
What if I turn a Kamen Rider into a 5e subclass - 2 Wizard
Hello again, Toku-fans. This week, we’ll continue our series of articles on turning a Kamen Rider into a 5e subclass. If you missed our past entry, here is a link to that article.

Here is a link to my post on the subreddit.
For this week, we have to thank Reddit user u/Torneco. The idea was that for a Wizard subclass inspired by Kamen Rider Wizard, the focus should be on the character creating rings for their allies, which allow those wearing them to cast one of their spells, similar to the scrolls of the Order of Scribes Subclass.
After rewatching some episodes and fight scenes, it became clearer that Kamen Rider Wizard is closer to a Warlock than a Wizard on 5e. The advantage of turning it into a Warlock is that it also allowed me to include all the equipment using the Eldritch Invocations.
I even turned the idea of the spell ring into an Eldritch Invocation, leaving in the main subclass with the character's elemental change and phantom side, and the spell ring as an open option for any warlock.
Phantom Patron (Wizard)
Feed your inner beast with the hope or despair you harvest.
Your pact draws from an extraplanar being residing inside you. This being can shape its form to match that of a creature you like or fear, such as magic creatures (dragons), beasts (lions), anthropomorphic aliens, etc. The amount of power and magic it provides depends on your symbiosis level. The greater the synchronization, the more powerful spells you can cast.
Your Patron feeds on emotions, especially hope or despair. Your relationship with it is defined by what emotions you feed it.

Level 3: Elemental Ring (Wizard Ring)
The main symbol of your pact with a Phantom is a ring. You gain access to an Element Ring. The ring is linked to you and responds to your magic and commands. The Element Ring has the following properties:
- You can use the Element Ring as a spellcasting focus.After a long rest, you can choose the gem (Style) of your Element Ring.
- Each spell you cast changes its damage type and gains properties according to the following table. You can change the gem as an action.
Element Ring gem table
Gem (Style) | Damage Type | Property |
Ruby(Flame Style) | Fire | Double the Range/area of the effect |
Sapphire (Water Style) | Cold | Double the number of targets |
Emerald (Hurricane Style) | Thunder | Reroll a d20 involved in the spell |
Amber (Land Style) | Bludgeoning | Double the duration |

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Phantom Spells table, you thereafter always have the listed spells prepared.
Phantom Spells
Warlock Level | Spells |
3 | Magic Missile, Enlarge/Reduce, Floating Disk, Spiritual Weapon |
5 | Call Lightning, Haste |
7 | Conjure Minor Elemental, Vitriolic Sphere |
9 | Wall of Force, Banishing Smite |
Level 3: Henshin

You gain access to 1 Eldritch Invocation that doesn’t count towards your limit. This additional Eldritch Invocation can only be used to take the Pact of the Ring, (see appendix A), or the Pact of the Blade.
While wearing the shell, you gain the following benefits.
- Your Armor Class equals 11 plus your Dexterity and Charisma modifiers.
- Your Unarmed Strike counts as magic and deals 1d6 damage. You add your Charisma modifier to your attack and damage rolls instead of Strength.
- Kick Strike. As a magic action, you can make a melee attack against a target within 10 feet of you. On a hit, the target takes 2d8 of the Element Ring gem damage.
Level 6: Phantom Summon
Your bond with your Patron has grown so strong that you can temporarily manifest it on the material plane in a minor form.
You gain the Pact of the Chain as an additional Eldritch Invocation that doesn’t count towards your limit of invocations.
The familiar provided by that invocation gains the following.
- It adds your Charisma modifier to its attack rolls.
- Damage dealt by the creature’s attacks deals an additional 1d6 of the damage type your Element Ring gem.
Your Kick Strike can now target a foe up to 20 ft of distance, and the damage dealt increases to 2d10 of the Element Ring gem damage. On hit, after the attack, your familiar can do an additional attack without taking an action against the same target.

Level 10: Phantom form

You gain either the Lifedrinker or the Phantom Ring (see appendix A) Eldritch Invocations depending on which one you took previously for your Henshin feature, this invocation doesn’t count towards your limit.
Your Kick Strike can now target a foe up to 30 ft of distance, and the damage dealt increases to 2d12 of the Element Ring gem damage. On hit, after the attack, you can cast a spell without taking an action.
While your Henshin shell is active, you gain the following benefits.
- The damage dice of all your spells scales up in one level (a d4 turns into to a d6, a d6 into d8, etc.)
- Foes have Disadvantage in saving throws against your spells.
- When you activate the shell, you gain a speed of 10 ft on a special movement type of your choosing (Fly, Swim, Burrow).
Level 14: Infinity style

You gain the Investment of the Chain Master Eldritch Invocation, this invocation doesn't count towards your invocation limit.
You can summon your shell any number of times per day and have it without a time limit. You still lose it if you are unconscious.
Your Kick Strike can now target a foe up to 40 ft of distance, and the damage dealt increases to 4d6 of the Element Ring gem damage and 4d6 of Radiant damage. On hit, you give all of your allies that can see you Advantage on their next roll.
While your shell is active, you gain the following benefits.
- Double the amount of damage dice you roll for each spell you cast.
- Whenever you get a critical on a Charisma check or attack roll, you recover 1 spell slot.
Appendix A
Pact of the Ring
You can expend one spell slot to engrave a level 1 spell you have prepared into a ring. As a magic action, you can cast the engraved spell without using a spell slot. You can only have 1 spell engraved at a time. While a spell is engraved on the ring, you recover one less spell slot.
Ring Copy. You can create an expendable copy of your spell-engraved Ring. You can only have 1 copy of your ring at a time. An ally using the ring can use a Magic action to cast the spell engraved on the ring using your Charisma modifier as their spell casting ability. After one use, the copy disappears.

Phantom Ring
Prerequisite: Level 9+ Warlock, Pact of the Ring Invocation
You can now engrave spells up to level 3 on a ring. You can now have up to 2 spells engraved on a ring at the same time.
Perfected copy. You can now create 2 copies of your ring active at the same time. The copies can now be used twice before disappearing. If an ally deals a critical hit using your spel,l you recover one spell slot.

I hope you liked the adaptation of Kamen Rider Wizard. As always, let me know in the comments if you think one of these abilities should be nerfed or buffed. Sorry for the delay, I had to rewrite the archetype when changing it to Warlock. Join us next time for the next Kamen Rider subclass and thank you for reading this far.

Most art and illustration we taken for the Kamen Rider Wiki
Kamen Rider Wizard Magic circle by Isamu00
Kamen Rider and Dragon from Henshin Grid