Ghoul King Incarnate, Variant (5e Class)

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GKI (Ghoul King Incarnate[edit]

A Ghoul King Incarnate is a rare type of ghoul. A ghoul whom is born once every 10,000 years with the ability to command and produce more of the ghoul species. This demonic being is typically born into the world when to offset balance from the abyssal dimension. Biologically Normal ghouls are identical to a member of any humanoid species, with a few exceptions. Firstly, they are exclusively able to consume humanoid flesh, coffee, and water; any other food tastes as foul as rotten trash and offers no nutritional value. Secondly, they bear a sac-like organ somewhere within their body that converts nutrients into RC cells, which in turn cause them to become almost immune to conventional weapons, and grants them their own natural weapon. Ghoul King Incarnates on the other hand have the immediate access to any kind of ghoul weapon/kagune and an immense amount of RC Cells. Distinguishable by vert few historical scholars via their 6 eyes of the abyss, Ghoul King Incarnates create other ghouls under their command. As a ghoul king, your capable of consuming normal human food however it doesn't nourish your kagune or ghoulish abilities already making you much more sustainable than any other ghoul.

Creating a Ghoul King Incarnate[edit]

Quick Build

You can make a Ghoul King Incarnate quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Charisma. (No Background)

Class Features

As a Ghoul King Incarnate you gain the following class features.

Hit Points

Hit Dice: 1d10 per Ghoul King Incarnate level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ghoul King Incarnate level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: Disguise kit
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, and Stealth

Equipment

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

  • Mask and coat
  • 1 simple weapon
  • Disguise kit
  • Explorers pack

Table: The Ghoul King Incarnate

Level Proficiency
Bonus
Features Unarmed Damage and Kagune Damage Kagune Uses Unarmored Movement
1st +2 Hunger, Kagune 1d6 2 +10
2nd +2 Regeneration, Incognito 1d6 3 +10
3rd +2 Heightened Senses, Improved Critical 1d6 4 +10
4th +2 Ability Score Improvement, Dark Magic 1d6 5 +15
5th +3 Extra Attack, Elusive 1d8 6 +15
6th +3 Lethality, Fragmented Mind, Uncanny Dodge 1d8 7 +15
7th +3 Kakuja, This Monster Can Still Fight 1d8 8 +20
8th +3 Ability Score Improvement, Tendril Circle 1d8 9 +20
9th +4 Insanity Control 1d10 10 +20
10th +4 Hard to Kill, Kings Gift Incarnate's Blood 1d10 11 +25
11th +4 Superior Regeneration, Liquid Shadows 1d10 12 +25
12th +4 Ability Score Improvement, Piercing Darkness 1d10 13 +25
13th +5 Advanced Kakuja 1d12 14 +30
14th +5 Hunger for Power 1d12 15 +30
15th +5 Alpha Ghoul, Broken but not Finished 1d12 16 +30
16th +5 Ability Score Improvement 1d12 17 +35
17th +6 Supreme Ghoul 1d12 18 +35
18th +6 Perfect Kakuja 2d12 19 +35
19th +6 Ability Score Improvement 2d12 20 +40
20th +6 King 2d12 Unlimited +40

Beyond 20th Level[edit]

The following table is adapted from Past Level 20 (5e Variant Rule) with its own respective class-based changes.

Level Proficiency Bonus Features Ethereal Cartilage Unarmed Damage and Kagune Damage Unarmed Movement Deployed Kagunes at Once
21 +7 True Evasion(2), Forceful Bone Annulment(2) Marrow Plunge 85 + Con 3d8 +40 2
22 +7 Ability Score Increase, Umbral Conduit, Resonance 90 + Con 3d8 +45 2
23 +7 Yomotsu Hirasaka, Elytra Of Osseroues 95 + Con 3d8 +45 2
24 +7 Ethereal Cartilage Recovery(2), Genetics Embrace(2) 100 + Con 4d8 +45 2
25 +8 Limitless Void, Marrow Dope 105 + Con 4d8 +50 2
26 +8 Ability Score Increase, Spectral Swarm 110 + Con 4d8 +50 2
27 +8 All-Killing Ash Bones 115 + Con 4d8 +50 2
28 +8 False Cleavers 120 + Con 4d8 +55 2
29 +9 Rejuvinating Shadows, Yin'd Arts 125 + Con 3d12 +55 2
30 +9 Ability Score Increase, Rotating Lotus 130 + Con 3d12 +55 2
31 +9 Ethereal Mastery 135 + Con 3d12 +60 3
32 +9 Genetics Embrace(3) 140 + Con 3d12 +60 3
33 +10 Lasting Form 145 + Con 4d10 +60 3
34 +10 Ability Score Increase, Osseran Cocoon 150 + Con 4d10 +65 3
35 +10 Hone no ana 155 + Con 4d10 +65 3
36 +10 Extra Attack (4) 160 + Con 4d10 +65 3
37 +11 Force of Will 165 + Con 4d12 +70 3
38 +11 Ability Score Increase, Maximum Uzumaki, Genetics Embrace(4) 170 + Con 4d12 +70 3
39 +11 Additional Chakra Nature 175 + Con 4d12 +70 3
40 +11 Ability Score Increase, Ninja Path* 180 + Con 4d12 +75 4

Hunger[edit]

As a Ghoul King, your diet is comprised of three things, Humanoids, Coffee, and water. Ghoul Kings can eat human food however it doesn't sustain them as well and wont fuel their ghoulish abilities. Ghoul Kings require 1 Medium sized humanoid per 3d12 + your Constitution modifier days, otherwise, they will attack the nearest humanoid and attempt to kill and eat them on sight. Ghoul Kings may eat a hefty meal comprised of some sort of meat in order to add 1 day to the counter. 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 typically your iris turns blood red. As a Ghoul King however, your pupil turns purple rather than 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. If you consume food beyond your ghoul diet, you must succeed a DC 18 Constitution saving throw or vomit, and regardless of the outcome it does not count toward your food requirement.

If you suffer from exhaustion levels, feeding yourself will cause them to decrease by 1.

Ghoul Body[edit]

Ghouls are not creatures to be treated carelessly, their physiology gives them great abilities and surprising strength. At the first level you get the following benefits:

Steel Skin
you are immune to non-magical blunt, slashing and piercing damage. Only magical or silver weapons can pierce your skin and cause damage. Your AC is equal to 10 + Your Constitution modifier + Your Dexterity modifier.
Superhuman Strength
You can roll a d6 for your unarmed attacks, in addition, you can use Dexterity instead of strength for the attack and damage rolls of your unarmed attacks. You also have the Powerful Build trait, which makes you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Superior physiology
You have a superior body in several ways, thanks to it, you are immune to diseases, you have resistance to poison damage and you cannot suffer from the state of poisoning. You also gain proficiency in acrobatics and athletics, along with an additional level of Movement your speed increases by 10 feet. This bonus increases when you reach certain levels, as shown in the leveling table. feet of movement, in addition your hit point maximum increases by an amount equal to your level, and it increases by 2 every time you gain a level.

Kagune[edit]

At 1st level, you get what identifies you as a Ghoul, the Kagune, when you activate your natural weapon, your sclerae become completely black and your eyes turn scarlet red, this manifestation is completed when you deploy your additional deadly limbs as part of your attack action, the damage of your Kagune is the same as your unarmed attacks, the damage will scale with the level as indicated in the table. Your Kagune lasts 5 minutes, the table indicates how many uses you have.

Ghoul Kings have access to one kagune at the start, but gain another one of the kagune every 10 levels which includes (not limited to); Rinkaku, Ukaku, Koukaku and Bikaku at 1st level. Kagunes inflict slashing damage equal to the dice on the Kagune table, which increases with level. At level 40, you have all kagune types unlocked.

You will now always be under the effect of the jump spell.

Regeneration[edit]

At 2nd level, your regenerative abilities become present, as an additional action, you can recover life points equal to as if you had completed a short rest, this can heal broken bones, bleeding, and sprained or dislocated limbs. You can use this function a number of times equal to your Constitution modifier + your proficiency modifier, if you lose a limb, the regeneration will stop the bleeding, but it won't fully recover until you take a short or long rest. If you suffer from Hunger, you can only regenerate 2/4 of your hits points, being affected by hunger.

Incognito[edit]

At 2nd level, your days in hiding have endowed you with the ability to hide exceptionally well. When someone makes a Perception check to discern your location, they do so at a disadvantage. When something is looking for you, you gain advantage on Stealth checks to remain hidden from their view.

Heightened Senses[edit]

At 2nd level, being a Ghoul has made your senses sharpen, in order to become an apt predator, you have advantage in perception rolls being able to pick up scents prodigiously and see better than anyone else, you get 60 feet darkvision (If you already had darkvision, raise the extra 60 feet), you can detect the location of living humanoids within 30 feet of you for one minute. you can use this ability a number of times equal to your proficiency modifier + your level.

You also gain proficiency with stealth and deception skills, the life of a Ghoul is not easy so be careful

Improved critical[edit]

Starting at 3rd level, your attacks get a critical hit on a roll of 19 or 20.

Dark Magic[edit]

At 4th Level, Early signs of your special breed of ghoul begin to surface and you gain access to a subpar Abyssal Like Magic known as Liquid Shadows. For now, you have resistance to Necrotic Damage and Spellcasting Ability Charisma is your spellcasting ability for your Dark Magic Abilities (detailed below), since you manipulate the essence of others in the form of liquid shadows. You use your Charisma whenever a technique or ability refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ability you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times instead of twice, whenever you take the Attack action.

Elusive[edit]

At 5th level, When you fight, you are difficult to deal with, being quite elusive in this habit. When a creature makes a grapple attempt against you and succeeds, to get out of this state you decide to dislocate your joints to get out of the grapple successfully, (this does not require action), when using this function you receive 2d6 damage, you can also use this function to get out of the incapacitated condition. (The joint returns to normal after using this function)

Lethality[edit]

Joints, vital points, every hit must be executed with maximum lethality. At 6th level, your Kagune and your unarmed attacks count as magical for the purposes of overcoming resistances and immunity to non-magical damage.

Fragmented Mind[edit]

Your mind is always in conflict, on one side there is your sadistic side hungry for flesh, the other that retains that impulse of not wanting to become that monster, along with another that perhaps accepts that it is a monster. You have complemented each of these sides, taking the best of each side, thanks to your fragmented mind at 6th level, you are immune to being bewitched and have advantage against being frightened along, and lastly resistance to psychic damage. At level 9, you are immune to being frightened and cannot be mind-read without your consent, any creature that tries this will only find chaos inside your head and will fail in its task, At level 19 your advantage is given with Wisdom saving throws.

Uncanny Dodge[edit]

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Kakuja[edit]

By consuming food, over time your Kagune evolved, mutating the RC cells in your body, becoming stronger than it already was. At 7th level as an additional action you release your Kakuja, for 2 minutes you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws, and you have a +2 bonus to attack and damage rolls. This bonus increases to +4 at 14th level, and +6 at 16th level.
  • You add your proficiency modifier to your AC.
  • Your movement speed increases by 10 feet and your attacks increase their range by 5 feet.

With this great power, there are also risks: failing a Wisdom saving throw DC 15 will cause you to lose yourself in a frenzied rage, where you will not be able to distinguish between enemy and friend. In each of your turns you have to make this saving throw to avoid losing your sanity, you can use your Kakuja a number of times equal to your Constitution modifier, you recover all the uses after a long rest.

This Monster Can Still Fight[edit]

At 7th level, when you fall to 0 health points, you fall to 1 health point. With an aggressive retaliation, you can use your reaction to perform your first set of attacks with advantage after using this passive. You cannot use this ability again until you take a long rest.

Tendril Circle[edit]

At 8th Level as an action or reaction, you target a creature within sight range with dark shadow liquid tendrils. On hit, the target will be pierced by your tendrils taking 1d6 piercing damage per tendril that hits. Additionally, you may target multiple people at once with this ability so long as they are in range. Normally you summon 4 tendrils a target, however If you expend your bonus action with this ability the tendrils is doubled. (Range of 60ft)

Insanity Control[edit]

At 9th level, when you have your Kakuja active, you can decide to suppress your madness during that minute, you can only do this once a day, after that minute passes and you continue using your Kakuja, you will have to make your saving throw against your madness as usual. Thanks to this, you are immune to the effects caused by the different types of madness, but if you suffer from one of these, when you activate your Kakuja, they will come to the surface.

Hard to kill[edit]

Starting at 10th level, your regeneration can keep you fighting despite serious wounds, pushing you through your limits, without falling defeated. If you are down to 0 health while you have Kagune active, you can make a DC 10 Constitution saving throw. If you succeed, you are down to 1 hit points. If you succeed, you drop to 1 hit points and do not count as having reached 0 (meaning your "The Monster Can Still Fight Feature doesn't activate).

Each time you use this trait after the first time, the saving throw increases by 5. When you finish a short or long rest, the saving throw resets to 10.

Kings Gift; Incarnate's Blood[edit]

Reaching a pinacol point in a Ghoul King Incarnates Life is gaining the ability to create, control, and spread disciples. For an action At 10th Level you gain a +2 Spell Casting DC. Now you may offer the gift of your blood and strength to another being. If a being is at 1/5 of its total hitpoint maximum you may give it the option to join you.

When turned, You awaken fully healed and regen up to 1 missing arm equivalent limb. Your first very confused, Rampant, and Hungry. For some reason, most forget the last few hours prior to being turned and only have finding food on their mind, however they aren't craving their favorite hamburger anymore... They want human flesh. Disgusted by this realization many puke, and cry upon convergence but after a while when they emerge from their sorrow, they'll be so hungry that previous morals subside and they hunt for a feast! Ghouls can't help but to listen to a Ghoul King Incarnate, and serve their king to the best of their ability. Some however.. slip through the grasps of control and rebuke the command. If the DM deems the situation right, you may try to not listen to a command given to you by your king and roll a wisdom save DC. If you get a nat 20 you ignore the order, Otherwise you obey.

Superior Regeneration[edit]

At 11th level, your regeneration has become much more powerful, being able to regenerate limbs at the same speed as a superficial wound. Now your regeneration can make you recover limbs at the moment you use it, even if you are decapitated, you don't die, you keep your health points to regenerate your head without problems. Also, you only die if you fail all death saving throws.

Liquid Shadows[edit]

At level 11, You can summon a well of liquid shadows. You may use this as an extradimensional storage place to draw items in and out of it for a bonus action or reaction. Only willing creatures may enter however it is like treading into the abyss and will cause similar effects to those who can not withstand it. Things in here do not effect your weight.

Piercing Darkness[edit]

When lvl 12, For an action, You can focus Liquid Shadows into a highly pressurized piercing beam that deals massive damage to targets and structures. As an action, you can pull liquid shadows into your hands and fire it at a target within 120ft of you, make a spell attack roll, on a hit you deal 7d6 piercing damage. This is a 5 foot wide, 120 foot long line that forces all targets in that line to make a Dexterity saving throw. On a failure, they will take the piercing shadow damage, on a success they will take half as much damage. When you activate this in it's line form, you can create a new line during subsequent rounds by spending a bonus action instead. You need to maintain this state as if concentrating in a spell. This technique's damage increases to 10d6 at 15th level, to 14d6 at 18th level and to 19d6 at 20th level.

Advanced Kakuja[edit]

At 13th level, Your Kakuja continues to mutate and evolve, becoming stronger and stronger. Now when you activate it, you get the following benefits in addition to the ones you already have:

  • You now add your Constitution Modifier to attack and damage rolls.
  • You get 2 temporary resistances and 1 immunity to one type of damage of your choice for as long as your Kakuja lasts. (If you already have damage resistance to the damage you chose, you gain immunity to that damage).
  • Any damage you take is reduced by 10.
  • You have advantage on all saving throws.
  • You do triple damage when you hit a critical attack instead of double.
  • Your speed increases 15 feet (25 feet total).

Hunger for Power[edit]

At 14th level, when you devour at least one piece of a creature's flesh (your bite deals 2d10 + your Strength Modifier), you can acquire one of its abilities or race traits temporarily, you can steal 1 ability or race trait for each successful bite you can perform, acquired skills are temporary, they last for 1 minute and stolen race traits last for 10 minutes in your possession, at the end of that time, you cannot use them again, you can accumulate stolen skills and save them for later use, but after activating a stolen skill or race trait, you will not get it back after use. Your RC cells will absorb the ability and can use it as a mutation, you cannot acquire spell slots because you have no affinity to magic.

Democratic Senses[edit]

At 14th level, your connection with your disciples increases. You now have the capability of sensing their exact location with 50ft of you, their general location past that. Additionally, you may send commands to them telepathically and are even warned if they are doing something against your wishes. Your new sense of pride within your developing race grants you Sentinel.

Alpha Ghoul[edit]

At 15th level, As an additional action, you can extend your Kagune in a special way, expelling pheromones that attract other Ghouls towards you, looking for reinforcements, the Ghouls that are against the alpha's call must make a Charisma saving throw against your Dc, in case of failure, these Ghouls come to your alpha's call, obeying your orders without objections. The range of this ability is one mile, this does not work with Ghouls of your own level or higher, but if you use this function on one, if he fails the save he is stunned until his next turn giving you the chance to escape, you can use your call a number of times equal to your Charisma Modifier + Proficiency Modifier. (If your character's gender is female, creatures make the save with disadvantage)

Being in a pack, you gain advantage in your attack rolls and disadvantage for enemies.

Broken but not Finished[edit]

At 15th level, every time you enter in combat, you receive hit points equal to your Constitution Modifier + Proficiency Modifier in each of your turns, this function has no effect if you have your hit points at maximum, also, you get an extra use of your function "This Monster Can Still Fight" and when you enter in death door, you do not fall directly, you can keep fighting but you will have to make your salvation against the gates of death.

Supreme Ghoul[edit]

At 17th level, You are reaching the pinnacle as a ghoul, you add a +2 to your Strength, Constitution and Dexterity statistics beyond their limits, your senses are also enhanced, you gain 60 feet of blindsight, proficiency with Wisdom saving throws and a reaction extra.

Perfect Kakuja[edit]

At 18th level, You have come a long way, trying to live being the monster that you are, it sure wasn't easy, but not everything is bad... your difficult path has forged you towards perfection, no more crazy things, no more games, it's time to go with everything. When you use your Kauja, you no longer need to make the saving roll against your madness, you are in complete control additionally, your Kakuja has a duration of 1 hour, and you gain new abilities when using it:

  • You are Immune to all status effects.
  • You are Immune to effects that would kill you instantly.
  • Creatures that make saves against your Dc do the save with disadvantage.
  • Your Kakuja can push you beyond your normal limits. On your turn, you can take one additional action in addition to your usual action and one possible additional action. The first use of this ability is free, but if you use it again you will get a point of exhaustion.
  • You add +5 to your Damage rolls.

King[edit]

At 20th level, you have reached the epitome of a ghoul, your Constitution and Dexterity scores increase by 4 exceeding their maximums up to 26, Your Strength increases by 6, and your maximum for Strength is now 30, You become immune to the effects of mental and emotional control due to your dominant nature.

  • Supremacy of the King: A king always shows how formidable he is, in a fierce roar of come for me, because I'm not done yet. You gain 1 legendary resistance and 1 legendary action, a show of power for those who plan to face the King.

Kagunes[edit]

Ukaku[edit]

The Ukaku takes the form of hard, bloody, crystallized wings that emerge from the upper back. This Kagune increases the speed of its user, while firing hardened fragments from its wings with great precision, striking down its prey from afar. Ghouls possessing this Kagune always try to finish their confrontations as quickly as possible, their Kagune consumes too many RC cells during its use, that's why they are not good in long-lasting fights, this is reflected in the duration time of your Kagune, instead of lasting 5 minutes, it only lasts 1 minute.

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Distance Fighter

In the 1st level, you gain this Kagune. Dexterity is what this Kagune uses to determine attack rolls.You have a range of 60/200 feet. Per attack action, you can fire 4 fragments from your Kagune, the damage is a d6 as indicated with the table, this will increase with level accordingly. The amount you can fire increases to 5 at level 4, 6 at level 8, and 7 at lvl 12, and 8 at level 16.

Improved Agility

Being a ghoul that attacks from a distance, you should not allow them to get close to you, therefore, you are much more agile than most. You can use the action of retreat, dodge and run as an extra action, plus you have advantage in Dexterity and initiative rolls. At level 6th, you add your Dexterity Modifier to your initiative rolls.

Crystal Wings

When you take an additional action to unleash your Kagune, you gain +15 to your walking speed and a flying speed of 30 feet. Creatures cannot benefit from anything less than full cover if you are in the air attacking them, and you have advantage against someone who has no cover while you are in the air.

Crystal Rain
As a action you can force creatures within 30 feet to make a Dexterity saving throw, on a failure they take 4d6 piercing damage + your Dexterity modifier, on a success they only take half damage, if you are in the air, they make the saving throw with disadvantage, and if a creature is knocked down on the ground, it automatically loses the save and takes double damage. You can use this function a number of times equal to your Constitution modifier, you recover all uses after a long rest.

The damage of this ability increases to 4d8 at level 6, 4d10 at level 9, 5d10 at level 12, 10d12 at level 16 and finally 12d20 at level 20.

Rifling
As a action you can Fire a large shower of crystals caused by your Kagune, creatures must make a Constitution roll (Dc = 10 + Dexterity Modifier + Proficiency Bonus) on a failure take damage equal to as if all your attacks with your Kagune had hit, on a success they only take half damage. You can use this once per long rest.
Do you know something called personal space?

At 3rd level, when an opponent performs an attack action against you and hits you, as a reaction, you fire one of your crystals in a vital part to perform a ranged attack against the opponent, if this attack hits, you force him to miss. This attack causes your unarmed damage, also, you get a reaction, at level 4 you get an additional reaction and again at level 6 and 10.

I don't want to drag this out

When you reach 5th level, knowing your low stamina, you know that you must be precise and lethal, to ensure a quick kill. As an additional action, you can give yourself an advantage on the next attack made this turn.

You can use this feature a number of times equal to your Dexterity Modifier. When you end a short or long rest, you regain all uses.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Quality of Kakuja

At 7th level When you activate your Kakuja, Huge blades grow from your men, in order to cover your weakness with melee attacks, thanks to these big blades, you get the following benefits:

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  • Melee attacks have disadvantage against you and you also do not provoke attacks of opportunity.
  • The damage of your Crystals is increased by one die.
  • If a creature manages to hit you, before the hit connects, you can use your reaction to move half your movement to an unoccupied spot, making the attack miss.
  • As a free action, you can force your hostile creatures 5 feet away from you, make a Strength saving throw against your Dc (10 + Dexterity modifier + proficiency bonus) on a failure they are pushed 10 feet and take 2d10 slashing damage, on a success they only take half damage and are not pushed.
Electrifying Attitude

At 9th level, your Kagune was able to develop a kind of electrokinesis, now, you add a d6 lightning damage to your attacks with your Kagune, this has also affected your physiology gaining resistance to lightning damage and for each 10 feet of distance that your projectiles cover they gain +1 of lightning damage.

  • Electroshock: As an action, you choose a creature within your range, and force it to make a Constitution roll against your Dc, on a failure the creature receives 2d8 piercing damage + 3d6 lightning damage and the creature is stunned and knocked down, but on a success it only receives half damage and is neither stunned nor knocked down.
  • Thanks for the recharge: When you are attacked with lightning damage, you can use your reaction to absorb it so as not to suffer damage, and on your next damage roll, you can added the damage that you absorbed.
Overwhelming Combo

At 11th level, this has gone on too long, so it's time to end this, you must not give the enemy a break, you must be quick and lethal. Whenever you score a critical hit, you can use the barrier to perform another attack against the same target.

You can use this function a number of times equal to your proficiency bonus and recover your uses at the end of a long rest.

Execution of Cristal

At 13th level, you form your Most Morphing Crystal, when you make a critical hit, instead of choosing whether to use your Overwhelming combo function or deal damage, you can force the creature to make a Constitution roll against your Dc, on a failure, the crystal buries itself deep into its body, this crystal will grow causing great internal damage to the creature.

On each of its turns, the creature takes damage equal to your unarmed die + your proficiency modifier + your level, if the creature is reduced to 0 hit points with this function, it will definitely die, because the crystal grew aggressively and pierced every organ and part of its body. This damage can't be reduced due to the internal damage this ability causes (if you want you can disband the crystal, preventing the creature from dying, no action is required for that).

On success the creature will only receive the damage in the first round, and will not suffer this damage in subsequent turns. You can use this ability a number of times equal to your proficiency modifier, you recover all uses in one long rest.

Crystal Angel

At 13th level, You unlock a new form, your whole body is covered with Crystal, forming a crystallized armor with your Kagune, your wings also take a more crystalline form, as an additional action, when you enter this form you get the following benefits:

  • Your speed of movement and flight are doubled and added a +3 to your CA.
  • Your Critical rank increases by 1.
  • When you take radiant or lightning damage, instead of taking damage, you absorb it to heal any damage you would have taken, or you can choose to add this damage to your attack rolls.
  • Your crystalline armor has become capable of reflecting energy. Whenever a spell is cast against you or some magical attack, you can use your reaction to absorb it without taking damage and use another reaction to return the spell against the caster, who must overcome his own Dc for this means, You can use this ability a number of times equal to your Constitution modifier while in this form.
  • Crystal Storm: As an action, multiple crystals shoot out of your body, like a storm, sweeping your enemies away, by telekinetically controlling your crystals you turn that area into a crystal storm. Creatures within 30 feet must make a Constitution saving throw each turn they spend in that zone, on a failure they take 5d10 piercing damage + 2d12 lightning damage + your Constitution modifier each of their turns they spend within the Zone, on a success they only take half damage. This ability lasts 1 minute, you can use it a number of times equal to half your proficiency modifier. (This does not affect your allies)

This form lasts 5 minutes, you cannot use it again until you complete a long rest. (At the end of this transformation you receive 3 levels of exhaustion)

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.

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Specialized in Brute Force

At 1st level, with a Additional action, 4 tentacles grow from your back, (you can choose the amount of tails you let out) they have a range of 30 feet, they are like whips, each tentacle hits a creature of your choice that you can see within range, they inflict the damage already marked by the table, which will increase as you get levels. All limbs strike simultaneously and you can command them to strike one or more creatures. After (2) consecutive hits to a single target, you can move the target 5 feet farther or closer to you. Every 2 consecutive hits after that adds an additional 5 feet you can move your target (Tentacles are part of your attack action). Also, you get a +2 to AC for activating this Kagune and You ignore the difficult terrain.

Improved Regeneration

This Kagune offers a better regenerative ability to the ghoul who is its user. At level 3, you can make your regeneration more effective, for 10 minutes, by activating this function you receive hit points equal to your Constitution modifier + your competence modifier + your Ghoul level in each of your turns, once you use this function, you can't use it again until you complete a long rest. At level 10, your regeneration function does not require an action to use it.

Destructive Strike

Starting at 3rd level, when you hit a creature, as a free action you can make the blow more powerful, to cause additional damage equal to your Constitution modifier + your level. You double this additional damage against objects and structures.

You can use this ability a number of times equal to your Strength or Dexterity modifier, you regain all uses after a prolonged rest.

Expert In Close Combat

At 5th level when you perform the Attack action, you can perform a grapple or shove attempt as part of that same action. When you successfully push or grab a creature, that creature suffers 2d6 + your Dexterity modifier of points of blunt damage, also when you run you can push as an additional action.

Devastating Surge

At 5th level, when you hit a creature with your unarmed strike, you can add 2d8 to the damage caused by that attack. This damage increases to 3d8 at level 7, 4d8 at level 14, and 5d8 at level 18. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after an long rest.

Cell Manipulation

At 7th level, You have learned to manipulate your RC cells in a prodigious way, being able to alter the shape of your Kagune, you can now choose from the following options to perform attacks:

  • Slashing: You can choose to make the tentacles become sharp, you lose the ability to thrust and the damage changes to slashing, but now for every 2 hits the target suffers bleeding caused by the sharp tentacles, the target will suffer 2d6 bleeding damage on each of its turns. every 2 consecutive hits will add one more bleeding die (Up to a maximum of 6d6 per bleed damage), the creature has to use its action to stop the bleeding and cannot be healed until it stops it.
  • Blunt: Your tentacles become much thicker gets a +2 bonus to damage and attack rolls and also when you hit you push the enemies 5 feet. When you critically hit, the creature has to use a Constitution saving throw against your Dc; if it fails, the target is stunned until the next turn.
  • Piercing: Like a drill, you pierce through the defenses of your enemies like no other. All forms of defense feel the effect of your attack. Whenever you successfully make two melee attacks against the same creature in the same turn, the target receives a -1 penalty to its Armor Class. This only applies if the target possesses a form of armor, natural or otherwise. This penalty can be accumulated up to a maximum penalty equal to your Dexterity or Strength modifier. A creature with natural armor is no longer under the effect of this feature when it heals to its maximum health points.
Quality of Kakuja

At 7th level When you activate your Kakuja, a mask of RC cells is created, your kagune takes shape like the legs of a centipede And also gaining 2 tentacles, being in total 6 together with the sharp centipede legbs. You take a more aggressive combat form than most, apart from the benefits granted by the Kakuja, you also get the following:

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  • Your unarmed hits gain one die plus and your critical hit range is increased by 1.
  • You can make an attack of opportunity with an unarmed strike against a creature that comes within range.
  • When a creature makes an attack against you and misses, you may use a reaction to make attack against that creature.
  • You have advantage on your attack rolls and you deal quadruple damage instead of triple when you make a critical attack.
RC Cell Explosion

At 9th level, As an action, you can cause a large explosion by concentrating your RC cells, creatures within 30 feet must make a Constitution saving throw against your dc, on a failure they take 12d10 + your Constitution modifier + your level and are knocked down and pushed 30 feet, on a success they only take half damage and are neither pushed nor knocked down. The first use of this ability is free, but for each time you decide to use it after that, you will receive one point of exhaustion and you must roll a d8, the result will be a subtraction for the days you must eat food. If you are using your Kakuja, this ability does double damage.

Wild brute

At 9th level, each time you perform a critical hit, your great strength causes severe fractures, choose one of the following effects:

  • Break leg: The target is knocked down and his speed is reduced to 0.
  • Break arm: An opponent's arm is broken rendering it useless, so that if he tries to use that arm he will suffer damage equal to your martial dice each time he uses that broken arm and fails what he wanted to accomplish.
  • Straight to the skull: After a devastating blow to the head, the opponent is stunned and knocked down until his next turn.
Ciempies.

At 11th level, Your kakuja has become Stronger, More metal and dangerous, when you transform, you add the following benefits:

  • Your arms are coated with RC cells turning red with claws, adding a +2 to your AC, and adding 3d10 to your unarmed strikes along with your Kagune.
  • Your centipede's legs resemble sharp saws, slicing and dicing your enemies. On each attack roll (if you succeed), the creature must make a Constitution roll against your DC (10 + your Dexterity or Strength modifier + your proficiency bonus). If you fail, the creature takes d10 necrotic damage which reduces its maximum hit points (for each attack you make, the damage die increases by 1).
  • Thanks to this upgrade, all enemies in combat with you take double damage if they are grappled, knocked down or incapacitated. Each time you complete a grapple, you can make the grappled opponent complete a Con save and, if he fails, he is incapacitated for one turn.
  • You get a +2 to attack and damage rolls, plus, when you use the Attack action to make an unarmed attack, you can make 2 additional unarmed attacks as an additional action.
Naaga

At 13th level, As an action, you undergo an unparalleled transformation, your kagune expands around 30 feet, becoming an increasingly larger mass, until it begins to take shape, a huge armored centipede, with multiple eyes and a head that vaguely resembles a dragon, and your size becomes enormous. By using this transformation, you get the following benefits:

kaneki-ken-13.jpg
source: Tokyo Ghoul Manga []
  • You can sum the benefits of your Kakuja.
  • The range of your attacks increases by 30 feet.
  • You gain resistance to all damage thanks to your armored skin.
  • You double your attack and Damage rolls and your critical range increases by 1 again.
  • Every time you hit a creature it must make a strength save against your DC or be knocked down.
  • You can't be surprised and you get 60 feet of blindsight.

This transformation lasts 10 minutes, once you use it you will not be able to use it again until you complete a long rest.

Bikaku[edit]

This type of Ghoul is Bikaku what their Kagune is, but it is dangerous as well as unknown, those bearers are too powerful to be caught, their Kagune looks like a big thick Bloody tail with a mouth, some have skeletal features with a spear tip.

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Tail

At first level when activating this Kagune, when you perform the attack action, you can, as an additional action perform an attack using your tail when you perform the attack action, and if you score a critical attack the creature is pushed 10 feet. Add an extra d6 of Slashing damage, also you can attack creatures at a distance of up to 15 feet with it. Additionally, you may summon a second tail at level 10, a 3rd tail at level 25, a 4th tail at level 40 to hit with symultaniously or one by one within the same turn/action. You may not strike with the same tail in the same turn. The range increases by 10 feet (25 feet total) at level 5, its range increases by another 15 feet at level 11 (40 feet total), and its range increases by another 20 feet at level 17 (60 feet total).

  • Sweep: As an action, while you have your Kagune active, you make a great sweep, creatures within range of your Kagune must make a Constitution saving throw against your Dc (10 + your Strength modifier + your proficiency bonus), on a failure they receive damage equal to 5 hits from you and are knocked down, on a success they only receive half damage and are not knocked down. (The damage is equivalent to 10 hits from you at level 5, and 15 hits at level 10)
Improved Endurance

At 1st level, when you fall to 0 health points, you fall to 1 health point instead. You can use this trait once, regaining its use at the end of an extended rest, you get an additional use of this trait at level 9 and a third time at level 12. When you gain a level in this class, your hit die is a d12, In addition, the maximum hit points increase by 3 and increase by 1 again each time you gain a level in this class.

Supreme Regeneration

At 3rd level, when you use your regeneration, instead of recovering half of your hit points, you recover your maximum hit points, also a user of this Kagune can regenerate his limbs with this function without needing to take a long rest to to achieve this.

Overdeveloped Strength

In these ghouls, their strength is much more developed than in others, at 3rd level, your maximum strength is 22, you also count as a large creature in terms of carrying and pushing weight. You gain proficiency on Strength saving throws; if you were already proficient, you double your proficiency, also you cannot be moved or pushed.

Bloodlust

At 5th level, Your hunger cries out for prey, so you will destroy your enemies in every fight. You can choose to recover a number of hit points equal to half the damage you deal on your turn (no action required); if hit points exceed your maximum hit points, they are added as temporary hit points. You can use this function a number of times equal to your Constitution modifier, you regain all uses after a long rest.

If you suffer a certain amount of damage, on your next turn as a free action, you can add the damage you suffered to your damage rolls, you can uses this function a number of times equal to your proficiency modifier.

Destructive Strike

Starting at 5th level, when you hit a creature, as a free action you can make the blow more powerful, to cause additional damage equal to your Constitution modifier + your level. You double this additional damage against objects and structures.

You can use this ability a number of times equal to your Strength Modifier, you regain all uses after a prolonged rest.

Quality of Kakuja

At 7th level When you activate your Kakuja, a large, muscular, mouth forms on the tip of your Kagune, giving you the appearance of a Worm. When you activate your Kakuja, you gain these benefits:

Noro.png
source: Tokyo Ghoul Manga []
  • Your current HP doubles while you are transformed
  • Thanks to your mouth, you get d10 to your damage rolls, you can choose to bite the target grappling them to you. On a critical hit, the creature must make a Constitution saving throw against your Dc (10 + your Strength modifier + Proficiency bonus), on a failure it is stunned and grappled until its next turn.
  • Swallow: The mouth formed from Rc cells opens, and attempts to swallow someone whole. As an action, you can force creatures within 30 feet to make a Dexterity saving throw, on a failure they take 10d10 + your Constitution modifier of magical bludgoning damage (This damage increases to 12d20 at the level 16), also, any creature who fails the save suffer the condition incapacitated on success they only take half damage and don't suffer the other condition. Each time you use this function and creatures fail the save, the burn increases by one degree.

(You can use this ability a number of times equal to your Constitution modifier, you regain all uses after a long rest)

Savage

At 9th level, Your strength roars just like your kagune, in an amuement provoked by your RC cells, once and only once in your turn, you double your attack rolls, plus you can perform an additional unarmed attack each time you perform the Attack action. You can only use this ability once every 24 hours, you get an additional use of this ability at level 16, and a last use at level 20.

Noros Bite

At 9th level, your mouth has a more prodigious control, now, you add your proficiency modifier as piercing damage to your damage rolls, with this, every time you hit a creature it must make a Constitution saving throw against your Dc, on a failure it is poisoned, receiving in each of its turns damage equal to your proficiency modifier, and you can not recover hit points until they are no longer poisoned, in addition you gain +2 to attack and damage rolls.

Durability

At 11th level, your durability and endurance have become unmatched. Whenever you are forced to make any saving throw, you can add your Constitution modifier to the roll(You can use this function a number of times equal to your Constitution modifier), your Strength score, your Constitution score and your maximum life points cannot be reduced. In addition, each time you fall under the effect of exhaustion you can treat it as 1 level less than it really is.

  • Bone scales: You can added your Strength Modifier to your CA. In addition, whenever you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage on a success, and half damage on a failure.
Perfect Kakuja, Deaths Final Stand

At 13th level, when your Kakuja is activated, and your hp reaches 0 and size is now that of a huge creature, Your perfect form emerges. As a bonus action, you use your mouths to propel yourself, your movement speed is doubled, and for every 10 feet you cover, you add a +1 to your damage rolls, if a creature is in front of you, as an action, you charge it causing 10d8 + your strength modifier, the creature is forced to make a Constitution saving throw, on a failure it takes double damage being knocked down and pushed 30 feet, on a success it takes normal damage and you simply push it aside as if you had pushed it.

All Bikaku attacks prior to level 13 gain an additional 1d10 damage.

While in this form your resisted to all damage types except psychic

You heal all HP when activating this form. (Once per long rest)

BigNoro.png
source: Tokyo Ghoul Manga []

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 a Bonus Action to release this Kagune. On a hit, your Kagune deals 1d8 + your Strength modifier piercing, bludgeoning, or slashing damage. It takes an Action to release this Kagune, and 1 RC Cell at the beginning of every turn to maintain this Kagune, otherwise it deteriorates and retracts back into your body. Your Kagune's hard shell like carapace provides a great shield. When your Kagune is out 3rd level you gain a +1 to AC, at 5th you gain a +2 To AC, at 10th you gain a + 3 to AC, and at 15th level you gain a +4 To AC. Your Kagune's AC is equal to your Unarmored defense. The size and weight of your Kagune wears you down. When you have your Kagune out, your movement speed is halved.

Offensive Koukaku

At 7th level, On a hit, you can as a bonus action to force a creature you attacked to make a Strength save of 10 + Your Strength modifier save or be knocked prone and take an additional 1d8 damage

Improved Koukaku

At 9th level as a reaction turn one critical hit against you into normal damage.

Tatara[edit]

This type of Ghoul is unknown what their Kagune is, but it is dangerous as well as unknown, those bearers are too powerful to be caught, their Kagune looks like a big thick blood red tail, some have skeletal features with a spear tip.

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Salamdra Tail

At first level when activating this Kagune, when you perform the attack action, you can, as an additional action perform an attack using your tail when you perform the attack action, and if you score a critical attack the creature is pushed 10 feet. Add an extra d6 of Slashing damage, also you can attack creatures at a distance of up to 15 feet with it. The range increases by 10 feet (25 feet total) at level 5, its range increases by another 15 feet at level 11 (40 feet total), and its range increases by another 20 feet at level 17 (60 feet total).

  • Sweep: As an action, while you have your Kagune active, you make a great sweep, creatures within range of your Kagune must make a Constitution saving throw against your Dc (10 + your Strength modifier + your proficiency bonus), on a failure they receive damage equal to 5 hits from you and are knocked down, on a success they only receive half damage and are not knocked down. (The damage is equivalent to 10 hits from you at level 5, and 15 hits at level 10)
Improved Endurance

At 1st level, when you fall to 0 health points, you fall to 1 health point instead. You can use this trait once, regaining its use at the end of an extended rest, you get an additional use of this trait at level 9 and a third time at level 12. When you gain a level in this class, your hit die is a d12, In addition, the maximum hit points increase by 3 and increase by 1 again each time you gain a level in this class.

Supreme Regeneration

At 3rd level, when you use your regeneration, instead of recovering half of your hit points, you recover your maximum hit points, also a user of this Kagune can regenerate his limbs with this function without needing to take a long rest to to achieve this.

Overdeveloped Strength

In these ghouls, their strength is much more developed than in others, at 3rd level, your maximum strength is 22, you also count as a large creature in terms of carrying and pushing weight. You gain proficiency on Strength saving throws; if you were already proficient, you double your proficiency, also you cannot be moved or pushed.

Bloodlust

At 5th level, Your hunger cries out for prey, so you will destroy your enemies in every fight. You can choose to recover a number of hit points equal to half the damage you deal on your turn (no action required); if hit points exceed your maximum hit points, they are added as temporary hit points. You can use this function a number of times equal to your Constitution modifier, you regain all uses after a long rest.

If you suffer a certain amount of damage, on your next turn as a free action, you can add the damage you suffered to your damage rolls, you can uses this function a number of times equal to your proficiency modifier.

Destructive Strike

Starting at 5th level, when you hit a creature, as a free action you can make the blow more powerful, to cause additional damage equal to your Constitution modifier + your level. You double this additional damage against objects and structures.

You can use this ability a number of times equal to your Strength Modifier, you regain all uses after a prolonged rest.

Quality of Kakuja

At 7th level When you activate your Kakuja, a large, muscular, scaly armor forms, as well as two large, elongated hammers on the back of your Kagune, giving you the appearance of a Salamander. When you activate your Kakuja, you gain these benefits:

75ea939c09d0d2caf0b6fb11feee4368.png
source: Tokyo Ghoul Manga []
  • You have resistance to all damage except psychic damage.
  • Your HP doubles while you are transformed (previous HP loss is regenerated and you gain maximum HP).
  • Thanks to your hammers, you get d10 to your damage rolls, you can choose to push the target 5 feet away from you. On a critical hit, the creature must make a Constitution saving throw against your Dc (10 + your Strength modifier + Proficiency bonus), on a failure it is stunned until its next turn.
  • Pseudopyrokinesis: The emissions from Tu Kakuja's highly concentrated Rc cells ignite, producing flames exceeding 4,000 degrees Celsius. As an action, you can force creatures within 30 feet to make a Dexterity saving throw, on a failure they take 10d10 + your Constitution modifier of fire damage (This damage increases to 12d20 at the level 16), also, any creature who fails the save suffer the condition burned on success they only take half damage and don't suffer the burned condition. Each time you use this function and creatures fail the save, the burn increases by one degree.

(You can use this ability a number of times equal to your Constitution modifier, you regain all uses after a long rest)

Savage

At 9th level, Your strength roars just like your flames, in an amuement provoked by your RC cells, once and only once in your turn, you double your attack rolls, plus you can perform an additional unarmed attack each time you perform the Attack action. You can only use this ability once every 24 hours, you get an additional use of this ability at level 16, and a last use at level 20.

Salamander's Breath

At 9th level, your Pseudopyrokinesis has a more prodigious control, now, you add your proficiency modifier as fire damage to your damage rolls, with this, every time you hit a creature it must make a Constitution saving throw against your Dc, on a failure it is set on fire, receiving in each of its turns damage equal to your proficiency modifier, the creature must spend its action if it wants to extinguish the flames, and you can not recover hit points until it extinguishes the flames, in addition you gain +2 to attack and damage rolls.

Your physiology is also affected by the elemental affinity of your Kagune, you gain resistance to fire damage and do not suffer the effects of extreme heat and extreme cold.

Durability

At 11th level, your durability and endurance have become unmatched. Whenever you are forced to make any saving throw, you can add your Constitution modifier to the roll(You can use this function a number of times equal to your Constitution modifier), your Strength score, your Constitution score and your maximum life points cannot be reduced. In addition, each time you fall under the effect of exhaustion you can treat it as 1 level less than it really is.

  • Salamander scales: You can added your Strength Modifier to your CA. In addition, whenever you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage on a success, and half damage on a failure.
Like a rocket soaring through the sky

At 13th level, when your Kakuja is activated, you can propel yourself with your powerful flames, resembling a rocket. As a bonus action, you use your flames to propel yourself, your movement speed is doubled, and for every 10 feet you cover, you add a +1 to your damage rolls, if a creature is in front of you, as an action, you charge it causing 10d8 + your strength modifier, the creature is forced to make a Constitution saving throw, on a failure it takes double damage being knocked down and pushed 30 feet, on a success it takes normal damage and you simply push it aside as if you had pushed it.

If there are creatures behind in the same Line as the creature you attacked, they must also make the saving throw, you smash anything that gets in your way, breaking through walls and defenses with no problem. In addition, you can gain flight speed equal to your walking speed during your turn, but you must end up on the ground, otherwise you will fall down.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing Tokyo Ghoul 3rd Variant class, you must meet these prerequisites: Strength 13 abd Constitution 16 and at least one Ghoul organ

Proficiencies. When you multiclass into the Tokyo Ghoul 3rd Variant class, you gain the following proficiencies: Proficiency with Strength and Constitution saving throws, if you are already proficient, you double that proficiency.

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