Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Rizers
A figure in strange armor ducks a blow and returns the hit, knocking the wind out of his foe. A woman brings her blade down on a monster, her weapon blazing with holy light as it cuts down the creature. A man in bizarre plate throws himself in front of a child, shielding them with his body before the armor vanishes. These are Unchained Rizers.
Devices of Power
All Unchained Rizers use powerful belt-like devices called UpRizers, devices containing immense magical and sometimes ancient power. These UpRizers allow Unchained Rizers the ability to equip themselves with full body armor and weapons styled after it with a vocal command. These UpRizers improve the wearer's speed, strength, and durability while hiding their identities from those around them... so long as they are not seen making use of their UpRizer to don this armor.
Heroes of Justice
Most Unchained Rizers live up to their name, rising above their own personal vices and fears to become heroes. Unchained Rizers usually only reach out to those with noble intentions and a strong will to protect the innocent and downtrodden. These Unchained Rizers fight for others and for the ideals of truth and justice. They ask for little or nothing in return, in part due to the need for them to hide their identity to protect their family and friends from retaliation from their enemies.
Darkness From Light
However, not all Unchained Rizers are so noble. Some are artificial or were crafted by beings of great Evil. Some might even be cursed, driving their users to commit evil deeds. These Unchained Rizers fight for a twisted view of Justice and often for selfish ends. They are often easily identifiable by a purple or black color scheme, and wherever they go horrible things are sure to follow.
Behind the Mask
Despite the fame or fear they generate, Unchained Rizers all have one thing in common: their armor covers them completely, in some cases altering their shape to a more humanoid appearance. Unless an Unchained Rizer dons their armor in front of someone, it is entirely likely that nobody will ever know their true identity. This is a good thing in most cases however; those whose evil deeds they stop if Good could look for revenge against the Hero's family or friends if they knew their identities. Likewise, those who commit atrocities could be hunted down if their identities were ever exposed. Unchained Rizers should only ever expose this identity to those they trust completely, else they suffer the consequences
The Unchained Rizer
| Level | Proficiency Bonus | Features | Strikes Known | Weapon Mastery | Talents Known | Focus Points | Rizer Die |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Hero's Focus, Martial Strikes, Transformation, Unchained Rizer Subclass, Weapon Mastery | 1 | 2 | - | 2 | 1d6 |
| 2nd | +2 | Martial Aggression, Martial Talents, Rizer's Vigor | 1 | 2 | 2 | 4 | 1d6 |
| 3rd | +2 | Martial Knowledge, Martial Might | 1 | 2 | 2 | 6 | 1d6 |
| 4th | +2 | Ability Score Improvement | 1 | 2 | 2 | 8 | 1d6 |
| 5th | +3 | Multi-Attack, Power Attack, Rizer's Steed, Subclass Feature | 1 | 3 | 3 | 10 | 1d8 |
| 6th | +3 | Mighty Punch | 2 | 3 | 3 | 12 | 1d8 |
| 7th | +3 | Heroic Resistance (One Use) | 2 | 3 | 3 | 14 | 1d8 |
| 8th | +3 | Ability Score Improvement | 2 | 3 | 4 | 16 | 1d8 |
| 9th | +4 | Indomitable | 2 | 3 | 4 | 18 | 1d8 |
| 10th | +4 | Ability Score Improvement, Subclass Feature | 2 | 4 | 4 | 20 | 1d10 |
| 11th | +4 | Heroic Resistance (Two Uses), Super Form, UpRizer-Empowered Body | 2 | 4 | 5 | 22 | 1d10 |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 5 | 24 | 1d10 |
| 13th | +5 | Rizer's Resistance | 3 | 4 | 5 | 26 | 1d10 |
| 14th | +5 | Rising Resurgence | 3 | 4 | 6 | 28 | 1d10 |
| 15th | +5 | Subclass Feature | 3 | 4 | 6 | 30 | 1d12 |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 6 | 32 | 1d12 |
| 17th | +6 | Unbreakable | 3 | 4 | 7 | 34 | 1d12 |
| 18th | +6 | Heroic Resistance (Three Uses) | 4 | 4 | 7 | 36 | 1d12 |
| 19th | +6 | Epic Boon | 4 | 4 | 7 | 38 | 1d12 |
| 20th | +6 | Final Form, Full Force, Ultimate Rizer | 4 | 4 | 8 | 40 | 1d12 |
Multiclassing
Ability Score Minimum(s): Strength 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Weapons: Simple Weapons, Martial Weapons
Creating an Unchained Rizer
As you create your Unchained Rizer, keep in mind your character's Goal and how they intend to go about achieving that goal. Are they simply a traveling hero, doing good deeds wherever they go? Are they seeking out a villain who has wronged them or their family in some way for justice? Or are they Evil, and searching for ways to unlock the power of their UpRizer so they can push their will upon those weaker than them?
Think of how you will handle your Secret Identity and discuss this with the GM; does your Hero let his allies know of his secret, or does he put on a fearful facade when the fight begins, fleeing, only for the Unchained Rizer persona he has taken up to appear conveniently and offer to aid the party? Again, discuss this with the GM.
Quick Build
You can make an Unchained Rizer quickly by following these suggestions. First, make Strength and Charisma your highest ability scores. Unchained Rizers battle with their Strength, so it pays to be able to deal damage, and their Charisma influences their AC. Make Constitution your next highest score so that you can endure the battles you will inevitably fight in. Then, select the Folk Hero or Haunted One (VRGR) background.
Class Features
- Hit dice: 1d10 per Unchained Rizer level.
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unchained Rizer level after 1st.
Proficiencies
Armor: Shields.
Weapons: Simple Weapons, Martial Weapons
Tools: One of your choice
Saving Throws: Strength, Charisma
Skills: Choose any four.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Fighting Style
At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Unarmed Fighting is recommended.
Whenever you gain an Unchained Rizer level, you can replace the feat you chose with a different Fighting Style feat.
Hero's Focus
At 1st level, your UpRizer allows you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Unchained Rizer level determines the number of points you have, as shown in the Focus Points column of the Unchained Rizer Features table. If you would gain Focus Points from another source, you use the source with the largest pool of points to calculate your total focus points.
You can expend these points to enhance or fuel certain Unchained Rizer features. You start knowing three such features: Battle Momentum, Finishing Move, and Rising Step.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Strength modifier and Proficiency Bonus.
Battle Momentum. You add your Strength Modifier to your Initiative Rolls. Additionally, when you roll Initiative at the start of combat, you can spend 1 Focus Point to roll your Rizer Die once and add the result to your Initiative Roll.
Finishing Move. Once per Round, when you land a Critical Hit with a Weapon with which you are proficient or an Unarmed Strike as part of the Attack Action, you can roll your Rizer Die once and add that result to the damage you deal (no action). Alternatively, you can expend 2 Focus Points when you land a Critical Hit with this feature to roll your Rizer Die twice and deal additional damage equal to the result of those rolls, combined.
Rising Step. The distance you can cover with a Long Jump or High Jump doubled and you can take the Dash action as a Bonus Action. Alternatively, when you would take the Dash Action as a Bonus Action, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your movement is not reduced by Difficult Terrain for the turn.
Martial Strikes
At 1st Level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use one Strike per turn. If a Strike has an Area of Effect, you choose which creatures within that Area of Effect are affected by the Martial Strike. You cannot use a Martial Strike on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
You learn one strike of your choice from the list below. When you finish a Long Rest, you can swap one Martial Strike you know for another option.
You learn an additional strike of your choice at 6th (two Strikes), 12th (three Strikes), and 18th (four Strikes) level.
Saving Throws. If a strike requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Damage Dice. Strikes typically deal a single roll of a Weapon's Damage Dice. At 12th Level in the class you gained your Martial Strikes from, you roll the Weapon's Damage Dice twice when you use a Martial Strike.
Strikes
The strikes are presented in alphabetical order.
Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.
You can move up to your full movement speed when you reach 12th level.
Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Crush. Cannot be used with Ranged weapons. Each creature within a 10-foot Sphere that expands outward from a point within 5 feet of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.
The radius of the Sphere increases to 20 feet at 12th level.
Cull. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 15 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.
The length and width of the cone increase to 30 feet when you reach 12th level.
Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through makes a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.
At 12th level, you move your full Movement Speed + 5 Feet instead.
Deflect. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier (Melee Weapon or Unarmed) or your Dexterity Modifier (Ranged Weapon) and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.
When you reach 12th level, you can use this Strike gainst all Attacks made against you, even Spell Attacks.
Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which).
Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 10 feet in a straight line or takes half as much damage and is not pushed back on a successful save.
The distance the target is pushed back is increased to 20 feet when you reach 12th level.
Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a Line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.
The Length of the Line becomes 30 Feet and its Width becomes 15 feet when you reach 12th level. Ranged Weapons instead use their full effective range at 12th level.
Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.
When you reach 12th Level, the distance the target is pulled is 30 feet.
React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.
The distance the target is pushed is increased to 10 feet when you reach 12th level.
Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 10-foot Sphere of that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 20 feet when you reach 12th level.
Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 10-foot Emanation centered on you must make a Dexterity Saving Throw as you spin your weapon around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The Emanation of this feature increases to 20 feet when you reach 12th level.
Transformation
At 1st level, you gain a powerful tool of transformation called an UpRizer. When you roll Initiative or as a Bonus Action, you enter a form called a Masked Rizer that grants you the following benefits. You can also end your Transformation at will (no Action Required) and it ends on its own when you gain the Incapaciatated or Unconscious Condition or die.
Masked Warrior. Your identity is obscured. A creature must take the Study action after heaaring you speak and succeed on an Intelligence (Investigation) check against 8 plus your Strength Modifier and proficiency bonus to discern your true identity.
Mighty Power. Any Weapon you are Proficient with uses Strength for its Attack and Damage modifiers, and your Unarmed Strikes deal damage equal to your Strength Modifier plus one roll of your Rizer Die. This is a d6, and increases at certain levels as shown in the Rizer Die column of the Unchained Rizer Features table.
UpRizer Armor. Your Base Armor Class is 10 plus your Strength and Charisma Modifiers while you aren't wearing Armor. You can wear a shield and still gain this benefit. Your Base Armor Class increases by +1 at Unchained Rizer Levels 10 (+1) and 20 (+2), to a maximum of 12 plus your Strength and Charisma Modifiers.
Unchained Rizer Subclass
At 1st level, you gain an Unchained Rizer subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Rizer levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Rizer level or lower.
Weapon Mastery
At 1st level, your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
You gain the ability to use the mastery properties of more kinds of weapons at Unchained Rizer Levels 5 (three weapons) and 10 (four weapons).
Martial Aggression
At 2nd level, you have learned how to prove yourself as a threat to your enemies. When your turn ends, choose one creature within 10 feet of you (no action required). If the chosen creature damages a creature other than you or forces a creature other than you to make a Saving Throw, the next next Melee Weapon Attack or Unarmed Strike you land against the chosen creature is treated as a Critical Hit. The effect of this Feature lasts for 1 minute or until you use it again to target a new creature. A creature can only be affected by one instance of Martial Aggression at a time.
At 10th level, if there is a creature targeted with this feature by you at the start of your turn, you increase your Speed by 15 feet until the end of your turn, and must use this additional movement to move towards the creature targeted by this feature. At 15th level, you double your Speed instead of increasing it by 15 feet with this feature.
You can use this ability twice, gain an additional use at Unchained Rizer level 12, and regain all expended uses when you finish a Short or Long Rest.
Martial Talents
At 2nd Level, you gain access to Martial Talents. Refer to the list on page 26 for a list of options. At Unchained Rizer Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Unchained Rizer Levels 5, 8, 11, 14, 17, and 20.
When you gain an Unchained Rizer Level, you may substitute one Martial Talent you currently know for a different one for which you meet the prerequisites. If you do so, all benefits of the previous Martial Talent you knew are lost.
Rizer's Vigor
At 2nd level, When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Rizer die, and regain a number of Hit Points equal to your Unchained Rizer level plus the number rolled.
Once you use this feature, you can't use it again until you finish a Long Rest.
Martial Might
At 3rd Level, you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift as well as for wielding weapons designed for larger creatures.
You count as two sizes larger at Level 10 of this Class and three sizes larger at Level 15 of this Class.
Additionally, you now add your Strength Modifier (minimum +1) to all Dexterity (Acrobatics), Charsima (Intimidation), and Charisma (Persuasion) Skill Checks you make.
Martial Knowledge
At 3rd Level, and again at 10th Level, you gain proficiency in one skill of your choice.
Additionally, you gain Expertise in one of your skills of your choice in which you are Proficient. At Unchained Rizer Level 10, you gain Expertise in a second skill proficiency of your choice.
Ability Score Improvement
When you reach Unchained Rizer Level 4, and again at Unchained Rizer Levels 8, 10, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Multi-Attack
At 5th Level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus - 1. Each Attack you make beyond the first suffers a stacking -1 Penalty.
Power Attack
At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
Rizer's Steed
At 5th level, you can call on the aid of a mount to ride into battle. You learn the Find Steed spell and always have it prepared. Charisma is your Spellcasting Modifier for this Spell. When you cast this Spell, the creature type of your steed is Construct instead of the normal types.
You can cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Short or Long Rest. If you have 2nd-level Spell Slots, you can also cast the Spell using those slots instead.
Mighty Punch
At 6th level, while you have the benefits of your Transformation Class Feature, your Unarmed Strikes can deal your choice of Force damage or their normal damage type.
Heroic Resistance
At 7th level, you gain the ability to shrug off magical effects. When you are forced to make a Saving Throw, you can choose to succeed on that Saving Throw (no action required), and if you would take damage from succeeding on the Saving Throw, you do not.
You can use this feature once, and must finish a Long Rest to use this feature again.
You gain an additional use of this feature at Unchained Rizer Level 11 (two uses), and again at Unchained Rizer Level 18 (three uses).
Indomitable
At 9th level, you add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.
Super Form
At 11th level, you achieve your Super Form. Your Hero's Focus features gain the following improvements:
Battle Momentum. When spend a Focus Point to add a roll of your Rizer Die to your Initiative Roll, you also re-roll your Initiative Roll once with Advantage and use the higher of the two results.
Finishing Move. When you use Finishing Move, you re-roll any 1s you roll on the Rizer Dice you roll as part of that feature, whether you spend Focus Points or not.
Rising Step. When you expend a Focus Point to use Rising Step, you can choose one willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.
UpRizer-Empowered Body
At 11th level, you become Immune to the Poisoned Condition.
Additionally, whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Finally, you no longer age, no longer suffer levels of Exhaustion from not eating or drinking, and cannot be aged by magic.
Rizer's Resistance
At 13th level, while you have the benefits of your Transformation Class Feature, you gain Resistance to one damage type of your choice other than Force or Psychic Damage.
When you finish a Long Rest, you can change which Damage Type you resist.
Rising Resurgence
At 14th level, when you roll Initiative and don't use Rizer's Vigor, you regain expended Focus Points until you have 8 if you have 6 or fewer.
Unbreakable
At 17th level, you become immune to the Charmed and Frightened conditions.
Epic Boon
At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistable Offense is recommended.
Final Form
At 20th level, you achieve your Final Form. Your Hero's Focus features gain the following improvements:
Battle Momentum. You no longer need to spend a Focus Point to add a roll of your Rizer Die to your Initiative Rolls. You must still spend a Focus Point to use your Super Form feature's re-roll, however.
Finishing Move. When you use Finishing Move, you re-roll any 1s or 2s you roll on the Rizer Dice you roll as part of that feature, whether you spend Focus Points or not.
Rising Step. Rising Step no longer costs Focus Points to use.
Full Force
At 20th level, when you score a Critical Hit, you can deal the maximum damage instead of rolling for damage. You must finish a Long Rest to use this feature again.
Ultimate Rizer
At 20th level, you have achieved the peak of your UpRizer's Power. Your Strength and Charisma scores increase by 4, to a maximum of 26.
Accel
Accel Unchained Rizers are imbued with supernatural speed and agility, able to move at near-light speeds and easily avoid blows that would otherwise strike slower combatants. They are often known as Lords of Speed due to their insane speed feats.
Speed Time
At 1st level, your Speed is increased by 5 feet while you have the benefits of your Transformation Class Feature.
Your Speed increases by an additional 5 feet at Unchained Rizer Levels 5, 10, and 15 for a maximum increase of 20 feet of Speed at Unchained Rizer Level 15.
Swift Strikes
At 1st level, you can replace any mention of Strength in any Unchained Rizer Class Feature with Dexterity, and can use Dexterity instead of Strength for your Attack and Damage rolls with your Unarmed Strikes.
Clock Up
At 5th level, you have Advantage on all Dexterity Saving Throw you make and against the Slow Spell.
At 15th level, you are immune to the effects of Time Stop Spell.
Accel Rush
At 10th level, if you move at least 20 feet in a straight line towards a creature before making an Unarmed Strike against it, you make the attack with Advantage.
If you land the attack, you deal an additional roll of your Rizer Die in Force damage against the target.
If the attack is a Critical hit, you instead deal the maximum value of your Rizer Die in Force Damage against the target.
You can use this feature a number of times equal to your Dexterity Modifier (minimum once), and regain all expended uses when you finish a Long Rest. If you have no uses of this feature remaining, you can spend 4 Focus Points (no action required) to regain a use of this Feature.
Accel Distortion
At 10th level, you can spend 8 Focus Points as a Magic Action to cast the Slow Spell as a Level 2 Spell. The target makes its Saving Throw a gainst your Focus Save DC.
Accel Pause
At 15th level, you can spend 20 Focus Points as a Magic Action to cast the Time Stop Spell. When cast with this feature, its duration is 1 Round instead of its normal duration.
Once you cast Time Stop with this feature, you cannot do so again until you finish a Long Rest, even if you have enough Focus Points to cast it again.
Accel Skip
At 15th level, if you would be hit with an Attack Roll, you can spend 10 Focus Points to force it to miss.
You must finish a Long Rest to use this Feature again, even if you have enough Focus Points to use it again.
Buster
Buster Unchained Rizers are masters of ranged combat, using crossbows and firearms to strike down evil from afar - and look cool doing it. They are extremely skilled inviduals who travel the world hunting down evil before it even knows they're there.
Buster's Training
At 1st level, you gain proficiency in any one Skill and with any one Tool of your choice.
Additionally, choose a Skill and a Tool you have Proficiency with. You gain Expertise with that Skill or Tool.
Buster's Weapon
At 1st level, any Ranged Weapon that has the Ammunition Property you wield gains the following benefits.
- You do not suffer Disadvantage for attacks made within 5 feet of a target with this weapon.
- If the weapon has the Loading or Reload Property, you ignore it while wielding the weapon.
- If the weapon does not have any ammunition loaded, it creates its own ammunition when fired. The ammunition is the same as nonmagical ammunition of the weapon's type, and vanishes upon hitting or missing a target.
- The Normal and Long Ranges of the weapon are increased by 10 feet.
Buster Bomber
At 5th level, Once per Round, you can spend 4 Focus Points (no action required) to replace one Attack you make as part of the Attack Action with a Weapon that benefits from your Buster's Weapon Subclass Feature with a use of this Feature. Target a creature you can see within the weapon's Normal Range. That creature and all other creatures of your choice in a 10-foot emanation around it of your choice must make a Dexterity Saving Throw against your Focus Save DC, taking three rolls of your Rizer Die in Radiant Damage on a failed save or half as much damage on a successful save. Fiends and Undead take an additional roll of Radiant Damage from this Feature.
Improved Buster's Weapon
At 10th level, all Wweapons that benefit from your Buster's Weapon Class Feature gain the following benefits.
- The weapon's Normal and Long Ranges are doubled. The 10 feet of range from Buster's Weapon is added before this.
- The weapon deals Force Damage instead of its normal damage type.
- The weapon scores a Critical hit on a roll of 18-20 on the D20 for its Attack Rolls.
Buster Blast
At 15th level, your Buster Bomber feature improves as follows.
- Its emanation is now 30 feet.
- You can spend an additional 2 Focus Points when you use your Buster Bomber feature (no action required) to cause it to deal an additional three rolls of your Rizer Die in Damage.
- The Damage of your Buster Bomber feature can be Force or Radiant. You choose which when you use your Buster Bomber feature.
Phantomage
An Unchained Rizer who gains the power of a Phantomage is granted a creature called a Phantom that lives within their soul who imbues them with magical powers. They mix martial prowess with magical strength to create a unique fighting style, and use their spells to protect and save the innocent.
Spellcasting
At 1st level, you have learned to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules as a Phantomage Unchained Rizer.
Cantrips. You know two cantrips of your choice from the Unchained Sorcerer spell list (see that class's document for its list). Sorcerous Burst and Shocking Grasp are recommended. Whenever you gain an Unchained Rizer level, you can replace one of these cantrips with another cantrip of your choice from the Unchained Sorcerer spell list.
When you reach Unchained Rizer level 10, you learn another Unchained Sorcerer cantrip of your choice.
Spell Slots. The PHantomage Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Unchained Sorcerer spell list. Absorb Elements (XGE) and Burning Hands are recommended.
The number of spells on your list increases as you gain Unchained Rizer levels, as shown in the Prepared Spells column of the Phantomage Spellcasting table. Whenever that number increases, choose additional spells from the Unchained Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Unchained Rizer, your list of prepared spells can include eight Unchained Sorcerer spells of levels 1 and 2 in any combination.
Changing your Prepared Spells. Whenever you gain an Unchained Rizer level, you can replace one spell on your list with another Unchained Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Unchained Sorcerer spells.
Spellcasting Focus. Your Phantom gives you magical power and channels that power. Therefore, your Unchained Sorcerer Spells do not require a Spellcasting Focus or Material Components except if the Spell has Material components that are consumed by the spell or that have a cost specified in the spell.
Magical Barrier
At 1st level, you always have the Shield (MCoC) Spell prepared, and it doesn't count against the total number of Spells you have prepared.
Additionally, when a creature you can see within 30 feet of you is the target of an attack or the Magic Missile spell, you may spend 2 Focus Points to ignore the normal Range of the Shield Spell and cast it as a reaction on that creature.
Stylish Brawler
At 1st level, you gain Proficiency in the Performance Skill. If you are already proficient in this Skill, you gain Expertise in the Performance Skill instead.
Additionally, you can replace any mention of Strength in any Unchained Rizer Class Feature with Charisma other than your UpRizer Armor Feature and your Martial Might Feature, which remain unchainged, and can use Charisma instead of Strength for your Attack and Damage rolls with your Weapon Attacks and Unarmed Strikes.
Magical Adaptation
At 5th level, whenever you deal damage with a Cantrip, Weapon, or Unarmed Strike, it can deal your choice of Cold, Fire, Lightning, or Thunder damage or its normal damage type.
Phantom Strike
At 5th level, when you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Unchained Sorcerer cantrips that has a casting time of an action.
Phantom Fear
At 10th level, when you deal damage to a creature with an Unchained Sorcerer Spell of level 1 or higher, you can spend 4 Focus Points to force that creature must make a Wisdom Saving Throw against your Spell Save DC. On a failure, it is Frightened of you until the end of your next Turn.
Relic Font
At 15th level, any Material Component with a Cost has that cost halved for you (Rounded down, minimum 1 GP).
Additionally, choose a single Evocation spell of 1st Level that deals Cold, Fire, Lightning, or Thunder damage from the Unchained Sorcerer list. You always have that Spell prepared, it does not count against the number of Unchained Sorcerer Spells you have prepared, and you no longer have to expend a Spell Slot to cast this Spell.
Phantomage Spellcasting Table
| Level | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | 2 | 2 | 2 | — | — | — | — |
| 2nd | 2 | 3 | 2 | — | — | — | — |
| 3rd | 2 | 4 | 3 | — | — | — | — |
| 4th | 2 | 5 | 3 | — | — | — | — |
| 5th | 2 | 6 | 4 | 2 | — | — | — |
| 6th | 2 | 7 | 4 | 2 | — | — | — |
| 7th | 2 | 8 | 4 | 3 | — | — | — |
| 8th | 2 | 9 | 4 | 3 | — | — | — |
| 9th | 2 | 10 | 4 | 3 | 2 | — | — |
| 10th | 3 | 10 | 4 | 3 | 2 | — | — |
| 11th | 3 | 11 | 4 | 3 | 3 | — | — |
| 12th | 3 | 11 | 4 | 3 | 3 | — | — |
| 13th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 14th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 15th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 16th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 17th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Striker
Striker Unchained Rizers have become masters of battle with Melee Weapons. Their skill is borderline supernatural, fueled by their UpRizer and their own training and talent.
Additional Martial Strikes
At 1st level, and again at Unchained Rizer Levels 6, 12, and 18, you learn one additional Martial Strike.
Striker's Blade
At 1st level, and again when you finish a Short or Long Rest, you can choose one Melee Weapon you're touching. The weapon gains the following benefits while you are wielding it.
- You can use your Rizer Die instead of the Weapon's Damage Die to calculate the Weapon's Damage.
- You cannot be disarmed of this weapon while you are wielding it unless you choose to drop the weapon.
- If the Weapon has the Thrown Property, it immediately returns to your hand after it hits or misses a ranged attack you make with it, provided you have a hand empty to receive it. If you do not, it lands at your feet instead.
- You can call the weapon to your hand as a Bonus Action. If you do, it will take the most direct path and fly harmlessly into your grip, provided you have an empty hand to receive it.
If you attempt to bond yourself to another Melee Weapon while already bound to one, the bond with the first Weapon breaks and it is no longer affected by this feature.
Improved Striker's Blade
At 5th level, a Weapon benefiting from your Striker's Blade Feature gains the following benefits.
- It deals Force Damage instead of its normal damage type.
- It treats all 1s it rolls on its Damage Dice as 2s instead.
- It scores a Critical Hit on a roll of 19 or 20.
Strash
At 5th level, you have learned to unleash a wave of energy from your Striker's Blade. Once per Round, you can spend 4 Focus Points (no action required) to replace one Attack you make as part of the Attack Action with a use of this feature. If you do, all all creatures of your choice in a 30-foot long, 5-foot wide line emitting from you must make a Dexterity Saving Throw against your Focus Save DC. A creature takes three rolls of your Rizer Die in Force Damage on a failed save, or half as much damage on a successful save.
Greater Striker's Blade
At 10th level, a Weapon benefiting from your Striker's Blade Feature gains the following benefits.
- It scores a Critical Hit on a roll of 18-20 instad of 19 or 20.
- When you use the Weapon's Mastery Property, you can also use the Cleave Property.
Final Strash
At 15th level, your Strash Feature improves in the following ways.
- The line becomes 15 feet wide and 60 feet long.
- You can spend 2 additional Focus Points to increase the Damage to six rolls of your Rizer Die in Force Damage.
- Fiends and Undead have Disadvantage on their Saving Throws against your Strash Feature.
Titan
Titan Unchained Rizers are sturdy, tough, and able to endure hits that would fell other Unchained Rizers. They retain their focus on unarmed fighting, but bolster it with more durability.
Titant's Fortitude
At 1st level, and every time you gain an Unchained Rizer level thereafter, you increase your maximum Hit Points by 1.
Titan's Protection
At 1st level, if a creature within 15 feet of you would be the target of an attack, you can use a Reaction to move within 5 feet of the target of the attack and take the attack instead, reducing the damage you take by one roll of your Rizer Die plus half of your Unchained Rizer Level plus your Strength Modifier. If you do not reduce the damage to 0, reduce your Speed by the distance you moved to use this feature until the end of your next Turn.
You can use this feature a number of times equal to your Strength Modifier (minimum once), and regain all expended uses when you finish a Long Rest. If you have no uses of this feature remaining, you can expend 2 Focus Points (no action required) to regain a use of this Feature.
Titan's Quake
At 5th level, you have learned to unleash a devastating shockwave of energy by striking the ground at your feet. Once per Round, you can spend 4 Focus Points (no action required) to replace one Attack you make as part of the Attack Action with a use of this feature. If you do, all creatures of your choice in a 10-foot Emanation centered on you must make a Strength Saving Throw against your Focus Save DC. A creature takes two rolls of your Rizer Die in Force Damage and gains the Prone Condition on a failed save, or half as much damage and does not gain the Prone Condition on a successful save.
Titan's Armor
At 10th level, you gain resistance to non-magical Bludgeoning, Piercing, and Slashing damage.
Superior Titan's Protection
At 10th level, using your Titan's Protection Feature no longer reduces your Speed, even if you don't reduce the Damage to 0.
Titan's Wrath
At 15th level, your Titan's Quake feature improves as follows.
- The Emanation becomes 30 feet.
- The damge dealt is now three rolls of your Rizer Die, and you can spend an additional 2 Focus Points when you use your Titan's Quake Feature to increase the damage to six rolls of your Rizer Die.
- The ground within the Emanation becomes Difficult Terrain for any creature other than you and your allies until the end of your next Turn.
Ultraforce
The Ultraforce Unchained Rizer gains power from a cosmic entity, channeling their form and power to do battle. Eventually they can grow to massive sizes to fight threats other Unchained Rizers couldn't hope to match.
Ultraforce Beam
At 1st level, you learn how to make a special Ranged Weapon Attack with a range of 60 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is Radiant, it uses your Rizer Die for damage, and any feature from the Unchained Monk Class that would apply to your Unarmed Strikes also applies to this attack option. Aberrations and Fiends take an additional roll of your Rizer Die in Radiant damage when they are hit with this Weapon Attack.
The Range of this Feature increases to 90 feet at Unchained Rizer Level 5, 120 feet at Unchained Rizer Level 10, and 150 feet at Unchained Rizer Level 15.
Ultraforce Rise
At 1st level, you can use a Bonus Action while already transformed using your Transformation Feature to gain the following benefits for 1 minute, until you are reduced to 0 Hit Points, or you gain the Incapacitated Condition.
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- You reduce all nonmagical Bludgeoning, Piercing, or Slashing damage you take from creatures that are Medium or smaller by your Strength Modifier (minimum 1).
You can use this feature a number of times equal to your Strength Modifier (Minimum once) and regain all expended uses when you finish a Long rest.
Ultraforce Shine
At 5th level, your Unarmed Strikes can deal Radiant Damage instead of their normal type. You choose the damage type when you deal damage with an Unarmed Strike.
Ultraforce Delta Rise
At 5th level, your Ultraforce Rise feature gains the following improvements.
- You can become Large or Huge if you are smaller than Huge, along with anything you are wearing. If you lack the room to become the size you chose, your size doesn't change.
- Your Unarmed Strikes now deal an additional 1d4 Thunder Damage against targets that are at least one Size smaller than you.
- You gain Resistance to Radiant Damage.
Ultraforce Air
At 10th level, while you benefit from your Transformation Unchained Rizer Class Feature, you gain a Fly Speed equal to your Speed.
Ultraforce Wave
At 10th level, you have learned to transform your Ultraforce Beam into a wave of shining energy. Once per Round, you can spend 4 Focus Points (no action required) to replace one Attack you make as part of the Attack Action with a use of this feature. If you do, all creatures of your choice in a 15-foot cone emanating from you must make a Constitution Saving Throw against your Focus Save DC. A creature takes four rolls of your Rizer Die in Radiant Damage and gains the Blinded Condition until the start of your next Turn on a failed save, or half as much damage and does not gain the Blinded Condition on a successful save. Aberrations and Fiends make this Save with Disadvantage.
Ultraforce Ace
At 15th level, your Ultraforce Rise feature gains the following improvements.
- You can become Large, Huge, or Gargantuan if you are smaller than Gargantuan, along with anything you are wearing. If you lack the room to become the size you chose, your size doesn't change.
- You gain Immunity to nonmagical Bludgeoning, Piercing, and Slashing Damage while you are at least two sizes larger than the creature that would deal that damage.
- You gain Resistance to Necrotic Damage.
Unchained Rizer Martial Talents
Amazing Finish
Prerequisite(s): Unchained Rizer Level 2
When you use your Finishing Move feature with a Melee Weapon Attack or Unarmed Strike, you can move up to 15 feet in a straight line towards the target as part of the attack. You must end this movement adjacent the target of the attack to use this Talent.
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity. You also gain one additional Weapon Mastery.
Buddy Up
Prerequisite(s): Unchained Rizer Level 5
You can spend 4 Focus Points to cast the the Find Familiar (MCoC) Spell. Charisma is your spellcasting ability for this spell.
Carnie
Prerequisites(s): Thrown Weapon Fighting Feat.
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Chameleon Graft
Prerequisite(s): Unchained Rizer Level 5, Proficient in the Stealth skill.
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Additionally, you can take the Hide Action as a Bonus Action instead.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you are Proficient. You gain Expertise with that Skill or Tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Extreme Regulator
Prerequisite(s): Unchained Rizer Level 7, Proficient in the Survival skill.
You can breathe underwater and in a vacuum, and are considered as a creature that does not need to breathe for the purpose of spells or effects (such as the spell Stinking Cloud).
Falcon's Wings
Prerequisite(s): Unchained Rizer Level 10.
You gain a fly speed equal to your walking speed. If you would already have a fly speed from another source, you instead increase your Speed by 10 feet.
Giantslayer
Prerequisites(s): N/A
You gain a climb speed equal to your speed if you don't already have one. If you already have a climb speed, your speed is increased by 10 feet while using it. You can use your climb speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Gaia Library Access
Prerequisite(s): Intelligence 14 or higher
You add half of your proficiency bonus (rounded down, minimum 1) to any Skill you lack proficiency in.
Additionally, you learn to speak, read, and write 2 languages of your choice.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.
Identity Manipulation
Prerequisite(s): N/A
You can cast the level 1 Spell Disguise Self at will. Charisma is your Spellcasting Modifier for this Spell.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Feat, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Precision Shot
Prerequisites(s): Archery Feat.
When you use your Power Attack feature with a weapon that benefits from the Archery fighting style, you can take a penalty to damage equal to your proficiency bonus to gain a bonus to your attack roll equal to your proficiency bonus instead of the normal penalty and bonus, and you score a critical hit on a 19 or 20.
Superhuman Speed
Prerequisites(s): N/A
You gain additional walking speed equal to 5 x your Dexterity Modifier (Minimum 5 feet of additional movement). If you have another type of movement speed from an Unchained Rizer Martial Talent or your Species, it matches your Speed.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already increase your carry, push, pull, and lift weights from another source.
Superhuman Swimmer
Prerequisites(s): N/A
You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw another Weapon with the Thrown property at the same creature as a reaction provided you have one on your person.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Feat.
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can read all writing. Additionally, you learn three languages.
Credits
Art (In Order)
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- Toei Studios: Kamen Rider Brand, Characters, and Series.
- Class Concept and changes to existing features: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.0
- Created the document.
1.1
- Updated Source list.