Base Class: Barbarian
For whatever reason, Death came knocking on your door and the devil answered. He granted you the power to seek vengeance on those who wronged you, but for a price. Your soul is yours, as long as you send wicked souls to him. Unfortunately, he never mentioned how long that will last.
Spirit of Vengeance
Starting when you choose this path at 3rd level, you transform into the Ghost Rider when you rage. Your flesh burns away and any exposed flesh is now fiery skeleton.
Hellish Constitution. When raging, you have resistance to all damage except radiant, which you are vulnerable, and immunity to fire, poison, and disease. If you are affected by poison or disease when you rage, those effects are suspended until your rage ends. You also heal by 1d8 + your constitution modifier upon raging. Healing increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. When not transformed, you are resistant to fire.
Fiery Weapons. Whenever you wield any weapon, you ignite it with the power of hell. At 3rd level, you deal an extra 1d4 fire damage with your attacks. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. Any evil humanoid or spirit killed by an attack from you has its soul sent to Avernus to fight under Zariel.
Detect Evil. At 3rd level, the Ghost Rider is able to sense evil as per the spell Detect Evil and Good, with the exception that it works on humanoids as well and you also know their alignment.
Hellfire Chain
At 3rd level, you have access to Ghost Rider's hellfire chain while you are raging. This chain counts as a martial weapon with the Heavy property, has a 10 ft. reach, and does 2d6 bludgeoning damage + your Strength modifier. This weapon is bound to you and cannot be removed. You can use an action to attempt to grapple a target with your chain, which uses your Strength (Athletics) check vs. the target's Strength (Athletics) or Dexterity (Acrobatics) check.
Upon a successful grapple, you deal 2d6 bludgeoning damage + your hellfire damage, and the target is restrained. On subsequent turns, the target can repeat the saving throw, if it fails, you can use your action to deal 4d6 bludgeoning damage + 2d6 fire damage. On a successful save, the target takes only half damage.
Penance Stare
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Penance Stare. While raging, you are able to gaze into the soul of your enemy and burn them at their core for their sins. As an action, you can focus your gaze on a neutral or evil creature within 30 ft. of you. The target must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d6 necrotic damage (the damage from this ability can't be reduced in any way) and is frightened of you for one minute, on a success, target takes half damage and has no other effects. If the target has the evil alignment, it takes an extra (1d6) fire damage which also can't be reduced. The damage increases to 2d6(2d6) at 5th level, 3d6(3d6) at 11th level, and 4d6(4d6) at 17th level.
This ability can only be used on humanoids, fiends, and spirits (whom are vulnerable). The number of times you can use this ability equals your Proficiency bonus and can be regained on a long rest. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Punishing Hellfire
Starting at 6th level, the fire inside you has gained an overwhelming power. Your damage counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Hellish Steed
Beginning at 10th level, you can use a bonus action to call upon a great, black steed. It uses the Warhorse stat block when not transformed. When you are transformed and mounted, your steed becomes a Nightmare, with fiery hooves and mane. Instead of a flying speed, the Nightmare has a base speed of 90 ft. and climbing speed of 90 ft. that allows it to run up any surface. The Nightmare can also move along any surface as if it’s normal terrain. If the Nightmare moves more than 10 ft. in a turn, it leaves a trail of fire that lasts one round, dealing 1d4 fire damage to creatures only.
The steed shares a psychic link with the Ghost Rider. The horse will, to the best of its ability, follow the Rider’s commands.
You may dismiss the steed and call upon it again with a bonus action. However, if the steed is reduced to 0 Hit Points, instead of dying, it is sent back to the hells and you can't summon it again for 24 hours.
Searing Hellfire
As you grow stronger, so does your connection to the fires of hell. Starting at 10th level, your fire attacks now ignore fire resistance.
Hellfire Regeneration
Your Hellish Constitution is much improved. Starting at 14th level, while raging, you have a healing factor of 1d8 + your Constitution modifier. This effect lasts the duration of the rage and you regain Hit Points at the start of each of your turns. This healing is halted by radiant damage and you cannot heal this way again until your next rage.
Hellfire Absolute
No foe is safe from hellfire. Starting at 14th level, your fire attacks now ignore fire immunity.
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Posted Jun 14, 2024I would love to hear some of the changes you've made, I'm dying to play a good ghost rider character one of these days
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Posted Mar 21, 2024Yeah this was basically a first draft that I never really got back to editing. I'm playing it now in a campaign and I've made plenty of of changes and corrections, just haven't updated it here. I'm glad you like it though! I took some inspiration from some Warlock ghost rider subclasses on here. But I thought it fit better as a barbarian.
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Posted Feb 23, 2024Tho idk maybe that’s too strong, who knows, its ur subclass my dude 👍🏻
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Posted Feb 23, 2024Hiiya Damo here!
Just wanted to stop by and say that I absolutely love this subclass and you totally nailed it. I wanted to leave a couple comments to point out to ya as so far no comments have been made unfortunately.
On the subsequent turns for the hellfire chain, is it my reaction to cause the 4d6 Bludgeoning + 2d6 fire? Because you state that “On subsequent turns, the target can repeat the saving throw, if it fails, you can use your ACTION to deal 4d6 bludgeoning damage + 2d6 fire damage. On a successful save, the target takes only half damage.“. Im not sure if this is a typo but It would make more sense if it was triggered by your REACTION.
A thought I had was related the build, I liked how at higher levels you made the hellfire over time ignore resistance to fire first, then immunity to fire damage at max. I think it would be really cool at some point in the levels, maybe level 10 or maybe level 14 as it would be pretty strong, making the PENANCE STARE ignore immunity to the frightened condition. Since it is such a powerful ability in lore that could bend the knee of even Galactus, i feel like it eventually being able to work on creatures immune to fear would be super cool.
if its too strong, I totally get it, it was just an idea I had. Thanks for making this awesome subclass and I look forward to hearing from you!
Damo