it had experienced it, as well as the depletion level of its clone (i.e., if it has an depletion level of 2 while his shadow clone is 5, your exhaustion level will increase to 5), but he will not suffer negative effects such as curses, poison or the like.
- the number of clones increases to a total of 5 at level 15 and they have 7 hit points
- Confine Vent: requirement level 18 you can spend 13 Rider points, as an action, the user creates a transparent wall. If a creature fails a Constitution saving throw, it takes 3d8 fire damage and 1d6 force damage, and is immobilized for 1 minute. If they make the saving throw, they take half damage and are unrestricted. They can retry this saving throw at the end of each of their turns. Creatures without blind or true vision are at a disadvantage.
at level 6 your weapons cast your will on fire and add effect and damage to your attacks
- Dragsaber ignition: spending 4 rider points, as a reaction if an enemy is 5 feet from you you can make a DC 12 dexterity roll, in case of success you attack him with the flames of your weapon and do 2d8 of fire damage
- Dragclaw burst: spending 4 rider points, when you make an attack roll you can make a force roll against your enemy of DC 16, in case of success your enemy receives 3d6 and is pushed 15 ft
- Dragshield heat wall: by spending 4 rider points, as an additional action you can create a heat wave 10 feet near you, every creature must make a constitution saving throw or receive 2d10 and gain a level of exhaustion
At level 9
your body helps you overcome any life or death obstacle. If you or a creature fails a saving throw, attack roll, or skill check, you can choose to have that roll succeed instead. You can use this function again after you have finished a long rest.
At 13th level
- Ryuki Dragon Form
you transform into a red western dragon with silver scale edges, yellow eyes and a fully metallic silver back. You can change to a Dragon when you have 1/6 of your life, usually a life and death scenario. Once they go through these conditions, a few things happen. You have half the total average hit points of your life, and your attacks do half the damage dice. Your re functiongeneration only gives you half hit points per turn. You lose your multi-attack if you are wearing it, any resistance you have and any immunity your Dragon form has becomes a resistance (this is strictly for balance reasons. Your resistances are not reduced to level 20). Any psychic damage done to you does not affect your being but directly damages your DRIVER. You can stay as a dragon in minutes equal to your kamen rider level divided in half. You transform under the effects of the true polymorphic spell, except that you maintain your Intelligence, Wisdom, and Charisma scores, as well as your personality and alignment. His physical body is still in the center of the Driver, but it is slightly fused with him so that he can see with the Dragon's eyes, and such. When he transforms, he instantly recovers any lost limbs, all non-magical conditions are removed, and he recovers all his lost hit points. Any damage you take is done to your Dragon form, unless it is done to the Driver. Every time you transform, you must either make a DC 14 Wisdom saving throw or lose control of your dragon form. If you lose control, your dragon form is under the effects of the confusion spell. You can reroll the save game at the beginning of each of your turns and finish successfully. If you spend at least a minute in concentration before transforming, you don't have to do the checkup. When you exit the Dragon, you gain one level of exhaustion. You can use this function once. To regain this use, a DC 18 Constitution saving throw must be successful at the end of a short or long rest. Each time you miss this saving throw, his DC is reduced by 2 until you succeed.
| - | Dragon Knight
Big Dragon, same alignment as the rider Armor Class 18+ kamen rider heisei proficiency bonus Speed 80 ft, 120 ft fly. STR 30 (+10) DEX 38 (+14) CON 34 (+12) Saving Throws Strength and chose one between dexterity and Constitution. Damage Immunities Fire, Ice, bludgeoning, piercing, and slashing from not magical weapons Condition Immunities charmed, frightened, paralyzed Senses passive Perception 19 ACTIONS thrust. Melee Weapon Attack: +10 to hit, reach 15ft., one target you can see. Hit: 12d10 + 11 piercing damage. ' assault. Melee Weapon Attack: +15 to hit, reach 20ft., one target you can see. Hit: 10d6 + 9 Blunt damage. ' tackle. Melee Weapon Attack: +7 to hit, reach 40ft., one target you can see. Hit: 8d6 + 6 Blunt damage. just in a straight line. for every 10 feet increases to d8 Aura of fire.At the beginning of each of the teostra turns, each creature in a 5 foot radius requires 11 (2d10) fire damage and flammable objects in the aura that are not being used or carried are ignited. A creature that touches Ryuki or hits it with a melee attack within 5 feet of it takes 6 (1d10) fire damage. Multi-attack.Ryuki performs three attacks: two with his claw and one with his bite or tail. Breath of Fire (5-6 reload). Ryuki breathes fire into a 60 foot Cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (6d10) fire damage on a failed save, or half on a successful one. Warrior Breath (1 / day) Ryuki charges all of his strength into the bova and exhales an infinite fiery breath. Each creature within a 25-foot radius sphere of Ryuki must succeed on a DC 18 Dexterity saving throw, taking 46 (9d10) fire damage and recoiling 10 feet on a failed parry, or half on a successful, non-repulsed parry. . Once you perform this attack you return to your base form. |
At level 15
- Survive
You evolves to “Survive” in these forms your base form increases your dexterity and wisdom by +2 and your strength by +1, in addition your weapon evolves and your hit radius increases in your competence bonus + your dexterity
- DragSurviver Saber: As an additional action, you can spend 6 Rider points to summon your magic weapon this gets a +6 hit radius +8 damage and its damage increases to 2d10 magic slash and 1d8 fire damage
- Dragclaw: As a bonus action, you can spend 6 Rider points to make your unarmed attacks deal 3d8 fire damage and 2d4 additional magic bludgeoning over 4d4 turns.
- Dragshield: As a bonus action, you can spend 6 Rider points to give the user +6 AC, resistance to fire and cold damage, as well as resistance to non-magical piercing and cutting
At level 18 Dragon Surviver: By spending 25 Rider points you summon your dragon shown in the table above only it now counts as an allied unit and contains the same wisdom statistics. Intelligence and charisma that your PJ
Faiz
From now on you get +2 to dexterity and +1 to strength and gain foot speed as shown in the Rider Speed table, he can perform an additional item interaction on each of his turns. You can perform the Dash, Disengage, and also perform interactions with objects as a bonus action on your turn. You can now launch attacks, reducing the impact of physical attacks on you. Gain resistance to bludgeoning damage from non-magical attacks and to non-magical piercing and slashing damage at a distance
At 6th level you get
- Faiz saber
As an additional action, you can spend 2 Rider points to invoke a magic weapon, it is a weapon apart from the "Rider's Weapon" this can be used in your opposite hand or the right hand, this gives a d8 of magic cutting damage and For a d8 of radiant damage, you can use your action to make all targets in a 5 by 25 foot line make a Dexterity saving throw against your kamen rider save DC. A creature takes bludgeoning damage equal to your unarmed hit damage die x your proficiency bonus on a failed save, or half on a successful save.
- Faiz Knuckles
As an additional action, you can spend 2 Rider points to summon a magic weapon, it is a weapon apart from the "Rider's Weapon" this is a gauntlet built in the shape of an ordinary digital camera, when you hit an enemy in front of you this takes a d12 of bludgeoning damage and a d6 of radiant damage, as a reaction in that same attack you can unleash a shock wave of light from the knuckle of your hand, dealing damage to enemies in a cone 10 feet in front of you and forcing them to make a Dexterity save against Kamen rider DC or be pushed 15 feet away. from you and take 2d6 radiant damage. On a successful save, the knockback is canceled and the damage is halved.
Faiz Phone-Gun it is Faiz's phone or the center of the driver, it can be used in two ways:
- Gun
temporarily converted into a ranged weapon being this a pistol, it has a range of 60/80 fts and does a d6 of piercing damage and a d4 gives radiating damage, in case the target is hit, it must make a constitution roll against kamen rider's DC or lose 2 AC until the end of the next round, due to the energy produced by the shot, you can only use the face-gun for a maximum of 1 minute without first being placed back on the belt .
- Phone
although a "Reception mechanism" would be needed in Phone mode this can be used as the Message cantrip and this is improved:
- will not require any component
- its range is tripled
- can be used even if the use of magic or cantrips is prevented
- The objective can be multiple or can only be individual at the discretion of the PC
- You can cast this spell through any solid object and you know it is beyond the barrier.
At level 9
When you launch attacks with the aforementioned weapons, the targets have to make a dexterity saving throw against the kamen rider's DC or be captured, in case of failure it is imprisoned until the end of the next round, in case of success nothing happens, in case the target has immunity this is reduced to resistance and the user will only have a disadvantage
At 13th level you get
Faiz Vajin: by spending 10 rider points you can turn your Kamen rider vehicle into an armed robot, this will last for 5 min or until it runs out of life points and after that it will not be able to transform until the end of a long rest
| Vajin
Medium Construct, same alignment as the rider Armor Class 17+ kamen rider heisei proficiency bonus Speed 60 ft, 20 ft fly . STR 22(+6) DEX 18 (+4) CON 24 (+7) WIS 16 (+3) INT 28 (+9) CHA 20 Saving Throws Strength and chose one between strength and Constitution. Damage Immunities necrotic, Lightning, Thunder, bludgeoning, piercing, and slashing from not magical weapons Condition Immunities stunned, frightened, blinded frozen, knocked down, deafened, poisoned enchanted, spellbound, unconscious and paralyzed Senses passive Perception 15 PASSIVES Brute. A melee weapon deals one extra die of its damage when the robot hits with it (included in the attack). Legendary Resistance. If the robot Vajin fails a saving throw, it can choose to succeed instead. Magic Resistance. The robot Vajin has Advantage on saving throws against spells and other magical effects. Superior Critical. The robot blademaster scores a critical hit on a roll of 19, or 20. ACTIONS. Multiattack. The robot Vajin makes four weapon attacks. Photon Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 4) force damage. Blaster (Recharge 5-6). Each creature within 5 feet of the robot Vajin r must make a DC 20 Dexterity saving throw, taking 39 (6d12) force damage on a failed save, or half as much damage on a successful one. |
At level 15
- Axel Form
You have created the Axel memory and put them in the Driver. Spending 14 rider point transforms you into Axel, the form lasts a maximum of 1 minute and once you exit the form you gain a mandatory exhaustion level and you will not be able to use this form after a short rest, the user's speed is doubled, he wins a +3 bonus to AC, he has advantage on Dexterity saving throws, and gains an additional action on each of his turns.
You can now use your movement to avoid damaging attacks and effects. When you are hit by an attack or by a damaging effect, such as a spell that requires a Dexterity save to avoid damage, you can use your reaction to advance at your movement speed in any direction, possibly avoiding the attack or damage.
If you took the Dash action the previous turn, you can move twice your movement speed with Evasive Step, or you can use your instinctive agility to dodge certain area effects, such as the lightning breath of a blue dragon or a spell. of fireball. When you are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, instead you take no damage if you succeed on the saving throw, and only half damage if you fail and once on each of your turns, when you hit an opponent with a melee weapon attack in the same turn, you can perform an unarmed strike at an enemy at 10 feet and attacking them this does not provoke attacks of opportunity you can do this a maximum of 40 feet and move an extra 10 feet in any direction without causing attacks of opportunity. You can also choose a friendly creature in your path, at a cost of 30 feet of movement each. This move does not trigger attacks of opportunity and you can walk through vertical surfaces and water while moving.
At level 18
You've decided that you need to teach others that speed isn't exactly weak, so you came up with a way to do it. Starting at level 18, you can spend 18 rider points and instantly gain multiple different perks up to a maximum of 6 times.
Also on your turn, you can use your bonus action to enter an adrenaline-filled zen state for a minute where you only have one goal: to defeat your opponents. In this state he can perform a fourth attack action, he is immune to certain debilitating effects such as being grabbed, paralyzed, prone, and stunned, and if he was inflicted by any of these before entering this state, they are removed. While in this state, he can also use an additional action to walk his movement speed in the air and remain suspended in the air. After exiting this state, you suffer 2 levels of mandatory exhaustion, and if you are in midair when you exit this state, you slowly fall to the ground and take no damage. You must take a long rest to be able to use this feature again.
BLADE
At this level you gain +2 to STR and +2 to INT temporarily until the transformation is complete. As shown in the table at the beginning, you gain a number of feet. For balancing reasons you know a number of spells You know two top-tier spells of your choice from the BLADE spell list below
1st: 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: 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
3rd: 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
4th: 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
5th: 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
Multiclassing
Prerequisites. To multiclass into a Luchador you must meet these prerequisites: Strength or Dexterity 13 and Charisma 13 as well as the grappler feat.
Proficiencies. When you multiclass into Luchador, you gain the following proficiencies: Acrobatics.
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