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902917-Rider Class - 5e Supplement v1.1

This document provides credits and contents for a supplement describing the Rider class for Dungeons & Dragons 5th edition. It includes an overview of the Rider class, describing how riders bond with clockwork automatons that can transform into larger mechanical forms. It also provides background options and class features for riders, such as gaining ascension modes that change their automaton's form in battle.

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Greyborn
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0% found this document useful (0 votes)
473 views20 pages

902917-Rider Class - 5e Supplement v1.1

This document provides credits and contents for a supplement describing the Rider class for Dungeons & Dragons 5th edition. It includes an overview of the Rider class, describing how riders bond with clockwork automatons that can transform into larger mechanical forms. It also provides background options and class features for riders, such as gaining ascension modes that change their automaton's form in battle.

Uploaded by

Greyborn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

Designer: Paul Gabat


Editing: Marionne Joyce Dizon
Template: Stephan Rübner, Laura Hirsbrunner
(Simple Microsoft Word Template)
Background: Cole Twogood
Cover Art: the-sastra/Shutterstock.com,
djankrixz/Shutterstock.com
Interior Art: Dean Spencer, Jeshields, Seytome12
HasGraphicdesig/Shutterstock.com
Playtesters: Marionne Joyce Dizon, Daniel
Sumalabe, Raphael Fulgar, Smimo, Abbie Jenika
Lao, Paolo Aromin, Jojo Cac

Rider – 5E Class Supplement v1.1 2


TABLE OF CONTENTS
Credits........................................................ 2
Table of Contents ...................................... 3
Rider .......................................................... 4
Ancient Technology ................................... 4
Destined To Be Found ............................... 5
Creating A Rider.......................................... 5
Class Features............................................ 5
Clockwork Automaton .............................. 6
Rider’s Bond ................................................ 7
Healing Disabled ........................................ 7
Luminous Aura ........................................... 7
Clockwork Ascension ................................ 7
Ascension Upgrades................................... 8
Ability Score Improvement ...................... 8
Machine Sentinel........................................ 8
Weave Coating ............................................ 8
Advance Attack ........................................... 9
Second Form ............................................... 9
Battery Pack ................................................ 9
Final Form ................................................... 9
Synergize Effect .......................................... 9
Clockwork Ascension ............................... 11
Ascension Mode: Fortress ....................... 11
Ascension Mode: Behemoth .................. 12
Ascension Mode: Colossus ......................13
Ascension Upgrades ................................ 14
Backgrounds ........................................... 16
Collector ..................................................... 16
Offworlder...................................................17
New Type ................................................... 19
More From Paul Gabat ............................ 20

Rider – 5E Class Supplement v1.1 3


RIDER massacre everyone, the automaton mechanically
transforms into a giant clockwork lion. The knight
dashes into the cockpit, ready to defend its kingdom
and its people!
Eight against one! Sadly not in the favor of the
halfling warrior and his comrade, a clockwork
spider automaton. Fighting against a group of
goblins, when the automaton transformed into a
humanoid clockwork colossus with a giant
greatsword, the battle is considered over! What an
upset!
No matter what the situation is, a rider is never
alone. Bonded to a loyal clockwork automaton, these
constructs can activate their gears, expand, and
transform into a large mechanical creature that can
only be piloted by its rider. Exponentially increasing
both of their powers and potential for greatness.

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

Rider – 5E Class Supplement v1.1 4


them as a failed experiment. Those that cannot be recognized as its master, it will take the mechanical
destroyed, have been sealed in places where they form of something familiar that you can easily get
would never see the light of day, until now. attached to. The automaton is linked both to your
mind and life force; its performance and growth will
DESTINED TO BE FOUND greatly depend on your brain capacity and physical
health. Work with your DM on the automaton’s
Deep within one of the dwarven mines, lying on the
form and the story behind it.
seabed, inside a dragon’s lair, or just something that
you inherited when your parents passed away, QUICK BUILD
finding a clockwork automaton and being a rider is
You can make a rider quickly by following these
your destiny. Many tried to own it, but only a select
suggestions. First, Constitution should be your
few can control it.
highest ability score, followed by Intelligence.

CREATING A RIDER Second, choose the New Type background included


in this supplement. Lastly, it is always best to come
When creating a rider, work with your DM on how up with special names for every attack move your
you found the automaton. Was it through a great automaton has and its chosen ascension mode. The
adventure, or did your character just stumbled upon longer the better and you must yell it out whenever
it in a museum and was drawn to it immediately? In you use it!

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

Rider – 5E Class Supplement v1.1 5


Multiclass Prerequisites Medium construct, lawful neutral
If you wish to multiclass to rider, your character
Armor Class see Rider’s Bond
must have a minimum ability score of Constitution
Hit Points see Rider’s Bond
13 and Intelligence 13.
Speed 30 ft.

CLOCKWORK AUTOMATON STR


10 (+0)
DEX
10 (0)
CON
10 (+0)
INT
4 (-3)
WIS
-4 (-3)
CHA
4 (-3)

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

Rider – 5E Class Supplement v1.1 6


100 feet of you, you can telepathically or verbally shed bright light in a 10-foot radius and dim light
command where you want it to move (no action for an additional 10 feet. The light can be colored as
required from you). you like.
You can also use your action to verbally command Once your automaton has learned Clockwork
it to take the Attack, Dash, Disengage, Dodge, or Ascension, you can use this feature on its chosen
Help action. ascension mode. It sheds an additional 20 feet of
If you are incapacitated or absent, your bright light and dim light for every size category
automaton acts on its own as long as your hit points above Medium.

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 *

RIDER’S BOND Ascension Mode: Colossus, Ascension Mode:


Behemoth, or Ascension Mode: Fortress. Your
Your automaton does not have its own hit points; its choice grants you features at 3rd level (stat block),
life is connected to your hit points instead. Starting 7th level, 15th level, and 18th level.
at 1st level, whenever your automaton or its chosen While your automaton is within 10 feet of you, you
ascension mode takes damage, you take the damage can use your bonus action to trigger its
for it. When your hit points reach zero, the transformation to its chosen ascension mode and
automaton will cease to function. It will self-repair gain its stat block. The automaton’s size category
and move once more when you regain hit points. changes to Large. The chosen ascension mode is
If your automaton or your chosen ascension mode treated as a willing and controlled mount.
is destroyed like with the disintegrate spell and/or The ascension mode lasts to a number of hours
transported in a faraway place or plane, it will equal to your rider level where it resets back into its
automatically disappear from its last location after 1 automaton form after or when you use your bonus
hour and reform itself within 5 feet of you during a action again while within 10 feet of it to deactivate.
long rest which will function like normal right after. If you are inside the cockpit when you deactivate
Lastly, your automaton’s Armor Class is equal to 10 ascension mode, parts of your automaton will assist
+ your Constitution modifier + Intelligence you to land on your feet on a space within 5 feet of it
modifier. while it transforms back to its automaton form.

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

Rider – 5E Class Supplement v1.1 7


The controls inside the cockpit are sophisticated exchange, the parts needed for your chosen upgrade
and unique for each machine. Only you can pilot will teleport out from the core almost immediately.
your automaton on ascension mode. You can see, The ascension upgrades are detailed at the end of
hear, and speak through your automaton’s chosen the class description. When you gain certain rider
ascension mode while inside the cockpit. levels, you can purchase additional ascension
While inside the cockpit, you can control where upgrades of your choice, as shown in the Ascension
you want your chosen ascension mode to move (no Upgrade column of the Rider table.
action required from you). You can also use your Additionally, when you gain a level in this class,
action to operate the controls and make it take the you can choose one of the ascension upgrades you
Attack, Dash, Disengage, Dodge, or Help action. purchased and replace it with another upgrade. Once
While the cockpit is closed, it acts the same way as an upgrade has been replaced, you have to purchase
otiluke’s resilient sphere except it can only enclose it if you wish to use it again.
one creature or object of medium size or smaller
unless stated otherwise. While inside the cockpit, no The Factory (Variant Rules)
spell or effect can force an attack targeted at your The Factory is a convenient way for a rider to
chosen ascension mode to target you instead. receive an ascension upgrade. Depending on the
If an effect would make you fall off your mount, campaign you are playing, your DM may decide that
the Factory does not exist and instead you have to
the cockpit opens automatically and you land prone search every city, hideout, or dungeon you visit to
in a space within 5 feet of it. meet an NPC that sells the upgrade parts you need.

CREATURE AND CARGO CAPACITY


Creature capacity describes how many creatures can ABILITY SCORE IMPROVEMENT
ride the automaton’s chosen ascension mode
When you reach 4th level, and again at 8th level,
comfortably. More creatures can fit by squeezing or
12th, 16th, and 19th level, you can increase one
by clinging to the outside of the sentient machine.
ability score of your choice by 2, or you can increase
Cargo capacity specifies how much cargo the
two ability scores of your choice by 1. As normal, you
chosen ascension mode can carry.
can’t increase an ability score above 20 using this

ASCENSION UPGRADES feature.

Amazingly, the core of an automaton can teleport MACHINE SENTINEL


and produce parts that can help the construct
Rest is important, and your automaton knows that.
become more powerful at a moment’s notice. By
Starting at 5th level, when you take a short or long
unlocking the automaton’s chosen ascension mode,
rest, your automaton will keep watch for you and
your brain has been implanted with blueprints on
your allies against unwanted intrusion within a 30-
different ways to upgrade your machine companion.
foot radius. While you are resting, an alarm alerts
These blueprints can be saved on a glass-like tablet
you whenever a Small or larger creature touches or
with metal edges, that will eject from the core if you
enters the warded area. You can also designate
wish to show it to someone else. You have also
creatures that won’t set off the alarm. You can
discovered that the automaton’s core is still
choose whether the alarm is mental or audible.
connected to a location only known as The Factory.
An audible alarm from your automaton produces
A place that provides the parts your automaton
the sound of your choice for 10 seconds within 60
requires through its core as long as you provide gold
feet.
in return.
Beginning at 3rd level, you can purchase an WEAVE COATING
upgrade by letting your automaton reveal its core
and placing the required amount of gold next to it. Your automaton learns how to mimic the properties

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

Rider – 5E Class Supplement v1.1 8


attacks count as magical for the purpose of you know. You determine the creature's new
overcoming resistance and immunity to nonmagical appearance and whether it has two legs or four; your
attacks and damage. choice has no effect on its game statistics.

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.

SECOND FORM SYNERGIZE EFFECT


At 20th level during combat, at the start of your
At 11th level your automaton evolves, having a more
turn, if there are one or more riders inside their own
polished look and a faster processing power.
clockwork automatons in ascension mode within 30
Whenever it makes an ability check or saving throw,
feet of you, you can all use your reaction at the same
you can add your Intelligence modifier to the roll. It
time to combine your machine companion with one
can also speak one language that you know. You
another.
determine the creature's new appearance and
Every other rider within range that used their
whether it has two legs or four; your choice has no
reaction loses their turn this round and instead can
effect on its game statistics.
act on the same initiative as you. Until the end of
All stats of your automaton that is below 8,
this round, you and each of those riders also get an
becomes 8 instead, and one stat of your choice can
advantage on attack rolls, ability checks, and saving
have the same equivalent as your Intelligence.
throws, +5 to AC, and +5 to DC.
Also, when your automaton
You and every rider who used their reaction must
transforms into its chosen ascension
then finish a long rest to use the Synergize Effect
mode, you can choose to make its size
again.
Huge instead of Large.

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

Rider – 5E Class Supplement v1.1 9


Ancient texts have been deciphered recently that
the gnomes who made the clockwork automatons
are from a community known as Xyants. The texts
also indicate that the automatons are classified as
celestial toy-level gnome invention.
Rider – 5E Class Supplement v1.1 10
CLOCKWORK ASCENSION
The core of your automaton transfers all of the
information on what it can do to your mind and it is Large construct, lawful neutral
up to you to put the pieces together and decide a
Creature Capacity 2 (at Large)/ 4 (at Huge)/ 7 (at
path on what you think is best for the both of you. Gargantuan) Medium creatures
Whether your automaton gains the ability to Cargo Capacity 100 lb. (at Large)/ 500 lb. (at Huge)/ 1 ton
become a savage mechanical beast, a reflection of (at Gargantuan)
your humanoid self, or a ship that can give you Armor Class see Rider’s Bond + 3
Hit Points see Rider’s Bond
security when you travel, the possibilities are
Speed 20 ft.
endless.

ASCENSION MODE: FORTRESS


STR DEX CON INT WIS CHA
10 (+0) 10 (0) INT* INT* INT* INT*

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.

Rider – 5E Class Supplement v1.1 11


ASCENSION MODE: BEHEMOTH
Large construct, lawful neutral
The beast in you has been imprinted on your
automaton companion. Ready to stalk its prey, Creature Capacity 1
weaken it, before delivering the final blow. Cargo Capacity 100 lb. (at Large)/ 250 lb. (at Huge)/ 400 lb.
(at Gargantuan)
SAVAGE ATTACK Armor Class see Rider’s Bond + 1
Hit Points see Rider’s Bond
Starting at 7th level, when the behemoth attacks, it Speed 40 ft.
can use two of the following attack actions: Bite,
Pounce, and/or Acid Spit. STR DEX CON INT WIS CHA
10 (+0) INT* INT* 10 (+0) INT* 10 (+0)
EVASION
Damage Resistances bludgeoning, slashing, and piercing
At 7th level, when the behemoth is subjected to an Damage Immunities poison
effect that allows it to make a Dexterity saving Condition Immunities charmed, poisoned
throw to take only half damage, it instead takes no Senses passive Perception 10 + your Intelligence modifier
damage if it succeeds on the saving throw, and only Languages telepathy (100 ft.) with you, and understands
the languages of its master but cannot speak
half damage if it fails.
DC 8 + your proficiency bonus + your Intelligence modifier

FERAL ROAR *The stat is equal to your Intelligence


Starting at 15th level, as an action each creature of Cockpit Capacity. The cockpit can fit a number of Medium
your choice that is within 30 feet must succeed on a or smaller creatures equal to the behemoth’s creature
Wisdom saving throw or become frightened for 1 capacity.

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.

Rider – 5E Class Supplement v1.1 12


ASCENSION MODE: COLOSSUS FINISHING MOVE
At 18th level, select a finishing move weapon that
Your automaton has learned to move like you do, you are proficient with. You can change your
transforming into a large humanoid machine that finishing move weapon every time you take a short
mimics your traits so well as if you are one and the rest. When your colossus uses the selected weapon
same. to attack and hits, you can use your bonus action to
yell out the name of your finishing move and
EQUIPMENT PROPERTY TRANSFER
command your colossus to unleash more power and
At 3rd level, you become proficient with martial roll double the damage dice as if it is a critical hit. If
weapons, heavy armor, and shields. When your you roll a natural 20, double all the damage dice one
automaton becomes a colossus and you are inside more time. You must then finish a long rest to use
the cockpit, it will create size appropriate copies of Finishing Move again.
your weapons and armor as if the colossus itself is
the one using it.

Large construct, lawful neutral


EQUIPMENT PROPERTY TRANSFER EX
At 7th level, the processing power of your colossus Creature Capacity 1
Cargo Capacity 100 lb. (at Large)/ 300 lb. (at Huge)/ 500 lb.
to identify and copy the materials of your
(at Gargantuan)
equipment has improved. Aside from weapons and Armor Class your AC or see Rider’s Bond
armor, your colossus can now make a copy and Hit Points see Rider’s Bond
equip any non-consumable magic items that you Speed 30 ft.
are wearing and use its properties as if it is the one
STR DEX CON INT WIS CHA
wearing it. Any effect or if a magic item copy being
INT* 10 (+0) INT* 10 (+0) 10 (+0) INT*
used by your colossus loses a charge or is destroyed,
the same will happen to your magic item. Damage Immunities poison
Condition Immunities charmed, poisoned
RALLY THE PEOPLE Senses passive Perception 10 + your Intelligence modifier
Languages telepathy (100 ft.) with you, and understands
At 7th level, you become proficient with Persuasion
the languages of its master but cannot speak
and Intimidation if you aren’t yet. If you are already DC 8 + your proficiency bonus + your Intelligence modifier
proficient on one or both, double the proficiency
bonus instead. While inside the cockpit of your *The stat is equal to your Intelligence
colossus, you have advantage on Wisdom Cockpit Capacity. The cockpit can fit a number of Medium
(Persuasion or Intimidation) ability check rolls you or smaller creatures equal to the behemoth’s creature
capacity.
make.

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.

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ASCENSION UPGRADES
The parts compatible with your automaton to make
ASCENSION ATTACK
a successful upgrade are extremely rare to find.
Prerequisite: automaton only, 3rd level
Fortunately, the mysterious location only known as
Cost: 1,000 gp
the Factory can send you everything you need by
teleporting it to you through the use of your Select one attack from your ascension mode stat
automaton’s core. It takes an hour to complete an block. Your automaton can now use that attack
upgrade and it can be done during short or long rest. whenever it uses the attack action.
The Factory requires a huge sum of gold to give
ANTI-GRAVITY GENERATOR
these upgrades, but in extreme situations, you
Prerequisite: 5th level
might find a shop that sells the parts that you need
Cost: 800 gp
to make an upgrade for a cheaper price!
If an ascension upgrade has prerequisites, you Your automaton and its chosen ascension mode
must meet them before you can make it. You can gains flying speed equal to its walking speed.
create and apply the upgrade to your automaton at
the same time that you meet its prerequisites and ANTI-MATTER OBLIVION CANON
have paid the cost. A level prerequisite refers to your Prerequisite: ascension mode only

level in this class. Cost: 3,000 gp

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.

BUSTER CHARGE / EX / EX ULTRA


Cost: 500 gp
Boost (twice): 2,000 gp

Your automaton and its chosen ascension mode


have a +1 bonus to attack and damage rolls. If the
boost cost was paid, it gets a +2 instead. If the boost
cost was paid twice, it gets a +3 instead.

DAMAGE THRESHOLD
Prerequisite: ascension mode only
Cost: 2,000 gp

While it is in its chosen ascension mode, your


automaton has immunity to all damage unless it
takes an amount of damage equal to or greater than
10, in which case it takes damage as normal. Any
damage that fails to meet or exceed the damage
threshold is considered superficial and doesn't
reduce the vehicle's hit points.

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ELEMENTAL FUSION SIEGE WEAPON
Prerequisite: 5 level
th
Prerequisite: ascension mode only
Cost: 2,000 gp Cost: 1,000 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


HEAVY BURST ACCELERATOR / EX / EX ULTRA
gains darkvision that has a radius of 60 feet. If the
Cost: 500 gp
boost cost was paid, the radius becomes 120 feet
Boost (twice): 2,000 gp
instead.
Your automaton and its chosen ascension mode’s
base walking speed increases by 5 feet. If the boost TACTICAL PRESERVATION
cost was paid, it increased by 10 feet instead. If the Prerequisite: ascension mode fortress only
boost cost was paid twice, it increases by 20 feet Cost: 2,000 gp
instead.
Your fortress can use its action to make every ally

LINKED FEATS within 20 feet radius regain a number of hit points


equal to 2d4 + your Intelligence modifier. This
Prerequisite: 5th level
feature has no effect on undead or constructs.
Cost: 2,000 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

MECH ARACHNID APPENDAGES As an action, you enter the commands on the


controls inside your cockpit and activate your
Cost: 500 gp
chosen ascension mode to self-destruct. Each
Your automaton and its chosen ascension mode creature in a 30 feet radius sphere centered on the
gains climbing speed equal to its walking speed. cockpit must make a Dexterity saving throw. A
target takes 10d10 + 70 force damage on a failed
MIRROR LINK / EX
save. Your chosen ascension mode and nonmagical
Prerequisite: ascension mode only
objects within the area are disintegrated as well as
Cost: 1,000 gp
any creature with 0 hit points after taking this
Boost (once): 1,500 gp
damage.
While inside the cockpit, you can make any spell or
effect that targets only you also target your chosen
ascension mode.
If the boost cost was paid, the prerequisite is
removed and your automaton benefits from the
same feature, provided that it is within 5 feet of you
when you cast a spell or effect.

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BACKGROUNDS
There are many ways for your character to start its adventure. Perhaps one of these backgrounds might help you
craft a perfect story about how you became a rider!

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!

Skill Proficiencies: Investigation,


Persuasion
Tool Proficiencies: One type of
artisan’s tools, vehicles (land or
water)
Equipment: A set of traveler’s
clothes, an abacus, an empty
chest, a set of rare trinkets from a
famous artisan (worth 10 gp)

FEATURE: LET ME BARGAIN


You have exposed yourself to an
abundant number of markets and
merchants and have gained enough
experience in price fluctuations of goods and
services. This makes it easy to know if someone is
ripping you off or not. If you spend at least half a
day roaming around a city, village, or something

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OFFWORLDER
You may be sleeping soundly one night and when
you wake up, you’re already in a different world.
Worst, you might have been stabbed or hit by a fast-
moving vehicle and got killed in your world and got
reincarnated in a world that you do not recognize.
No matter the situation is, you have to face the
reality that you are stuck in a different world, this
world to be exact. How do you cope? What should be
your priority? And what do you want to be in this
new life?

Skill Proficiencies: Intimidation, Survival


Tool Proficiencies: Disguise fit, forgery kit
Equipment: A costume, a hunting trap, an iron pot,
a trinket you brought with you from your
homeworld, and currency from your homeworld
that has no value here.

FEATURE: OTHERWORLD EXPERIENCE


You have retained your knowledge from your
homeworld and most of the practices and
technology that you know are far more advanced
than what is available in this world. Commoners and
sometimes even nobles are amazed by the way you
talk, often mistaking you for a scholar or a wizard.
You always get invited to gatherings where the
brightest people usually convene, waiting to hear
your stories and thoughts on their theories and
discoveries.

Rider – 5E Class Supplement v1.1 17


SUGGESTED CHARACTERISTICS
Offworlders often consider their time in this world
as an opportunity to become something great. They
are ready for heroic adventures, walk the path to
becoming an emperor, or defeat an unkillable
demon lord!

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NEW TYPE
Whether it is a natural phenomenon or done
artificially, you are the part of the first generation of
your race that has evolved and gained heightened
mental awareness, physical upgrade, both, or more.
You are now superior both in body and mind,
compared to others around you. There are things
that you can do naturally that seems difficult to
accomplish by others. Because of this people are
either amazed at the things that you can do, jealous,
or scared.
Are you here to guide your race to the next stage of
evolution or will you let the fear of the many take
over and run away as they hunt you down?

Skill Proficiencies: Investigation, Nature


Tool Proficiencies: Two of your choice
Equipment: A set of common clothes, robes, a
tinderbox, and 10 gp.

FEATURE: HEIGHTENED EMPATHY


You have the ability to understand what a person is
going through on a whole new level. Whenever you
engage in a one-on-one conversation, the person
you are talking to can actually feel that you are
listening and can connect to you emotionally. This
makes it easier to convince that person to open up
and be more care-free in giving out information.

Rider – 5E Class Supplement v1.1 19


MORE FROM PAUL GABAT
Thank you for purchasing Rider! If you enjoyed this product, you might also like the published adventures I made
in DMsGuild.com! Lastly, feel free to follow me in social media: Twitter | Facebook | Patreon | Ko-Fi

Rider – 5E Class Supplement v1.1 20

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