902917-Rider Class - 5e Supplement v1.1
902917-Rider Class - 5e Supplement v1.1
ANCIENT TECHNOLOGY
Clockworks are living constructs that are created
and experimented on by gnomes. These creatures
can help improve the livelihood of many if treated
correctly, but failed experiments are usually thrown
into dungeons or left alone until they cease to
function.
Clockwork automatons were created by a
forgotten community of gnomes. Long ago, these
gnomes wanted to create a device that would make
it easier for them to interact with giants and other
creatures of immense size. With the help of a few
storm giants and an ancient copper dragon, they
were able to create a fragile sentient device that, if
properly taken care of and managed to survive after
a certain amount of time, it gains the ability to
automatically transform into a mechanical giant
high-elf bends on one knee and pats the
host body with a cockpit that can become one with
back of her elk-shaped clockwork
its pilot called a rider.
automaton. Reassuring it before the
Once these automatons have been massed
construct expands and fold-out its
produced and other races found out about it, they
parts, transforming into a moving fortress shaped
were stolen, altered, and turned into twisted,
like a huge narra tree. Its massive doors open,
powerful weapons of war.
revealing a safe haven to the remaining members of
Realizing their mistake, the community of
her tribe.
gnomes who created them, together with their giant
A human knight charges into battle! Her
and dragon friends, devoted the rest of their lives in
humanoid automaton partner protecting her back!
eliminating these clockwork automatons, marking
But when the enemy releases a raging ogre to
CLASS FEATURES
its initial state, a clockwork automaton looks like an
egg the size of a small human child with part of its
red core exposed at the top. An automaton becomes
a living construct when the blood of the rider is As a rider, you gain the following class features.
spilled on its core. Once the
HIT POINTS
blood is spilled
and the Hit Dice: 1d10 per rider level
rider has Hit Points at first level: 10 + your Constitution
been modifier
Hit Points at Higher Levels: 1d10(or 6) + your
Constitution modifier per rider level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, net
Tools: Vehicles (land or water)
Saving Throw: Constitution and Intelligence
Skills: Choose two from History, Investigation,
Perception, Sleight of Hand, and Survival
EQUIPMENT
You start with the following equipment, in addition
to the equipment granted to you by your
background:
a hand crossbow and 20 bolts or (b) any simple
weapon
(a) a light hammer or (b) any simple weapon
(a) a dungeoneer’s pack or (b) a scholar’s pack
Two daggers
At 1st level, you gain a Medium-sized machine Damage Resistances bludgeoning, piercing, and slashing
companion which takes the form of any familiar Damage Immunities poison
creature or a moving version of an object that can Condition Immunities charmed, poison
immediately make you feel at ease. You determine Senses passive Perception 7
Languages telepathy (100 ft.) with you, and understands
the creature's appearance and whether it has two
the languages of its master but cannot speak
legs or more; your choice has no effect on its game
statistics. The automaton accompanies you on your
adventures and can be used as a sentient weapon to
Basic Attack. Melee Weapon Attack: (your Intelligence
fight alongside you. Once an automaton has taken
modifier + your proficiency bonus) to hit, reach 5 ft., one
its form, it cannot change until later levels. target. Hit: (1d8 + your Intelligence modifier)
The automaton takes its turn on your initiative. bludgeoning damage.
On your turn and as long as the automaton is within
CLOCKWORK ASCENSION
is not at zero*focusing on protecting you and itself.
It never requires your command to use its reaction,
such as when making an opportunity attack.
When you reach 3rd level, your automaton gains the
The automaton and its chosen ascension mode
ability to extract power and parts from its core that
have the same weapon, armor, and tool
will allow it to fold out, extend, and expand its parts
proficiencies as you and uses your attunement slots.
to become a large machine with a cockpit that can be
At 5th level, your automaton can make two attacks
piloted by its rider. You can choose the following
when it uses the Attack action.
clockwork ascensions for your automaton *
HEALING DISABLED
You can use this feature a number of times equal
to half your Constitution modifier, rounded down
(minimum of one).
Starting at 1st level, your automaton and even on its
chosen ascension mode, does not benefit from any
ASCENSION MODE COCKPIT
healing items, spells, and effect. Also, when your
The cockpit of your automaton during ascension
automaton attacks or takes damage, you cannot
mode automatically opens and closes whenever you
regain hit points until the start of your next turn.
mount or dismount. Any assigned allied creature
Having a rare automaton companion bonded to you
can use its bonus action to open and/or close the
can take a heavy toll on your life force.
cockpit. Any other creature may use its action and
LUMINOUS AURA roll a Strength (Athletics) check with a DC equal to
10 + Intelligence modifier + proficiency bonus to
Beginning at 2nd level, you can use your bonus open the cockpit.
action to activate or deactivate your automaton to
The gold will be teleported to the Factory and in that make an item magical. Starting at 6th level,
your automaton and its chosen ascension mode’s
ADVANCE ATTACK
Each stat of your automaton that is below 10,
becomes 10 instead, and an additional two more
stats of your choice can have the same equivalent as
Starting at 9th level, your automaton’s basic attack
your Intelligence.
deals an additional 1d8 bludgeoning damage when it
Also, when your automaton transforms into your
hits.
chosen ascension mode, you can choose to make its
The basic attack deals an additional 2d8
size Gargantuan instead of Huge or Large.
bludgeoning damage instead at 14th level.
BATTERY PACK
The Factory has given your automaton a free
upgrade. The small boost of energy from the
battery pack should lighten the stress on your
mind and body when triggering the ascension
mode of your automaton. Starting at 17th
level, you can use clockwork ascension a
number of times equal to half of your
Constitution modifier + your Intelligence
modifier, rounded down (minimum of one).
FINAL FORM
At 17th level, your automaton evolves again and
mechanically transforms into its most
optimal form. Your automaton’s Armor
Class becomes 11 + your Constitution
modifier + Intelligence modifier. It
can also speak one more language that
You use the power of your automaton to become a Damage Resistances all except cold
safe haven for yourself and others. Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed,
GUARDIAN’S EMBRACE petrified, poisoned, prone
Senses passive Perception 10 + your Intelligence modifier
While in fortress mode at 7th level, when a creature
Languages telepathy (100 ft.) with you, and understands
you can see attacks your fortress or an ally that is the languages of its master but cannot speak
within 30 feet of you, you can use your reaction to DC 8 + your proficiency bonus + your Intelligence modifier
release a radiant barrier and impose disadvantage
*The stat is equal to your Intelligence.
on the attack roll. You can use this feature a number
of times equal to 1 + your Intelligence modifier. Cockpit Capacity. The cockpit can fit a number of Medium
or smaller creatures equal to the fortress’ creature capacity.
When you finish a long rest, you regain all expended
Guard Posts. While you are in the cockpit and depending on
uses.
the design of your fortress, allies equal to the creature
capacity can mount on the fortress, outside the cockpit, and
DETECT ENEMY provide them with half-cover.
At 15th level, you gain the ability to sense the
presence of enemy creatures around you. As an
Laser Beam. Ranged Weapon Attack: (your Intelligence
action while inside the cockpit, you can release a
modifier + your proficiency bonus) to hit, range 120 ft., one
series of energy detection waves around your
target, Hit: (2d6 + your Intelligence modifier) radiant
fortress. Until the end of your next turn, you know damage. At 5th level, you can use Laser Beam twice as an
the location of any enemy creature within 60 feet of action, but not on the same target.
you that isn't protected from divination magic. This Forward Charge. The fortress can move through the space
doesn't tell you anything about a creature's of any creature that is one size smaller than its own. When it
capabilities or identity. You must then finish a long does, the creature must roll a Dexterity saving throw or take
1d12 + your Intelligence modifier bludgeoning damage and
rest to use detect enemy again.
be knocked prone. The damage increases by 1d12 every
time the fortress’ size changes above Large.
EXPLODING SALVO
You have unlocked the ability to release a full burst
of energy attack against your enemies. At 18th level,
your fortress’ Laser Beam attack gets an additional
4d6 radiant damage when it hits and can be used up
to a number of times equal to your Intelligence
modifier (minimum of two), but not on the same
target.
minute. A creature can repeat the saving throw at Keen Smell and Sight. The behemoth has advantage on
Wisdom (Perception) checks that rely on smell or sight.
the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is Claw. Melee Weapon Attack: (your Intelligence modifier +
immune to your behemoth’s Feral Roar for the next your proficiency bonus) to hit, reach 5 ft., one target, Hit:
24 hours. You can use this feature a number of times (1d12 + your Intelligence modifier) slashing damage. At 5th
level, you can use claw twice as an action.
equal to 1 + your Intelligence modifier. When you
finish a long rest, you regain all expended uses. Bite. Melee Weapon Attack: (your Intelligence modifier +
your proficiency bonus) to hit, reach 5 ft., one target, Hit:
KING HUNTER (1d12 + your Intelligence modifier) piercing damage. If the
target is one size smaller, it is grappled.
At 18th level, whenever any of the behemoth’s Pounce. Melee Weapon Attack: (your Intelligence modifier +
attack hits and successfully affects your target with your proficiency bonus) to hit, reach 5 ft., one target, Hit:
a condition, roll on the Conditions table below. That (1d12 + your Intelligence modifier) bludgeoning damage. If
target gains an additional condition effect until the the behemoth moves at least 20 ft. straight towards a
creature first then hits, that target must succeed on a
end of your next turn:
Strength saving throw or be knocked prone. If the target is
prone, the behemoth can make one claw attack against it as
a bonus action.
Acid Spit. Ranged Weapon Attack: (your Intelligence
modifier + your proficiency bonus) to hit, reach 5 ft., one
target, Hit: (1d12 + your Intelligence modifier) acid damage,
and the target must make a Dexterity saving throw or be
blinded until the end of your next turn.
DEUS EX MACHINA Weapon Attack. The colossus uses one of your own weapon
You do not give up when the situation is dire and attack(s), however increase the damage die by one and
instead you go beyond the limits of your mind and double its reach. At level 5, you can attack twice using this
action.
body.
Starting at 15th level, you can use your reaction to
reduce your hit points to 1 and grant your colossus
immunity to all damage until the end of the turn as
you channel all of your power to create a protective
energy field. Once you use this feature, you can’t use
it again until you finish a long rest.
Some upgrades can be boosted to make them As an action, you can release anti-matter particles
more powerful. A rider can pay the boost cost to form a line 100 ft. long and 10 feet wide and blasts
anytime and spend an hour to gain the upgrades out from your chosen ascension mode in a direction
additional effect. These boosts usually extend the that you choose. Each creature in the line must
name of the upgrade with EX or EX ULTRA. make a Dexterity saving throw. A creature takes
12d8 necrotic damage on a failed save, or half as
much damage on a successful one. You must then
finish a long rest to use Finishing move again.
DAMAGE THRESHOLD
Prerequisite: ascension mode only
Cost: 2,000 gp
Fire may come out from the top of your automaton’s Your automaton deals double damage to objects and
head and its fists. Its whole body during ascension structures while it is in its chosen ascension mode.
mode might be surrounded by lightning. You decide
how an element fuses with your automaton and its SUBMARINER GEAR
chosen ascension form. Cost: 500 gp
Choose one between cold, fire, lightning, or acid. Your automaton and its chosen ascension mode
Your automaton and its chosen ascension mode gains swimming speed equal to its walking speed.
have resistance on the selected damage type. When
your automaton and its chosen ascension mode deal SUPERIOR SURVEILLANCE SENSOR / EX
damage, you can change the damage type to the one Cost: 300 gp
you selected. Boost (once): 1,000 gp
Your automaton and its chosen ascension mode gain SELF-DESTRUCT SYSTEM
the same benefits as you from your Feats. This does Prerequisite: 11th level, ascension mode only
not include Feats that are exclusive for races. Cost: 4,000 gp
COLLECTOR similar, you know where you can buy an item you’re
looking for at the cheapest price.
Ever since you were a child, it has been your hobby
to search for collectible items. As you grow older, SUGGESTED CHARACTERISTICS
you search for rarer items and the cost of keeping Collectors are focus-minded individuals who always
your hobby alive is getting more and more go to great lengths just to complete their
expensive. But what is food if you get to purchase collections. If a collectible item is located on the
the first written book of your favorite author? other side of the continent or in the deepest layer of
Falling in-line for two days, barely with any sleep is a lich’s lair, that is a minor detail that can easily be
nothing just to be the first person to purchase the ignored. For a true collector, the fact that the item
limited-stock longsword forged by your favorite exists is reason enough to get it, no matter what!
blacksmith.
But those are child’s play compared to what you
do now as a collector. Now, you go to the docks and
wait for the merchant from the other continent to
bring you a rare beast that you can add to your
zoo. Or perhaps you like giant mechanical
constructs and word has reached you of a
sentient machine that is perfect for your
collection! A complete magical armor
set? Whatever it is, you now have to go
on adventures to fund your hobby or
perhaps use it as an excuse to find
rarer items!