Paladin
Base Class: Paladin

Oath of the Rider

The Oath of the Rider calls to paladins who seek Justice above all and the protection of the commonfolk. Riders stand for the truth that evil will be overcome by light and will rise again from their weakest moments.

Riders from all generations have channeled their hopes and dreams into protecting the innocent. Those who take up the mantle of the Rider are destined for greatness in their pursuit to preserve peace and extinguish evil.

TENETS OF the Rider

A paladin who takes this oath has the tenets of the Rider inscribed upon their Driver.

Protect the Innocent. Those who can not protect themselves need a hero to stand up for them. You must never let tyranny crush those with out the means to protect themselves.

Offer Penance and Repentance. Those who have fallen can rise again. Just as the soul of the Rider allows one to clutch victory from defeat so must you offer those who do wrong to turn over a new leaf

Overcome Yourself. There will be times when you doubt yourself. Believe in yourself overcome these obstacles and become the hero that the world needs.

  Oath of the Rider Features

Paladin Level Feature
3rd Channel Divinity, Rider Belt
7th Aura of Rider (10 ft.)
15th Return of the Rider, Rider Belt
18th Aura of the Rider (30 ft.)
20th Invincible Rider

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Riders Presence. You can use your Channel Divinity to exude a encouraging presence. As an action, you inspire your allies around you. For up to 1 minute allies within 30 feet of you gain a number of Temporary Health Points equal to 2d8 + your class level divided among the number of targets at the end of your turn.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Belt of the Rider

When you take this oath at 3rd level, you gain your Driver an artifact gifted upon you by the purest form of justice. When the time is needed heroes chosen by the spirit of Justice are manifested in the form of Raider Cores each card allows you to augment your armor to adapt to the current situation. Please refer to the Rider Cores Chart below for sources as well as the damage resistance granted by each Rider Core. When gaining this feature you gain the Blade Rider Core and may gain others by Harvesting from powerful Creatures. Additional benefits for cores will be found at the end of the subclass.

You may summon the power of the Rider by placing one core inside of your Driver after doing such you will summon a suit of armor that can not be removed from you for up to 10 minutes. While wearing this armor you take on the aspect of the Kamen Raider. While taking on the aspect of the Kamen Rider you gain a +1 bonus to the armor associated with the core. Melee Attacks made while taking the aspect of the Kamen Rider are treated as magical and count as weapon attacks for Divine Smite and Paladin Spells. When dealing damage with a Melee Attack while taking on the Aspect of the Rider you deal (1d6 + Strength modifier) damage associated with the core you are Driving.

You can use this feature a number of times equal to your proficiency modifier and regain all charges on a long rest.

At level 15 you gain 1 Rider core you do not already posses and are allowed to Drive two cores at once. These allow combinations where you can use the Rider weapons of one core while applying the damage type of another. Your Rider Weapon and Armor bonuses increase to +2 when using two cores at once.

Rider Cards

RIDER CORE

SOURCE

Damage Resistance

Fourze

Aberration

Psychic

OOO

Beast

Slashing

Zi-O

Celestial

Radiant

Drive

Construct

Blunt

Wizard

Dragon

Acid, Cold, Fire, Lightning, or Poison

Build

Elemental

Fire, Cold, Blunt, or Force

Ex-Aid

Fey

Poison or Radiant

Kuuga

Giant

Blunt

Ryuki

Humanoid

Necrotic or Radiant

Raia

Monstrosity

Poison or Psychic

Sasword

Ooze

Acid

Verde

Plant

Acid or Poison

Ghost

Undead

Necrotic

Aura of the Rider

Starting at 7th level, you constantly emanate an Inspiring aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Allies gain resistance to the damage type associated with your current driver core.

At 18th level, the range of this aura increases to 30 feet.

Return of the Rider

Starting at 15th level, When you would be reduced to 0 hit point or lower you may expend a channel divinity charge to roll a number of hit dice up to half your paladin level rounded down. You regain Health equal to the amount rolled and the next attack made while in the Aspect of the Rider deals bonus damage equal to the amount rolled.

Invincible Rider

At 20th level, you gain the ability to harness the True Power of Justice. As an action, you can magically become an avatar of justice, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

Rider Cores

The different cores of Kamen Rider Past allow you to gain great combat prowess as well as a specialized arsenal of weapons and armor. Each Core embodies the soul of the hero's past and grants a different armor type as well as Rider Gear. While taking on the aspect of a Kamen Raider you gain proficiency in all Rider Gear granted by your Driver.

Fourze

The Spirit of a Rider who took to the stars as he has explored space he has gained resistance to the effects of the otherworldly creatures known as Abberations. While Taking the Aspect of Fourze you are treated as wearing Chain Mail (AC 16) you also gain access to Billy the Rod (longsword) you gain resistance to Psychic damage and can deal lightning damage instead of slashing with your Drive Gear.

OOO

A Rider who mastered many forms and styles of combat. While taking the Aspect of OOO you are treated as wearing Scale Mail (14+ Dex modifier) and choose either land, sea, or air as a creature type.

If you choose Land you gain advantage on all strength based checks and your unarmed strikes are increased to 2d6 Bludgeoning damage but gain disadvantage on all Dex Based Checks.
If you choose Air your movement increases by 10 ft and you gain a fly speed equal to half your adjusted move speed but can only maintain this form for a number of rounds equal to your proficiency modifier.
If you choose Sea your movement on land is halved. However you gain a swim speed equal to double your move speed.

Zi-O

A Rider who fought against destiny and transcends time. While taking the Aspect of Zi-O you are treated as wearing Splint Armor (AC 17). While in this form you may defy destiny and force an enemy to reroll an attack roll made against yourself or one of your allies. You may do this a number of times equal to your proficiency modifier. You also gain access to the Rider Gear Zikan Girade, a Shortsword that can also be used as a Heavy Crossbow.

Drive

This Rider was built for Speed so much so that his special move is known as the Speedrop. While taking the aspect of Drive you are treated as wearing Scale Mail (AC 14 + Dex Modifier). You can take dash as a bonus action and deal an additional 1d4 blunt damage for every 10 feet of movement you spend before dealing damage.

Wizard

A Rider who has mastered the elements with the use of his Wizard Rings. Upon taking The Aspect of Wizard choose one damage type between Acid, Cold, Fire, Lightning, or Poison. You will gain resistance to the chosen damage type. You are treated as wearing Studded Leather Armor (AC 12 + Dex Modifier) and gain the Rider Gear WizarSwordGun a weapon that can be treated as a Longsword or a Heavy Crossbow that deals an additional 1d8 of the damage type you chose when taking this aspect. When casting a spell you may change the damage type of the spell to match the current element your Wizard Aspect has taken.

Build

 A Rider who has learned to combine powers and make countless combinations of skills. Upon taking The Aspect of Build choose one damage type between Fire, Cold, Blunt, or Force. You gain resistance to the chosen damage type. You are treated as wearing Leather Armor (AC 11 + Dex Modifier) and gain the Rider Gear Drill Crusher a weapon that can be treated as a Pike with the finesse property and can be used as a light crossbow. Whenever you make an attack with the Drill Crusher you may add your Charisma modifier to damage dealt with it. While in this form you may use the Jump Spell as if it were a cantrip for as long as you take the Aspect of Build.

Ex-Aid

A Rider who is out of this world and can cure any bug. Upon taking the Aspect of Ex-Aid choose Radiant or Poison damage. Upon choosing Poison you gain Resistance to Radiant damage and are treated as wearing Studded Leather Armor ( AC 12 + Dex Modifier) and increase your move speed by 10 ft. Upon choosing Radiant Damage you gain Resistance to Poison Damage and are treated as wearing Plate Armor (AC 18). While in the Aspect of Ex-Aid any spell you cast that causes a target to regain health will remove all negative combat conditions on them. Additionally you may use your Lay on Hands feature to deal damage of your chosen type for the Aspect of Ex-Aid.

Kuuga

 

Blade

A Rider who has mastered the blade. While taking The Aspect of Blade you are treated as wearing Splint Mail (AC 17) and gain the Rider Gear Dragsaber. The Dragsaber is Treated as a Longsword that has an open core slot. As a Bonus Action you can place a Rider Core inside of the core slot to increase the damage of your next attack that deals damage by 1d10 damage of one of the cores associated damage types. At level 15 a second slot opens up on the Dragsaber.

Raia

 

Sasword

 

Verde

 

Ghost

 

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