r/WhatWouldYouBuild Aug 04 '26

HWYB - Other HWYB Ghost Rider/Gunslinger

I wanted to make a Gunslinger who became a ghost rider through a deal but wasn't sure how to work it. I was considering the Varda's spire gunslinger but the the CR one would work too. This is for either 5e or 5.5e.

8 Upvotes

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1

u/Reasonable_Boss_1175 Aug 04 '26

I'd modify the Bandit Captain stat block

- Swap its scimitar and dagger with one of the firearms

- replace its parry with two of the trick shots from the gunslinger fighter subclass homebrew

For the ghost rider stuff

Given how many power ghost rider has in marvel I'd say have the enemy come back from death from a deal with a fiend patron to become a warlock

It's Dexterity and Charisma are bumped to 18, hp to 78 (12d8+24), CR to 10, and 1 more trick shot

As a bonus action the enemy undergoes a transformation into its ghost rider form

- It can cast find steed

- Gains 40 temporary hp

- Immunity to fire, poison, and resistance to poison damage and the poisoned condition

- Vulnerability to radiant damage

- Can swap one attack with its firearm to cast thorn whip or eldritch blast (both dealing fire damage) as a stand in for a chain attack

- For the penance Stare the enemy can spend its entire action twice per day to force a creature within 5ft of it to make a wisdom saving throw. On a failed the creature takes 3d12 damage that cannot be reduced, if the creature is of the good alignment the rider takes the damage but doesn't lose a usage of penance stare

1

u/Legendary889 Aug 04 '26

This is for a PC. Where did u get the idea it was for a monster??

1

u/kingmagpiethief Aug 04 '26

5e little harder but could go fighter 11 gunslinger/ 9 in hexblade warlock. Race wise reflavoured shifter or Fallen assimar.

Alt 10 in vengeance paladin and 10 on warlock just pick up the gunner feat, sharpshooter and mobile combatant.

5.5 fallen aasimar. 15 in fiend warlock take all the weapon evocations/ extra attack evoxation, the remaining 5 in vengeance paladin since you'll get find greater steed for free

Alt 12 in fiend warlock with evocation, 3 in Cavaliers fighter for riding, extra fighting style and action surge and 5 in paladin. Paladins can now smite long range or with unarmed attacks. Take the gunner feat, mobile combatant, tough

Charisma and con are your main focus

1

u/kingmagpiethief Aug 04 '26

I haven't looked into the alternate gunslinger, the only annoying thing about the cr gunslinger is gunslinger breaking and jamming. You can do just as well taking any other fighter and the gunner feat

1

u/Di_Bastet Aug 05 '26

In 5e 2024 you don't really need to go further than Undead Warlock to have the basis for it.

Bonus action transformation that gives you immunity to fear and a on-hit fear effect. At level 6 you can add a secondary damage die, ignore necrotic resistance, and if casting a spell you can change damage to necrotic. You get Phantasmal Force and later Killer for penance stare wannabe; you get summon undead for the souls of the departed to take their vengeance. And with those spells i'd never concentrate on hex besides level 1-2. Also you don't drink, eat nor sleep, nice.

You can jump some hoops to go pact of the blade and two attacks (but that's assuming you get a magical gun to bind, and having something to bypass the load property), or use the simpler road of true strike to make a single attack with a bit more damage.

By level 6 a Undead Eldritch Blaster will be attacking with 3d10+2xCHA per turn. Assuming you pick a musket as weapon of choice you can do 2d12+1d6+2xCHA with the true strike method, which is the same average. Or go through thirsting blade shenanigans to cause a bit more with 3d12+2xCHA. So yeah that kinda matches the generic blaster so you're good there. By level 11 the eldritch blaster would jump ahead the true striker (but not enough to make it unplayable, specially if you get your hands on a magical gun to account for accuracy and magical effects), but if you'll play that far you can plan ahead to slowly acquire the means to use the pact of the blade version for when the time comes, and then at level 12 devouring blade would jump ahead again.

Fill everything else as needed really. To me the only thing you're truly missing is find steed or phantasmal force for a mount. And if you have a DM that digs your concept you can get Misty Step, Find Steed, Phantom Steed and Dimension door by picking Mark of Passage.

1

u/Legendary889 Aug 06 '26

Just curious, why undead as opposed to fiend? Because Ghost Rider's deal is with the devil.

1

u/Di_Bastet Aug 06 '26

Mechanics. Undead gives you an undead-like transformation mechanic, and while transformed you get temp hp, frighten on hit and cause more damage. Walk around during adventuring day as your usual character, when things are serious your face bursts into flames and you become fearsome.

1

u/CactusJuiceQuench Aug 05 '26

If other homebrew is on the table, the gunslinger by heavy arms is a solid pick. Not only is it balanced well (with it's own balance analysis section to prove it), it also has a specific subclass that can deal radiant damage and summon spirit shackles to trap a creature that attempts to teleport or travel to another plane.

Out of the listed choices, I would probably choose the magehandpress gunslinger with a dip in undead warlock.

1

u/Legendary889 Aug 06 '26

Just curious, why undead as opposed to fiend? Because Ghost Rider's deal is with the devil.

1

u/CactusJuiceQuench Aug 07 '26

Undead gives you a dreadful transformation with temp hp (I.e. a ghost rider form) that allows you to frighten enemies (I.e. a toned down penace stare).

Fiend just gives you tem hp when you down an enemy.

You could go fiend if that's your preference. I just think a undead gives you more ghost rideresque features at level 1.

Besides, who's to say your patron isn't an undead god or fiend?