Base Class: Warlock
Like many pacts with fiends, those who become a Ghost Rider almost never do so voluntarily, or with knowing the full price they’ll pay. You, like so many unfortunate souls before you, have sold your soul to Asmodeus. In exchange for him helping a loved one, or some other selfless goal, you have been made into a harbinger of vengeance, a reaper of sinners, and an avatar of unholy justice. But your powers are just beginning to grow, and with them your thirst for the blood of evildoers.
Expanded Spell List
You gain additional spells from your pact. Each spell is added to your spells known and does not count against your total Warlock spells known.
Ghost Rider Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | hellish rebuke, burning hands |
| 2nd | scorching ray, find steed |
| 3rd | bestow curse, Asharladon’s Stride |
| 4th | wall of fire, Find Greater Steed |
| 5th | Immolation, Infernal Calling |
Form of the Rider
Starting at 1st level, you gain the ability to take the form of the Rider as an action. Your flesh burns away, leaving only a terrifying, flaming, skeletal creature in your place. While in this form, you are resistant to nonmagical weapon attacks and fire damage and are vulnerable to silvered and holy weapons. You additionally add your proficiency bonus to your armor class. Any mount you are on gains these benefits. This form lasts for 1 minute.
You can’t use this feature again until you finish a short or long rest.
Implements of the Rider
At 1st level, you gain the tools necessary to reap the souls of sinners. You gain proficiency with martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. As an action, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Hellfire
Starting at 6th level, you gain a modicum of power over the secret weapon of the Nine Hells: Hellfire. As a bonus action, you may cause a weapon benefiting from your Implements of the Rider feature to ignite. This weapon deals an additional 2d6 fire damage. All fire damage you deal ignores resistances and treats immunity as resistance. As an action, you can cause an object that isn’t being worn or carried to ignite. The extra damage increases to 4d6 at 11th level, 5d6 at 14th level, 6d6 at 17th level, and 8d6 at 20th level.
Hellfire Mastery
At 10th level, your power over Hellfire has increased. You now are immune to fire damage and ignore both immunity and resistance to fire damage.
Penance Stare
Starting at 14th level, you gain the ultimate power of the Riders. As an action, you force a creature to suffer all of the pain it has caused. The creature must make a wisdom saving throw against your spell DC or take 14d10 fire damage (half on a success), as its soul burns in the true fires of Hell. If the creature is of an evil alignment, it has disadvantage on the saving throw. If the creature dies, you may choose to either send its soul to the Hells, possibly granting you favor with your master; or you may devour it, gaining a number of hit points equal to the total damage rolled and destroying the soul permanently. This feature recharges on a long rest.
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