Ghoul, Variant (5e Class)

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Ghoul[edit]

It's been two weeks since you've eaten, and you can feel it. On this night the the pain in your gut has become unbearable. It's this night you realize you can't push this back any further. you get out of bed and walk to the front door of your little cottage. This night will surely end in blood.

As you walk through the street you scan the alleyways, and street corners for any signs of life. You are at this for about a half hour before you find someone. You see a young man in overalls walking on bare feet toward the center of town, you follow him readying yourself for the feast.

After making it to the fountain in the center of town you see him turn left toward the entrance. you figure he must live outside in one of the smaller farming community's that dot the landscape.

After trailing him through the underbrush he finally leaves the soft glow of the lit torches that cover all the buildings in town. You give it a moment before you strike, you want to make sure you are alone. In an instant the boys head hits the ground as blood drips off the appendage sitting above you. looking at the weapon you ponder how it resembles a sword more than any tail you have seen, ether way you have a meal for tonight. this should last you another few weeks.

You bend down next to his body, and begin sampling your banquet.

Creating a Ghoul[edit]

When building a Ghoul think about why you fight. Are you simply trying to find your next meal? or is there someone you wish to protect with your strange powers? Also think on how your existence would be disadvantageous. You are a sentient being with emotion how would you feel about having to eat human flesh to survive? Disturbed? Repulsed? Would you feel powerful, or would you feel Neutral seeing as you are simply higher on the food chain? Would your Character mind the scorn and hatred of Humans, or would they return it ten fold? these are all things to consider when making a Ghoul.

Quick Build

You can make a Ghoul quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Strength depending on what natural Ghoul weapons you wish to use. Secondly, choose the Ghoul race. Finally, choose the Hermit, Charlatan, or Sage background.

Class Features

As a Ghoul you gain the following class features.

Hit Points

Hit Dice: 1d10 per Ghoul level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ghoul level after 1st

Proficiencies

Armor: None
Weapons: Natural (Ghoul Weapons), Unarmed, Simple Weapons, Martial Weapons
Tools: Disguise kit
Saving Throws: Dexterity, Constitution
Skills: Athletics, Acrobatics, and your choice of any 2

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Mask and Dark clothing
  • (a) Simple weapon or (b) Martial weapon
  • (a) Disguise kit or (b) Poisoner kit
  • (a) Explorers pack or (b) Burglar's Pack

Table: The Ghoul

Level Proficiency
Bonus
Features RC Cells
1st +2 Hunger, RC cells 3
2nd +2 Regeneration, Thick skin 6
3rd +2 Kagune, Unarmored defense 9
4th +2 Ability Score Improvement, Extreme Recovery 12
5th +3 Extra Attack 16
6th +3 Ability Score Improvement 20
7th +3 Kakuja 24
8th +3 Ability Score Improvement 28
9th +4 Kagune Special Ability 33
10th +4 Heightened Sense 38
11th +4 Inhuman Strength 43
12th +4 Ability Score Improvement 48
13th +5 Deceptive 54
14th +5 Half Kakuja 60
15th +5 Improved Critical 66
16th +5 Ability Score Improvement 72
17th +6 Rare Ability 79
18th +6 Incognito 86
19th +6 Ability Score Improvement 93
20th +6 Full Kakuja Mastery 100

Hunger[edit]

As a Ghoul, your diet is comprised of three things, Humanoids, Coffee, and water. Ghouls require 1 medium sized humanoid per 1d12 + Constitution modifier days, otherwise, they will attack the nearest humanoid and attempt to kill and eat them on sight. Ghouls usually wear a mask when hunting in order to keep their identity a secret. When your Kagune is out or you're eating or hungry, Your sclera(White part of the eye) turns black and your iris turns blood red. If you fail to meet your hunger requirements, you lose the ability to use your Kagune until you eat, and for every day you starve you gain a level of exhaustion.

RC Cells[edit]

RC Cells are the fuel for Kagune. You gain 1 RC Cell + proficiency bonus every time you take a level in this class. If you fail to meet the RC Cell requirements to use your Kagune, It retracts back into your body. You gain half your level (rounded down) in RC Cells per short rest, and regain all RC Cells during a long rest. Eating a small amount a human flesh lets you add your proficency modifier to the number of cells you gain back, and eating an entire humanoid gives you double your proficiency bonus when regaining cells. If the creature you eat is considered large or greater, you add your proficiency bonus again for each size difference above your own.

Regeneration[edit]

At level 2, Ghouls gain a natural ability to regenerate depending on the malleability of their RC Cells. By using a bonus action, you can spend 2 RC Cell to gain a number of hitpoints equal to the amount listed per Kagune below + your constitution modifier. Spending 4 RC Cells lets you double your constitution modifier when healing yourself.

If you have yet to reach level three, and claim your kagune you instead receive 1d6 + Con Healing until you gain a kagune.

If you have a Chimara Kagune you must pay double to RC Cells for regeneration and gain health for both Kagune but you do not gain Your Con Mod addition unless you pay the RC Cells that would usually let you Double your Con. (E.x Rinkaku and Koukaku, 4 RC Cells for 1d10 + 1d12 Healing, or 8 Rc Cells for 1d10 + 1d12 + Con Mod).

Rinkaku

1d10

Koukaku

1d12

Bikaku

1d8

Ukaku

1d8

None

1d6

When you gain this feature, you gain 1d4 extra hitpoints for each level of the ghoul class level you take.

Kagune[edit]

At level 3, your above average RC Cell count manifest into added deadly limbs, granting you a magical natural weapon. You have the choice between Rinkaku, Koukaku, Bikaku, and the Ukaku. Consider yourself proficient in your Kagune giving you Attack stat + proficiency to add when making a weapon attack with your kagune. This new limb enhances the musculature of your body allowing You to move as if constantly under the effect of the jump spell.

Chimera (optional)

Some ghouls are born with two different Kagune, granting you two choices in what Kagune your ghoul can use. They must be deployed simultaneously, and you must meet the RC Cell requirements for both kagune every turn. Once you use an attack action with one Kagune, you must only attack with that Kagune. If you have multiple attacks you can only use one Kagune per instance on that attack action( E.x if I can attack twice per attack action, I can use my Rinkaku twice, my Rinkaku and my Ukaku once, or use my Ukaku twice)

Kagune have their own separate healthpool from yours based off the type you choose. There AC is yours minus 2 unless stated otherwise.

Rinkaku

Hitpoints equal to 1/4 your total hitpoints (rounded up) + 1 HP for each level you take in the Ghoul class.

Koukaku

Hitpoints equal to 3/4 your total hitpoints (rounded up) + 3 HP for each level you take in the Ghoul class.

Bikaku

Hitpoints equal to 1/2 your total hitpoints (rounded up) + 2 HP for each level you take in the Ghoul class.

Ukaku

Hitpoints equal to 1/2 your total hitpoints (rounded up) + 2 HP for each level you take in the Ghoul class.

if your Kagune reaches 0 hitpoints, it retracts into your body until regaining health equal to the above statistics using the Kagune's healthpool instead of yours. (ex: When calculating a Rinkaku's health you take your Hitpoints equal to 1/4 your total hitpoints (rounded up) + 2 HP for each level you take in the Ghoul class. the Rinkaku will then need to be at 1/4 max health for it to be used in battle again after breaking).

Anytime you gain hitpoints, you can choose to have your Kagune regain them instead. If you regain hitpoints by using your Regeneration Feature, and you choose them to go to your Kagune, your Kagune regains double the amount of hitpoints it would restore. Your Kagune regains all hitpoints after a long rest. Kagune gains any resistance or immunities you have and are immune to psychic damage.

Unarmored Defence[edit]

At level 3, your hardened skins provide defense against most types of trauma, granting you an Unarmored Defense of 10 + Constitution modifier + Dexterity modifier. You cannot use a shield or armor if you want to gain this effect.

Extreme recovery[edit]

At level 4, you can regain missing or damaged limbs or body parts during a long rest, but you will not gain health during that long rest if you regain a limb. If you want to regain more than one limb, you must spend 5 RC Cells per limb after the first.

Ability Score Increase[edit]

At level 4, and again at 6th, 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.

Extra attack[edit]

At level 5, whenever you take the attack action, you can attack a second time. If your Kagune has multiple attacks, then you can use all of them for each attack action (E.x if you have Rinkaku tails, and you have this feature, you can attack a number of time in one atack action equal to the number of Rinkaku tails you have, you can then do it again on your second attack action). if there are any unique ways you can attack with your basic kagune melee attack you can use it with this feature E.x using two Rinkaku tails to gain advantage on attack).

Kakuja[edit]

At level 7, extreme Cannibalism of a Ghoul lead to further mutation of the RC Cells in your body. 2 Rinkaku styled, hard, centipede-like Kagune extend out of your waist, you also lose the use of your normal kagune until you choose to exit that form, and you gain a bug like mask that covers your face. You get a +1 to attack and damage rolls with all Kagune while this form is active and a +1 to AC. Whenever you make an attack with your kagune, you can attack with these Kakuja Kagune as a bonus action, each doing 1d8 +strength modifier, using your strength. These Kakuja have hitpoints equal to 1/2 your total hitpoints + twice your level. Your movement speed increase by +10ft and you gain a climbing speed of your movement speed +20ft (ex if my movement speed is 30 ft, my climbing speed this way is 50 ft). It costs 8 RC cells to activate this form, activating this form is a bonus action.

Kagune special ability[edit]

At level 9, training with your Kagune grants you abilities most ghouls lack the skill to master.

Rinkaku offensive ability

For any athletic or acrobatic check, you can spend 4 RC Cells to gain both advantage and double proficiency bonus for that roll, and you can spend 6 points to automatically pass a grapple check to grapple or resist being grappled

Rinkaku defensive ability

When a creature misses an attack against you, as a Reaction, you can spend 2 RC Cells to take an immediate movement action. If you spend another 4 RC Cells this way, you do not provoke an attack of opportunity when you move that turn

Koukaku offensive ability

On a hit, you can spend 4 RC Cells as a bonus action to force a creature you attacked to make a Strength save of 10 + Your Strength modifier + proficiency save or be knocked prone and take an additional 1d8 damage

Koukaku defensive ability

For 6 RC Cells, you can turn one critical hit against you into normal damage

Bikaku offensive ability

By spending 6 RC Cells as a bonus action, you stretch out your Kagune up to 30ft to make an attack. This last for a minute.

Bikaku defensive ability

For 4 RC Cells, you can attempt to disarm someone of whatever they're holding as long as their within 15 ft. It's a sleight of hand check vs a strength save by them.

Ukaku offensive ability

By taking an action and spending 6 RC Cells, you unleash a torrent of Crystals fired out of your Kagune. Each creature you choose within a 15ft cone of you must pass a Dexterity save of 10 + your Dexterity modifier + proficiency or take damage equal the number of shards you can fire in one atack action. Half that if they succeed on the save.

Ukaku defensive ability

For 4 RC Cells, as a Reaction you can cast the spell Shield nonmagically, having your Kagune form a protective barrier around you

Heightened sense[edit]

At lvl 10 you can detect the location of living creatures within 30 ft of you, as long as they have a working circulatory system.

Inhuman Strength[edit]

At lvl 11 due to the power of your mutated RC Cells, you are considered to have the Powerful Build feature and are counted as one size larger when determining you ability to carry, push, pull or lift objects.

Half Kakuja[edit]

At lvl 14 your Kakuja form now has 4 Additional Kagune instead of 2, and all Kagune have a +2 to attack and damage rolls. Your movement speed also increases by 10 ft. When this form is active, you may spend 5 RC Cells to gain resistance to one damage type as a Reaction until the beginning of your next turn. Your AC increases by +2 instead of +1 It now cost 14 RC Cells to initially use this form. The hitpoints for your Kakuja Kagune is now 3/4 of your total hit points + double your level.

Deadly strikes[edit]

At lvl 15 You now critically succeed on 19 and 20 rolls

Rare ability[edit]

At lvl 17 you learn of a special ability unique to your Kagune, you may choose one.

Pseudo-pyrokinesis

Your Kagune can generate kinetic energy rapidly, allowing you to spend 10 RC Cells to cast Fireball in a third level spell slot nonmagically. You may do this a number of times equal to your proficiency bonus per long rest.

Pseudo-Electricity

Your Kagune can Conduct electricity, allowing you to spend 10 RC Cells to cast Lightning bolt in a third level spell slot nonmagically. You may do this a number of times equal to your proficiency bonus per long rest.

Healing

Your Kagune can expel RC Cells to repair damaged tissue, allowing you to spend 10 RC Cells to cast Mass Healing word in a 3rd level spell slot nonmagically. You may do this a number of times equal to your proficiency bonus per long rest

Shapeshifting

Your RC Cells can copy DNA samples perfectly. By spending 10 RC Cells, you cast polymorph on yourself, but you can only turn yourself into something who's DNA you've digested. You can only turn into something if you level equals the things CR. You gain any abilities that humanoid/Creature haed, and you cannot by physically or magically distinguished from the original and you unless they can read your mind. this new form you take can be broken if an enemy takes you down to half your max health (Rounded Up ), Being force out of your form exhausts you making you use up 5 RC Cells turning back, You can also turn back to your original self for no cost.

Incognito[edit]

at lvl 18 your days in hiding have left you with the ability to hide exceptionally well. When someone makes a Perception check to discern your location, they make it with disadvantage. When something is searching for you, you gain advantage in stealth checks to remain hidden from there sight.

Full Kakuja[edit]

At lvl 20 you've taken full control over your Kakuja form, it now covering your entire body, sprouting 6 bug like Kagune instead if 4. Your AC is increase by +3 instead of +2. Your movement speed is increase by 20 ft.You gain a +3 to all attack and damage rolls using your kagune. You gain resistance to all damage. It now cost 20 RC Cells to use this form . Your size counts as huge if it wasn't huge or greater already, without any negative effects to your AC or Attack rolls etc. You can spend 10 RC Cells to give yourself the spell haste nonmagically, but after it's duration has ended so does your Kajuja form.

Rinkaku[edit]

The Rinkaku takes the form of spider-like legs/ tails originating from the base of the spine. The Rinkaku gives it's user's powerful strikes and regenative abilities, both excelling Superior striking power and brute strength, while having a very brittle frame

Weapon information

Strength is used to determine hits on a creature, doing 1d10+ strength mod slashing, Piercing damage. You can attack once with every tail per attack action, either all on one roll, or each separately. Having multiple tails attacking at once gives you advantage to hit, this ability to use multiple tails to gain advantage on enemy's only exists on the rinkaku. Once one tail takes part in an attack, it cannot be used to attack until the beginning of your next turn. It takes an Action to release this Kagune, and 2 RC Cell every turn to maintain this Kagune otherwise it deteriorates and retracts back into your body. You have 2 tails at lvl 3, gain 1 more at lvl 5, 1 more at lvl 9, 1 more at lvl 12, 1 more at lvl 15, and 2 more for a total of 8 at lvl 18.

Weapon Strength

You can use your Kagune to gain a climbing speed of 40 ft, and use them to stand above the ground at 10ft, negating difficult terrain

Weapon Weakness

This Kagune, while being incredibly powerful, is incredibly fragile, having the lowest kagune hitpoints

Koukaku[edit]

The Koukaku takes the form of a hard shell like carapace, forming from the shoulder blade, spiraling around the arm as a shield, to end as a drill, spike, or hammer near the hand. While having high defense, this Kagune is incredibly heavy. slowing down it's user in combat.

Weapon Information

Strength is used to determine attack roles for this Kagune. It takes an Action to release this Kagune. On a hit, your Kagune deals 1d8+Strength modifier piercing, bludgeoning, or slashing damage. It takes 2 RC Cell per turn to maintain this Kagune's form, otherwise it deteriorates and retracts back in your body.

Weapon Strength

Your Kagune's hard shell like carapace provides a great shield. When your Kagune is out lvl 3 you gain a +1 to AC, at lvl 5 you gain a +2 To AC, at lvl 10 you gain a + 3 to AC, and at lvl 15 you gain a +4 To AC. Your Kagune's AC is equal to your Unarmored defense, instead of being 2 less.

Weapon Weakness

The size and weight of your Kagune wears you down. When you have your Kagune out, your movement speed is halved.

Bikaku[edit]

The Bikaku takes form of a tail like appendage originating from the tailbone/coccyx. Known to not have any major weakness or strength, it is often referred as the "Trump card" Kagune, being useful in all situations.

Weapon information

Strength or Dexterity can be used for this Kagune. This Kagune does 1d8 + Strength/Dexterity modifier (your choice) Piercing or bludgeoning damage, and you can make an attack with each tail you have all in one attack action. For every turn you have this Kagune released, it cost 2 RC Cell to maintain its form, otherwise it deteriorates and retract back into your body. You have 1 tail at lvl 3, gain another tail at lvl 6, another at lvl 9 for a total of 3, another at lvl 12 for 4, another at lvl 15, and finally a total of 6 tails at lvl 18.

Weapon Strength

Once you take an Action to release this Kagune, You gain the following advantages. With this kagune activated you take half falling damage. Your tail/s can propel you through water giving you movement speed equal to your movement speed when swimming. Your tail/s can also be used to extent your high jump height and long jump height up to double the distance similar to the monk ability Step of the Wind (This also stacks with the effect of the Jump spell on your ghoul after you reach lvl 3)

E.x this would mean that with a strength of 20 and a ten foot running start you could jump 120ft Horizontally with the effects of jump on you.

Weapon Weakness

The weakness of this Kagune is that its balanced nature makes it best at mobility and field work but fail in most combat situations.

Ukaku[edit]

The Ukaku takes the form of hard, bloody, crystalized wings coming out of the upper back. This Kagune enhances it's user's speed, while firing hardened shards out of its wings with great precision, taking out it's prey from afar. This Kagune puts strain on the user, tiring them out quickly if used too long

Weapon Information

Dexterity is what this Kagune uses to determine attack rolls.You have a range of 60/200 ft. Per attack action, you can fire 4 shards out of your Kagune, each doing 1d6+ dexterity modifier. The amount you can fire off increase to 5 at lvl 5, 6 at lvl 10, and 7 at lvl 15, and 8 at lvl 18.

Kagune's Strength

When you take a Bonus action to release your Kagune, you gain +15 to your walking speed and a 10ft flying speed. Creatures cannot benefit from anything lower than total cover if you're in the air attacking them, and you have advantage against someone who has no cover as long as you're in the air

Kagune's Weakness

Due to the strain to your body when this is out, it takes 4 RC Cells per turn to maintain this Kagune. If a creature is within 5 ft of you or the environment is restraining your full wingspan (your height times 2) you have disadvantage on attack rolls against that creature.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tokyo Ghoul class, you must meet these prerequisites:a Strength of 14 or higher and a Constitution of 16 or higher, and a transplant of an organ from someone who's already a Ghoul

Proficiencies. When you multiclass into the Tokyo Ghoul class, you gain the following proficiencies: Athletics and Acrobatics


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