[[],[],[],[],[],[],[],[{"id":7123,"name":"The Rider","type":"prestige","hit_die":"1d8","alignment":"Any","full_text":"
Type:<\/b> prestige To quilify for this class, a character must fulfill all the folowing criteria<\/p> Dexterity 13. <\/strong>You must be agile and have balance while riding your mount for controlling it and prevent falling to the ground.<\/p> Wisdom 13.<\/strong> You need to have keen senses and you need to understand the bond between the rider and the creature.<\/p> Character Level 5. <\/strong> The rider must know all about its mount, and this process of learning and studying it takes some time. You must be a 5th-level character before you can gain levels in the Rider prestige class.<\/p> Complete a special task.<\/strong> You need to have an egg, a recently born creature, or an object with the essence of the creature (like an elemental shard, an infernal soulstone or similar). It could be a gift from one creature, you could have stolen it from a nest, found it in the wilds or similar.<\/p> As a rider, you gain the following class features.<\/p> Hit Dice<\/strong>: 1d8 per rider level<\/p> Hit Points per Level<\/strong>: 1d8 (or 5) + your Constitution modifier per rider level<\/p> Armor<\/strong>: None<\/p> Weapons<\/strong>: Lance<\/p> Languages<\/strong>: One of your choice. This language should be one that your mount can understand.<\/p> Saving Throws<\/strong>: None<\/p> Skills<\/strong>: Animal Handling<\/p> The Rider class does not grant any special equipment<\/p> When a rider touches the creature for the first tim, both the rider and the creature makes a powerful pact, which bond both entities for life.<\/p> This bond allows them to live, grow, and train as one. This also creates a magic telepathic link permitting communication between the rider and the creature using words and images. Both must be in the sam plane and they must be at 1 mile or less to communicate.<\/p> Because this bond melds both the rider and the creature, if one of the pair dies it results in a great loss for the surviving member.<\/p> If the rider or creature dies, roll a d100 and compare the results with the following table.<\/p> An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. To remove any effect, you need to revive the other part. At 2nd level your attunement with your creature grows stronger, allowing the use of new skills as a result. When you reach this level, you can choose one of the bonds from below. You can choose one additional bond at 3rd level and at 4th level. Each bond can be chosen only once.<\/p> This bond gives your creature proficiency with medium and heavy armors. If your creature has the flyer trait, it can also fly with medium and heavy armors.<\/p> This bond lets you fight and defend as one, making both of you more aware of the dangers around you and allows you and your creature to protect one another.<\/p> If the distance between you and your creature is 10 feet or less, both of you gain a +1 bonus to AC.<\/p> In addition, you gain the following reactions:<\/p> You must be within 30 feet of each other to use these reactions. Each reaction can be used twice per encounter.<\/p> You or your creature can't use these reactions when the damage is an area of effect, like an explosion or an arrow volly.<\/p> The bond you have with your creature flows with arcane magic, allowing you to cast psells using the bond's energy.<\/p> You can cast the following spells: chromatic orb, magic missle, <\/em>and witch bolt<\/em>. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when determining the saving throw DC for a rider spell you cast and when you make an attack roll with one. The level of the spell equals to your rider level.<\/p> Spell Save DC<\/strong>= 8 + your proficiency modifier + Wisdom modifier<\/p> Spell attack modifier<\/strong>= your proficiency modifier + Wisdom modifier<\/p> You can use this feature twice, and you regain any expended uses when you finish a long rest.<\/p> This bond allows the creature to take some of your inner energy and use it with his attacks. Using a bonus action, your creature gains the following features for the duration of the rage.<\/p> The duration of this bond is a number of rounds equal to your Wisdom modifier (minimum 2 rounds). While active, you can't use your bonus action unless you use it to end the bond.<\/p> After you use this bond, you must finish a short or long rest to use it again.<\/p> This bond imbues your soul with your creature's essence, giving you the following benefits:<\/p> This bond allows you to use some of your creature's essence and imbue your weapon with it for more damage. Using a bonus action, you can imbue your current weapon with your creature's essence, allowing you to add your Wisdom modifier to your attack rolls with it, and deal an extra 1d8 force damage on hit. While you have your weapon imbued, you creature can only attack with its natural weapon, and if it has a breath weapon trait, it can't recharge it.<\/p> The duration in rounds of this bond is equal to your Wisdom modifier (minimum 1 round), and you can end imbuing your weapon using your bonus action. You can use this feature twice before a long rest.<\/p> At 3rd level, the bond with your creature is powerful enough to magically enhance your creature abilities and traits.<\/p> Your creature has the same traits as before, but with the following modifications.<\/p> Ability Score Increase.<\/strong> Increase one ability score of your choice by 2, or increase 2 ability scores of your choice by 1.<\/p> Speed.<\/strong> Your creature's base speed is now 40 feet.<\/p> Natural Weapon. <\/strong>Your creature's natural weapon attacks now deals 2d10 damage on hit.<\/p> Choose one from the following list.<\/p> At level 5, your bond with your creature is even more powerful than before. Choose one of your bonds. The chosen bond grants you the following extra features.<\/p> You can choose one damage type when you finish a long rest. You and your creature gains resistance to that damage type until you finish a long rest. Damage from magical weapons ignores this resistance.<\/p> If your creature has the flyer trait, wearing armor doesn't reduce its flying speed now.<\/p> The distance between you and your creature to gain a +1 bonus AC increases to 20 feet.<\/p> When you or your creature uses the reaction to take all of the damage your creature or you would be dealt, the damage taken is reduced to half.<\/p> Your creature's natural weapon attacks are magical.<\/p> Choose two Wizard spells. The spells you choose must be level 5 or lower. You can now cast those spells.<\/p> While your creature has half or less of its hit points, it has advantage on attack rolls and it deals an extra 1d6 damage to any target it hits with a melee attack.<\/p> You gain the features of another of your creature traits. You can choose a trait with the subtype<\/b> tag.<\/p> While you have your weapon imbued, your creature can now attack using other features than its natural weapons, and if it has the breath weapon trait, it can roll to recharge it.<\/p> <\/p> Type:<\/b> prestige<\/p> This is the Creature companion to The Rider prestige class.<\/p> Alignment:<\/b> Any Every creature has the following traits.<\/p> Ability Scores.<\/strong> When you creature is born, you need to distribute the following scores to its abilities:<\/p> 15, 14, 13, 12, 10, 8.<\/strong><\/p> Speed. <\/strong>Your creature's base speed is 30 feet.<\/p> Starting Hit Points.<\/strong> Your creature has a number of hit points equal to 6d10 + six times its Constitution modifier.<\/p> Hit Points per Level.<\/strong> 1d10 (or 6) + its Constitution modifier per rider level.<\/p> Size. <\/strong>Your creature is big enough to be rideable by a medium-sized creature. Your creature's size is Large.<\/p> Saving Throws.<\/strong> Your creature gains proficiency in one saving throw of your choice and the saving throw corresponding to its highest ability score (if it is already proficient, use its second highest ability instead).<\/p> Skills.<\/strong> Your creature is proficient with two skills of your choice.<\/p> Armor. <\/strong>Your creature is proficient in light armors.<\/p> Natural Armor. <\/b> When your creature is not wearing any armor, the Armor Class of your creature is 8 + its Dexterity modifier + its Constitution modifier.<\/p> Natural Weapons.<\/strong> Your creature has a natural weapon. This could be a bite, claws, hooves, tail, or similar. You can choose to add its strength or dexterity modifier to the attack and damage rolls, and the damage type must be bludgeoning, piercing, or slashing.<\/p> The damage dealt by the natural weapon is 1d10 damage, and it increases to 2d10 when you reach 3rd level.<\/p> Death Saving Throws.<\/strong> When your creature drops to 0 hit points, it falls unconscious and it must make the death saving throws (explained in the Chapter 9 of the Player's Handbook<\/em>).<\/p> You can mount your creature and fight from its back. To mount your creature, you need an exotic saddle.<\/p> Determine the type of your creature from the following list:<\/p> Beast, Dragon, or Monstrosity.<\/strong> The type of the creature will grant it some special features related to its type.<\/p> If your creature is a beast-like creature (like a giant tiger or a dinosaur), choose this type.<\/p> Natural Connection.<\/strong> You can add half of your proficiency bonus to the beast's Armor Class (rounded down) and your proficiency bonus to the skills it is proficient with.<\/p> Keen Senses.<\/strong> Your creature is proficient with the Perception skill. Choose a sense. Your creature gains advantage on Perception rolls that utilize that sense.<\/p> Language.<\/strong> Your creature understands Common, but it can't speak.<\/p> If your creature is a dragon or a dragon-like creature (like a wyvern), choose this type.<\/p> Draconic Ancestry.<\/strong> For determining the dragonkin of the creature, roll a d10 and compare the result with the Dragon Type table. Alternatively, you or the DM can choose the dragonkin of the creature. Your creature has resistance to damage of the same type of its dragonkin.<\/p> Language.<\/strong> Your creature can speak and read Common and Draconic.<\/p> If your creature doesn't fit into any of the other types mentioned (like a hippogriff or a bulette), choose this type.<\/p> Versatile. <\/strong>Your creature can choose an extra common trait.<\/p> Language. <\/strong>Your creature understands Common, but can't speak it.<\/p> All creatures have two of the following traits (unless you chose the monstrosity type). Each trait can only be selected once, and you can't choose more than one trait with the subtype<\/strong> tag.<\/p> Your creature can breathe air and water, and it has a swim speed equivalent to its walking speed.<\/p> You can use your action to encourage your creature to exhale destructive energy. When you choose this trait, you must determine the size, shape, and damage type of the breath weapon. Each creature in the area of the exhalation must make a saving throw, the type of which is determined by the damage type. The DC for this saving throw equals 10 + its Constitution modifier + your Rider Level. A creature takes 4d8 damage on a failed save, and half as much damage on a successful one.<\/p> Size and Shape.<\/strong> Choose between a 5 by 30 ft. line and a 15 ft. cone.<\/p> At 3rd level, the breath weapon deals 6d8 damage on a failed save, and half as much on a successful one, the DC is 11 + its Constitution modifier + your Rider level, and the recharge is now 5-6.<\/p> Your creature has a burrowing speed of 25 feet.<\/p> At 3rd level, your creature's burrow speed increases to 35 feet.<\/p> Subtype.<\/strong> Your creature is native to the Upper Plains. Your creature has resistance to necrotic damage and radiant damage. Your creature can speak and read Common and Celestial.<\/p> Your creature has advantage on Dexterity (Stealth) checks made to hide.<\/p> Your creature gains proficiency with the Athletics or Acrobatics skill, and it has a climb speed equal to its walking speed.<\/p> Your creature is accustomed to low-light environments. Your creature can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your creature can't discern color in darkness, only shades of gray.<\/p> As a bonus action, you creature can emit a shriek inaudible to creatures without this trait. Until the end of your next turn your creature has blindsight up to 30 feet away while your creature is not deafened.<\/p> Subtype.<\/strong> Your creature was touched by some elemental essence. Choose one of the four elements below. The element chosen gives to your creature resistance to a damage type, and all of the creature's attacks deal extra elemental damage equal to your rider level + its Charisma modifier.<\/p> Subtype. <\/strong>The fey magic flows through your creature, giving it the following benefits.<\/p> Subtype. <\/strong> Your creature is native to the Lower Planes. Your creature has resistance to fire damage and necrotic damage. It can speak and read Common and Infernal.<\/p> Your creature has a pair of wings or something that allows it to fly. Your creature has a flying speed of 40 feet. To use this speed, it can't be wearing medium or heavy armor. While your creature is wearing armor, its flying speed is reduced by 10 feet.<\/p> At 3rd level, your creature's flying speed increases to 60 feet. To use this speed, it can't be wearing medium or heavy armor.<\/p> Your creature gains proficiency with the Athletics or Acrobatics skill, and its jump distance is doubled.<\/p> Your creature gains proficeincy with the Perception skill and it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.<\/p> Subtype. <\/strong>Your creature was touched by the power of the plants or gifted by a nature god or entity. It gains the ability to transform its body into vines and branches. While maintaining this form, the creature gains the following benefits.<\/p>
Hit Die:<\/b> 1d8
Hit Points Per Level: <\/strong>1d8 (or 5) + your Constitution modifier per rider level<\/p>Requirements<\/h3>
Class Features<\/h2>
Hit Points<\/h3>
Proficiencies<\/h3>
Equipment<\/h3>
The Bond<\/span><\/h2>
Bond Death<\/h3>
D 100<\/strong><\/td> Effect on the surviving Member<\/strong><\/td><\/tr> 1-15<\/td> Permanent Insanity<\/td><\/tr> 16-80<\/td> Indefinite Madness<\/td><\/tr> 81-100<\/td> No Effect<\/td><\/tr><\/tbody><\/table>
<\/p>Improved Bond<\/span><\/h2>
Bond of the Armor<\/h3>
Bond of the Guardian<\/h3>
Bond of Magic<\/h3>
Bond of Rage <\/h3>
Bond of Soul<\/h3>
Bond of Strike<\/h3>
Growth<\/span><\/h2>
New Creature Feature<\/h3>
Special Attack<\/h3>
Greater Bond<\/span><\/h2>
Greater Bond of the Armor<\/h3>
Greater Bond of the Guardian<\/h3>
Greater Bond of Magic<\/h3>
Greater Bond of Rage<\/h3>
Greater Bond of Soul<\/h3>
Greater Bond of Strike<\/h3>
The Rider<\/h2>
Level <\/td> Features<\/td><\/tr> 1st<\/td> Creature Companion, The Bond<\/td><\/tr> 2nd<\/td> Improved Bond<\/td><\/tr> 3rd<\/td> Growth, Improved Bond Feature<\/td><\/tr> 4th<\/td> Improved Bond Feature<\/td><\/tr> 5th<\/td> Greater Bond<\/td><\/tr><\/tbody><\/table>
Reference: The Rider class (Version 1.9) by \/u\/AeronDrake<\/b><\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":7133,"name":"The Rider (Creature)","type":"prestige","hit_die":"","alignment":"Any","full_text":"The Rider (Creature)<\/h2>
Requirements<\/h3>
<\/p>Creature Features<\/span><\/h2>
Creature Riding<\/h2>
Creature Type<\/span><\/h2>
Beast<\/h2>
Dragon<\/h2>
Draconic Ancestry<\/h3>
d10<\/strong><\/td> Dragonkin<\/strong><\/td> Damage Type<\/strong><\/td><\/tr> 1<\/td> Black<\/td> Acid<\/td><\/tr> 2<\/td> Blue<\/td> Lightning<\/td><\/tr> 3<\/td> Brass<\/td> Fire<\/td><\/tr> 4<\/td> Bronze<\/td> Lightning<\/td><\/tr> 5<\/td> Copper<\/td> Acid<\/td><\/tr> 6<\/td> Gold<\/td> Fire<\/td><\/tr> 7<\/td> Green<\/td> Poison<\/td><\/tr> 8<\/td> Red<\/td> Fire<\/td><\/tr> 9<\/td> Silver<\/td> Cold<\/td><\/tr> 0<\/td> White<\/td> Cold<\/td><\/tr><\/tbody><\/table> Monstrosity<\/h2>
Common Traits<\/span><\/h2>
Amphibious<\/h2>
Breath Weapon (Recharge 6)<\/h2>
Breath Weapon<\/h3>
Damage Type<\/strong><\/td> Saving Throw<\/strong><\/td><\/tr> Acid<\/td> Dex. Save<\/td><\/tr> Lightning<\/td> Dex. Save<\/td><\/tr> Fire<\/td> Dex. Save<\/td><\/tr> Poison<\/td> Con. Save<\/td><\/tr> Cold<\/td> Con. Save<\/td><\/tr><\/tbody><\/table> Burrower<\/h2>
Celestial<\/h2>
Chameleonic<\/h2>
Climber<\/h2>
Darkvision<\/h2>
Echolocation<\/h2>
Elemental Origin<\/h2>
Element<\/strong><\/td> Damage Type<\/strong><\/td><\/tr> Air<\/td> Thunder<\/td><\/tr> Earth<\/td> Poison<\/td><\/tr> Fire<\/td> Fire<\/td><\/tr> Water<\/td> Acid<\/td><\/tr><\/tbody><\/table>
Feywile Creature<\/h2>Fiend<\/h2>
Flyer<\/h2>
Jumper<\/h2>
Multiple Heads<\/h2>
Thorned<\/h2>
Reference: The Rider class by \/u\/AeronDrake<\/b><\/p>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[],[]]