The Ghost Rider A human man sprints down a deserted alleyway, fear in his eyes and blood dripping from a dagger clenched in his right hand. The sound of his heart beat is a deafening rhythm of terror, drowning out all other sounds...except it. VROOM! VROOM! An intense warmth bathes the man’s backside, accompanied by orange light. Even still, the man does not turn back to look. He dares not risk slowing down, or tripping on the path ahead. Slowing down is death. Stopping is death. But, runnings not of much use either. The rattling of metal echoes down the alley, a steel chain lunging from the orange warmth and wrapping around the man’s ankle. Before he can even let out a scream, he is yanked off his feet, falling and slamming his face down hard onto the cold concrete below. He’s dazed for a moment, but the fear and adrenaline quickly return him to some sense of clarity. The man flips over to face his pursuer, the orange light only further illuminating the fear in his eyes. As he looks up in awe, he glances down at his bloody knife, quickly tossing it away in both panic and disgust. He raises his hands to show himself unarmed.

“L-Look, I’m sorry!” he stammers, squirming back on his elbows.

“I wasn’t gonna kill him! I-I just wanted the money, and he startled me! That’s all! I’ll never do it again! I’ll never do anything again! I promise! Just...Just show some mercy, okay!?”.

“Oh, I’m sorry”.

The man’s heart sinks as a pair of leather boots drop down to the pavement and menacingly stalk their way toward him. Standing before the man is him. Standing before the man is the punisher of the wicked, wreathed in hellfire. Standing before the man is the skeletal avenger, and the rider of the black bike. Standing before the man is The Rider.

“All out of mercy”





The Ghost Rider is best described as Hell's bounty hunter, born from a contract made between a mortal and a particularly powerful demonic entity, typically a ruler of Hell. What was the deal? What could this devil have possibly offered that a mortal would be willing to sell their very soul for it? None can say. It varies from case to case. However, what remains consistent is that when you play with the Devil, the Devil always wins. Now these mortals are stuck in his service, a spirit of vengeance and the powers of hell itself slapped inside their souls and driving them forward on a wild hunt to collect the souls of the merciless. The guilty. The wicked. A devil can never have too many souls after all. When creating a ghost rider, think about the deal that got you stuck in this position in the first place. What was it? Was it worth it? And, how did it play out? How does your character react to his new hellish alter ego?

QUICK BUILD

You can make a ghostrider quickly by following these suggestions. Make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on gunplay (or finesse weapons). Your next-highest score should be Charisma. The Ghost Rider Level Proficiency Bonus Features 1st +2 Deal With The Devil, Fighting Style 2nd +2 Chains of Punishment 3rd +2 Spirit of Vengeance 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Penance Stare 7th +3 Spirit of Vengeance Feature 8th +3 Ability Score Improvement 9th +4 Hell Traveler 10th +4 Spirit of Vengeance Feature 11th +4 Hunter of the Wicked 12th +4 Ability Score Improvement 13th +5 Breath of Fire 14th +5 Reaper of Souls 15th +5 Spirit of Vengeance Feature 16th +5 Ability Score Improvement 17th +6 Weight of One's Sins 18th +6 Spirit of Vengeance Feature 19th +6 Ability Score Improvement 20th +6 Burning Vengeance Class Features As a ghost rider, you gain the following class features Hit Points Hit Dice: 1d10 per ghost rider level

1d10 per ghost rider level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per ghost rider level after 1st Proficiencies Armor: All armor

All armor Weapons: Simple weapons, Martial Weapons, and firearms

Simple weapons, Martial Weapons, and firearms Tools: Vehicles Saving Throws: Strength, Charisma

Strength, Charisma Skills: Choose two from Arcana, Insight, Religion, Persuasion Intimidation, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather armor, a palm pistol, and 20 bullets

(a) a martial weapon and a shield or (b) two martial weapons

(a) a pistol and 20 bullets or (b) any simple weapon

(a) a dungeoneer's pack or (b) a religion pack



Deal With The Devil

Your bargain with the demonic entity has granted you the ability to assume the form of The Rider at will, reducing your physical body to a burning skeleton wreathed in hellfire. At level one, as a free action, you can transform into the Rider. As the rider, your body emits dim light in a ten foot radius, and you resist fire and nonmagical piercing damage, though you are vulnerable to radiant/holy damage. Flames around your body cannot be extinguished against your will while you are consciouss. Likewise, in Rider form you do not need to eat nor do you age.





Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.



Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.



Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.





Chains of Punishment

The Riders weapon of choice are indestructible chains. Starting at second level, as an action, you can summon these chains into any free hand or prehensile appendage. The chains of punishment are finesse weapons that deal 1D10 bludgeoning, and have a reach of 15 ft. When you successfully attack a creature size large or smaller with the chains of punishment, you can use your bonus action to attempt to restrain them. In order to do so, the creature must make a strength saving throw (DC 8 + Proficiency Bonus + Strength mod). If failed, the creature can attempt to release themselves on each of their turns, or whenever you take damage while restraining them. For the purpose of overcoming resistances, your chains are considered magical.





Spirit of Vengeance

The source of the Riders strength is the vengeful spirit that possesses him. At 3rd level, you choose a spirit to bestow its vengeful flames upon you. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.





Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.





Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Penance Stare

The Rider's greatest and most fearsome ability is known as the penance stare, an attack that burns the souls of the wicked through eye contact. Beginning at 6th level, you can perform the stare on a target within five feet of you. The targets must succeed a Wisdom save (DC 8 + Proficiency + Charisma mod) or take 3D10 psychic damage and become feared. On a successful save, they take half as much damage and don’t suffer any additional effects. The Damage increases to 4D10 at 13th level, and 5D10 at 17th level. Creatures without eyes or souls are not affected by the stare.

This feature can only be used once per long rest.





Hell Traveler

The Rider’s superior transportation extends beyond his ride of choice. Beginning at 9th level, whenever you operate a vehicle, be it land, sea, or sky, you can pump your hellfire directly through it, giving your improvised ride the same qualities as your preferred vehicle. However, doing so will cause it to burn out two hours later.





Hunter of the Wicked

Forged in the heavens and christened in the inferno, the Rider is well versed in hunting all kinds of prey. Beginning at 11th level, whenever you make a perception check, you are automatically alerted to the presence of any aberration, celestial, elemental, fey, fiend, or undead within 60 fight. Once you have detected any such creatures, you may designate one of them as a target. While your target is within 100ft of you, you have advantage on perception, arcana and survival checks made to track it down. The first attack you make against said creature is done with advantage. While you are alerted to what type of creature it is, their exact identity remains unknown.





Breath of Fire

As you grow more accustomed to your identity as a Rider, your control of the hellflames grows as well. Beginning at 13th level, you can move or extinguish non magical flames on a whim. Likewise, when you are targeted by a spell or attack that would deal fire damage, you may use your reaction to dispel or redirect it. Roll a charisma save. If it beats the spells required DC (or the to hit roll for Spell Attacks), you can stop the attack and redirect it at a target of your choice. If you fail to meet the DC, you can simply dispel the attack. Should the attack in question deal another type of damage in addition to fire, you can only dispel and redirect the fire damage.

Reaper of Souls

The souls of the damned have to go somewhere. Either hell, or a much more gruesome realm; your stomach. Starting at 14th level whenever you kill a creature, you may devour its soul and gain temporary hit points equal to your charisma modifier.

Weight of One’s Sins

Your chains have grown stronger, no longer just weapons but tools of judgement. Starting at 17th level, when you attempt to bind a target with your chains, creatures aligned evil have disadvantage on strength saves to escape. Likewise, creatures aligned good have advantage on strength saves to escape. As a bonus action, you can ignite your chains. Any creature that is successfully attacked by them, or starts their turn bound by them, will take an additional 2D6 fire damage.





Burning Vengeance

A Rider’s last resort is surrendering full control of their mind, body, and soul to the flames of Vengeance. Starting at 20th level, as an action, you can allow the flames to take control. For one minute, you:

-emit a flame aura in a five foot radius around yourself. All creatures that start their turn in this aura take fire damage equal to your proficiency bonus.

-Are Resistant to all forms of damage except force and radiant.

-Cannot be magically charmed or frightened.



After the minute passes, you will automatically fall out of your Rider form, and will not be able to use any of your Rider abilities until your next long rest.

Spirits of Vengeance Even in death, a Rider cannot escape their fate as a Rider. Those who harness the powers of vengeance are doomed to become Spirits of Vengeance themselves, converting their own unique experiences as Rider into unique abilities for the next Rider they’re forced to inhabit. At level three, choose one of the four Spirits to awaken within yourself.



Spirit of Blaze

While not the first Rider, Johnny Blaze remains the most famous by far. He is currently the only rider to have successfully beaten the devil at his own game, even ruling as the King of Hell for a time. Having been forced to defeat the devil in a duel, Blaze’s powers as a Spirit are dedicated primarily to combatting a single foe at a time.



The Hellcycle

Your ride of choice is a motorcycle, wreathed in hellfire. At third level, you’re able to call upon and summon your ride with but a whistle. The motorcycle has a maximum HP equal to half of yours, and resists fire damage. It has a movement speed of 60 feet, a travel speed of 20mph and can only be ridden by you and a single passenger. The Hellcycle is capable of driving up vertical surfaces and atop the surface of water. While riding the Hellcycle you are able to make weapon attacks using chains. Should the Hellcycle be destroyed, the Rider can create a new one over the course of a long rest.





Hellfire Shot

One of Blaze’s preferred weapons was a shotgun, his skill with which has been passed on to you. Starting at 7th level, you when making a weapon attack using firearms, you can add your proficiency bonus to the damage roll in the form of fire damage. Should you run out of traditional ammunition, you can project hellfire directly through the gun, though the damage dealt is only equal to your proficiency bonus.





Ruler of Hell Lurking within you is the soul of the former king of hell, and those who dwell there can sense its presence. Starting at 10th level, you have advantage on intimidation checks made against fiends, demons, and devils.





Designated Target The Rider’s top priority above all is to protect the innocent. Starting at 15th level, select one creature within 30ft of you. Should that creature attempt to attack any creature that is not you, they must do so with disadvantage.





Stigma of the Guilty 18th level. As an action, select one creature on the battlefield, and impose one of the following effects:

-Attacks made by you against the target deal an additional 2D10 fire damage.

-Attacks made by the target against you have their damage reduced by 2D10.



You can dispel this effect on the target with a bonus action. Should you defeat a creature while this effect is active, you can use your bonus action to transfer the stigmata onto another target within range. Upon doing so, the new target will take damage equal to the attack that defeated the previous target.

Spirit of Reyes

One of the newer Riders, Robbie Reyes burned his mark into the annuls of history. His Spirit of Vengeance was that of his own uncle, a decidedly less moral voice in his head. In life, Reyes’ goal was to protect his city from the swarm of gangs and villainy that assaulted it. As such, Reyes’ skill set is directed towards crowd control.





The Hell Charger Your ride of choice is a souped up muscle car, fueled by the fires of hell. Starting at third level, you can summon the Hell Charger at will. The Charger itself has an AC of 14, and its health is equal to half of your maximum. It has a movement speed of 60ft, a travel speed of 20mph, and can comfortably fit five medium sized creatures, yourself included. A creature other than you cannot drive the charger, and creatures cannot enter without your express permission. Should the charger be destroyed, you can forge a new one over the course of a long rest.





Grand Death Auto The Hell Charger is more than just a means of transportation; its your greatest weapon. Starting at seventh level, you gain telepathic control over the charger. As a bonus action, you can control the car’s movement with your mind, even when outside of it. In combat, the Hell Charger is capable of ramming into enemies, dealing more damage depending on how far it travelled to hit the target. The Hell Charger's ram attack does 1D6 if it travelled 20 ft or less to attack the target, 2D6 if it travelled between 21 and 40ft, and 3D6 if it travelled between 41 and 60ft. The ram attack’s to hit bonus is the same as your own, and is considered finesse. You and the Hell Charger can inhabit the same space. Should you be standing between the Charger and its target, the Charger will harmlessly faze through your body.









































Soul Music The Hell Charger’s radio functions as speaker into the afterlife. Who knew? Starting at 10th level, while in the charger, you can use it to communicate with the dead. However, you can only contact someone you knew personally in life, or have someone who did know them personally in the passenger seat. Finding the right station can be tricky like that. While you can call the dead, whether they pick up or not is up to them.







Supercharged Supercar As the strength of your flames grow in power, so too does the Hell Charger. Starting at 15th level, your charger undergoes a bit of a transformation. It is now unburdened by difficult terrain, magical or natural. While driving, should it ram into a target, it can keep on moving without having to stop, allowing it to attack multiple targets. However, it can’t ram the same target more than once per turn. Hitting a target does not reset the distance travelled for the next attack made on that turn. After ramming a target, the target must make a strength save (DC 8 + Proficiency + Strength Modifier) or be knocked back ten feet. The Hell Charger does not invoke attack of opportunity.





Highway to Hell Your Hell Charger is more than just your favorite weapon, its the best damned ride this side of the River Styx. Starting at 18th level, your Charger is now capable of opening portals while you’re in the driver’s seat. These portals can transport you to any location you have been to before. For places you haven’t been, a creature in the passenger seat can attempt to describe the location to you. If so, you must pass a DC 16 intelligence check to fully comprehend their instructions. Should you pass, you will be able to teleport there as well. In addition, the trunk of the Hell Charger now acts as a portal to hell when you will it so. Have fun with that.

Spirit of the Ghost The Ghost. While likely not the first rider, he is unquestionably one of the oldest. So old, in fact, that his true name has been lost to time. Even he doesn’t remember it anymore. The Ghost lived in ancient times. The age of stone, claws, and fangs. As such, there were no traditional vehicles to be found. However, that didn’t bother this Rider one bit. After all, anything can be a vehicle, if you train it well enough.



Yabba-Dabba-Die This Spirit of Vengeance preferred ride is the beasts of the earth. Starting at third level, select one medium or large animal of CR 2 or lower to be your mount and companion. This creature automatically gains the mount feature if not already present, and is imbued with the power of hellfire as you are, making it resistant to fire damage. Every time you level up, the beast’s health increases by the same amount as your own. The creature listens to your commands, and is friendly to both you and your allies. In combat, you can command your companion as bonus action. The two of you share an initiative role. Should your beast be killed, you must go out and befriend another. For this purpose, you are now proficient in the Animal Handling skill. The next animal you befriend must have a CR that is equal to or less than your Ghost Rider level. You may only have one animal companion at a time, though you are able to release one beast from your service in favor of another.





Ain’t No Rest For The Wicked The Ghost was a particularly lonesome Rider. So much so that he eventually resorted to making his own company. Starting at 7th level, when in the presence of a pile of bones or a corpse, you may use your action to raise it as an undead servant. Animated the spirit of vengeance, these corpse puppets lose the weakness to fire typically associated with the undead. Your corpse puppets are capable of following simple commands, and will do so to the best of their ability. If your corpse puppet was reanimated from a pile of bones, they will have the stats of a Skeleton. If your corpse puppet was reanimated from a corpse, they will have the stats of a Zombie





Friend to the Animals, Enemy to You A good beastmaster doesn’t communicate with his mouth, but his heart. Your time with your trusty steed has made you talented at this. Starting at 10th level, you are able to communicate simple ideas and concepts to animals, and understand the basic gist of what they’re saying. However, your understanding of your companion animal goes far deeper, allowing the two of you to fully understand each other.



Man’s Best Friend, Your Worst Nightmare Your beast has become just as proficient with the flames of hell as you are, making it an even greater threat. Starting at 15th level, attacks dealt by your beast now deal your proficiency bonus in additional fire damage. When the two of you are within five feet of each other and one of you takes an attack action, the other may use its reaction to make a single attack on the same target. Commanding your beast is now a free action.





Ruler of Stone and Bone Your rule over the dead has become nigh undisputed. Starting at 18th level, when in the presence of an undead creature, you may use your action to bend it to your will. The creature must make a wisdom save (DC = 8+Proficiency Bonus + Charisma mod). Should it fail, it will become your faithful servant, retaining its current health and stats while also losing its vulnerability to fire (if it wasn’t vulnerable to fire damage already, it becomes resistant). Should the creature in question be animated by a spell casters magic, you can attempt to wrestle control of the creature away from them. Make a Charisma save. Should this save beat the DC of the Spellcaster currently animating the creature, you steal control away from them.

Spirit of Castle

There once was a man named Frank Castle, a man who dedicated his life to punishing the wicked, even without a spirit of vengeance guiding him along. However, one day a monster from the stars descended down and destroyed Castle, along with his world. Descending into the bowels of hell, Castle made a deal with the devil. He wouldn’t allow himself to die until he had gotten revenge on the monster from the stars. Castle returned to the world of the living, only to find his quarry had long since abandoned his dead world. Undeterred, Castle took to the stars himself, reaping vengeance across the cosmos until he could doll out one last dose of well deserved Punishment.





The Space Hog Your ride of choice is a cosmically powered motorcycle, blasting through the space waves on the flames of hell. Starting at third level, you can summon the Space Hog at will. The Space Hog has a maximum HP equal to half of your own, and resists fire damage. It has a ground speed of 70ft, a flying speed of 45, and a travelling speed of 20 mph. Should the Space Hog be destroyed, you can craft a new one over the course of a long rest.





Cosmic Punishment Castle's grand tour across the galaxy gifted him the use of the mysterious cosmic powers of the universe, powers that have been passed on to you. Starting at 7th level, you are able to invoke tried and true magic to aid in the suffering of your enemies. Your spell casting ability is Charisma. Your Spell DC is 8+ Your Proficiency Bonus + Your Charisma Modifier. All other spell casting info is detailed on the table below.





To Boldly Go You can’t very well become the most feared being in the galaxy if your lungs pop like a balloon without a little atmosphere. Starting at 10th level, you no longer need to breathe and can survive in a vacuum.





Prelude to Punishment What was Castle’s biggest mistake in life? Giving his enemies a chance to resist. He won’t let you make the same mistake. Starting at 15th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against one of your spells.











Vengeance and Punishment Can’t decide whether or you want to beat an enemy to death or burn them alive? Good news! Now you can do both. Starting at 18th level, if you have not already cast a spell this turn, you can cast one as a bonus action

Spirit of Castle Spell Casting Level Cantrips Known Spells Known 1st 2nd 3rd 4th 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1





Cantrips (0 Level) Fire Bolt

Lightning Lure

Toll The Dead

Dancing Lights

Green Flame Blade -

Vicious Mockery

Blade Ward

Mage Hand

Thaumaturgy

Gust 1st Level Tasha’s Hideous Laughter

Bane

Faerie Fire

Detect Magic

Absorb Elements

Burning Hands

Searing Smite

Hunter’s Mark

Hellish Rebuke

Cause Fear 2nd Level Shadow Blade

Crown of Madness

Heat Metal

Hold Person

Detect Thoughts

Flame Blade

Flaming Sphere

Locate Object

Mind Spike

Scorching Ray 3rd Level Fear

Bestow Curse

Dispel Magic

Sending

Magic Circle

Protection from Energy

Fireball

Flame Arrows

Vampiric Touch

Melf’s Minute Meteors 4th Level Phantasmal Killer

Locate Creature

Charm Monster

Blight

Elemental Bane

Wall of Fire

Fire Shield

Shadow of Moil

Arcane Eye

Fabricate