Ghoul King Incarnate, Variant 2 (5e Class)
From D&D Wiki
Work In Progress |
Ghoul[edit]
Ghouls are biologically 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.
Creating a Ghoul[edit]
Source: Rare Gallery wallpaper |
Were you always a ghoul, or were you implanted with a kakuhou later in life? Do you only eat when needed, or do you hunt humanoids for pleasure? Do you sulk in the shadows, or hide in plain sight? Have you lost any ghoul companions to prejudice, or do you operate alone?
- 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. Second, choose the Hermit 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: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ghoul 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
Level | Proficiency Bonus |
Features | Unarmed Damage and Kagune Damage | Kagune Uses |
---|---|---|---|---|
1st | +2 | Hunger, Kagune | 1d6 | 2 |
2nd | +2 | Regeneration, Incognito | 1d6 | 2 |
3rd | +2 | Heightened Senses, Improved Critical | 1d6 | 3 |
4th | +2 | Ability Score Improvement | 1d6 | 3 |
5th | +3 | Extra Attack, Elusive | 1d6 | 3 |
6th | +3 | Lethality, Fragmented Mind, Uncanny Dodge | 1d6 | 4 |
7th | +3 | Kakuja, This Monster Can Still Fight | 1d8 | 4 |
8th | +3 | Ability Score Improvement | 1d8 | 4 |
9th | +4 | Insanity Control | 1d8 | 4 |
10th | +4 | Hard to Kill | 1d8 | 4 |
11th | +4 | Superior Regeneration | 1d8 | 5 |
12th | +4 | Ability Score Improvement | 1d10 | 5 |
13th | +5 | Advanced Kakuja | 1d10 | 5 |
14th | +5 | Hunger for Power | 1d10 | 5 |
15th | +5 | Alpha Ghoul, RC Cell Membrane | 1d10 | 5 |
16th | +5 | Ability Score Improvement | 1d10 | 5 |
17th | +6 | Supreme Ghoul | 1d10 | 6 |
18th | +6 | Perfect Kakuja | 2d12 | 6 |
19th | +6 | Ability Score Improvement | 2d12 | 6 |
20th | +6 | King | 2d12 | Unlimited |
Hunger[edit]
As a Ghoul, your diet is made up of three things: humanoids, coffee, and water. Ghouls require 1 medium-sized humanoid every 1d12 + your Constitution modifier; Otherwise, they will attack the nearest humanoid and try to kill and eat it on sight. Ghouls often wear a mask when hunting to keep their identity secret. When your Kagune is outside or you are eating or hungry, your sclera (white part of the eye) turns black and your iris turns blood red. If you don't meet your hunger requirements, you lose the ability to use your Kagune until you eat, and for each day you go hungry, you gain one level of exhaustion. If you consume food beyond your ghoul diet, you must succeed on a DC 18 Constitution saving throw or vomit, and regardless of the result, it does not count toward your food needs.
If you suffer from exhaustion levels, feeding will decrease them by 1.
Demon Body[edit]
Ghouls are not creatures that should be treated with carelessness, their physiology gives them great abilities and surprising strength. At the first level you get the following benefits:
- Steel Skin
- Your AC is equal to 10 + Your Constitution modifier + Your strength modifier. You have immunity to bludgeoning, piercing, and slashing damage, but due to your nature you are vulnerable to silver weapon damage and radiant damage.
- 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 this you are immune to diseases, you have resistance to poison damage and cannot suffer the state of intoxication. You also gain proficiency on saving throws or strength and constitution skill checks. If you already have proficiency, the bonus is doubled, along with an additional 10 feet of movement, plus your hit point maximum increases by an amount equal to your level, and increases by 2 every time you level up.
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.
You can choose between Rinkaku, Ukaku and Unknown at 1st level. Kagunes inflict slashing damage equal to the dice on the Kagune table, which increases with level.
You will now always be under the effect of the jump spell.
Regeneration[edit]
At 2nd level, your regenerative abilities become present, as bonus 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 Ghoul level, 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 1/4 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
critical athletic[edit]
You gain the following proficiencies: Proficiency with Strength and Constitution checks and saving throws; If you are already competent, you double that competence.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th, 20 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.
Amazing Dodge[edit]
Starting at 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the damage of the attack against you.
At 12th level you can attack as part of the same reaction.
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 with Wisdom saving throws, 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
reaction force[edit]
At 6th 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)
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 1 minute you gain the following benefits:
- You can add your Constitution modifier to damage rolls.
- 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.
- You have advantage on Constitution checks and Constitution saving throws, and any damage you take is reduced by 5.
- 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 level 7, when you are left with 0 life points, you are left with 1 life point, you get more uses of this ability at levels 11 and 16. You cannot use this ability again until you take a long rest.
Insanity Control[edit]
At level 9, when you have your Kakuja active, you can decide to suppress your madness for that minute, you can only do this once a day, after that minute passes and you are still using your Kakuja, you will have to make your saving throw. against your usual madness. Thanks to this you are immune to the effects caused by different types of madness, but if you suffer one of these, when you activate your Kakuja, they will come to the surface.
Hard to kill[edit]
Starting at level 10, your regeneration can keep you fighting despite serious wounds, pushing you beyond your limits, without being defeated. If you have 0 health while you have Kagune active, you can make a DC 10 Constitution saving throw. If you succeed, you are left with 1 hit point. If you succeed, you go down to 1 life point and it does not count as if you had reached 0.
Each time you use this feature after the first time, the saving throw increases by 5. When you finish a short or long rest, the saving throw resets to 10.
Superior Regeneration[edit]
At level 11, your regeneration has become much more powerful, being able to regenerate limbs at the same speed as a flesh wound. Now your regeneration can make you regain limbs when you use it, even if you are decapitated you don't die, you conserve your health points to regenerate your head without problems. Additionally, you only die if you fail all death saving throws.
Advanced Kakuja[edit]
At level 13, Tu Kakuja continues to mutate and evolve, becoming stronger and stronger. Now when you activate it you get the following benefits in addition to those you already have:
- You now add your Constitution modifier to attack and damage rolls.
- You gain 2 temporary resistances and 1 immunity to a damage type of your choice for the duration of your Kakuja. (If you already have 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 deal triple damage when you make a critical attack instead of double.
- Your speed increases by 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.
Alpha Ghoul[edit]
At 15th level, As bonus 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.
RC Cell Membrane[edit]
At 15th level, In difficult times, an organism evolves to survive, in the process eliminating its weaknesses. As a bonus action, for 1 minute you can activate a membrane made of your RC cells, which grants you the following benefits:
- All your vulnerabilities to damage types disappear.
- You gain immunity to non-magical blunt, piercing and slashing damage.
- 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.
You can use this trait a number of times equal to your proficiency modifier, you regain all uses after a long rest.
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 conditions.
- 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.
King[edit]
At 20th level, you have reached the epitome of a ghoul, your Strength, Constitution and Dexterity scores increase by 4 exceeding their maximums up to 26, (If you have the Unknown Kagune subclass, your maximum Strength is 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, a show of power for those who plan to face the King. They recharge every 24 hours.
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.
source [] |
- 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, 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 and 4d12 at level 12.
- 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 bonus 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:
source [] |
- 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 2d6 piercing damage + 3d4 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 take lightning damage, instead of taking damage, you absorb it to heal any damage you would have taken; if it exceeds your hit points, they become temporary hit points. Alternatively, as a reaction instead of healing the damage received, you can add this lightning damage to your attack rolls.
- 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, 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 +2 to your CA.
- Your Critical rank increases by 1.
- You gain immunity to radiant damage.
- 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.
- 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 4d6 piercing damage + 2d8 lightning damage, 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)
The crystal angel form lasts 5 minutes, you cannot use it again until you complete a long rest. (At the end of this transformation you receive 2 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.
source [] |
- Specialized in Brute Force
At 1st level, with a bonus 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 +1 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 ghoul 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 of blunt damage, also when you run you can push as an bonus 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:
source [] |
- 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.
- 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 10d10 of force damage 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 prone and their speed is reduced to 0 until the creature receives a form of healing.
- Break arm: Your opponent's arm is broken, causing him to receive a penalty to his attack and damage rolls equal to your proficiency modifier.
- 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:
- You gain an additional action.
- Your arms are coated with RC cells turning red with claws, adding a +1 to your AC, and adding 1d10 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 Constitution saving throw and if he fails, he is incapacitated for one turn.
- 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:
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 rolls.
- 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 120 feet of blindsight.
This transformation lasts 5 minutes, once you use it you will not be able to use it again until you complete a long rest.
Unknown[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.
source [] |
- 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 10)
- Improved resistance
At 1st level, when you are left with 0 life points, you are left with 1 life point instead. You can use this trait a number of times equal to your proficiency modifier. When you gain a level in this class, your hit die is a d12, Additionally, maximum hit points increase by 3 and increase by 1 again each time you level up in this class.
- Supreme Regeneration
At level 3, when you use your regeneration, instead of recovering half of your life points, you recover your maximum life points, in addition a user of this Kagune can regenerate his limbs with this function without needing to take a long rest to achieve it.
- Overdeveloped strength
In these ghouls their strength is much more developed than in others, at 3rd level your maximum strength increases by 4, you also count as a large creature in terms of carrying and pushing weight. You gain proficiency on Strength and Constitution checks and saving throws, and you also cannot be moved or pushed.
- bloodlust
At level 5, 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 feature 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 use this feature a number of times equal to your proficiency modifier.
- calculating mind
You get a feat of your choice
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:
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 6d10 + your Constitution modifier of fire damage (This damage increases to 6d12 at the level 14), also, any creature who fails the save suffer the condition ignited on success they only take half damage and don't suffer the ignited 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, immediately after performing the Attack action on your turn to perform an unarmed attack, you can use your additional action to perform two unarmed attacks, plus these attacks go with advantage. You can use this function a number of times equal to your proficiency bonus and recover all the uses spent when you finish a short or prolonged rest.
- Salamander's Breath
At 9th level, your Pseudopyrokinesis has a more prodigious control, now you add half of 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.
Your physiology is also affected by the elemental affinity of your Kagune, you gain resistance to fire damage and you are inmune to exhaustion in environments of Extreme Heat, as detailed in Chapter 5 of the DMG.
- 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. 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.
If a creature is in front of you, as an action you can charge it, the creature is forced to make a Strength saving throw, on a failure it takes causing 4d8 of blunt damage being knocked down and pushed 30 feet, on a success He suffers half damage and is not knocked down, but is only pushed 10 feet. If there are creatures behind in the same Line as the creature you attacked, they must also make the saving throw.
Due to your great strength you destroy everything in your path, breaking through walls and defenses without problems. Your attacks count as critical attacks against objects and structures, causing maximum damage.
Bikaku[edit]
A Bikaku has better speed and control over a Kagune Rinkaku's brute force, allowing them to cut through the Kagune Rinkaku. However, a Bikaku is overwhelmed by an Ukaku, and will lose to its long-range attacks.
source [] |
- 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:
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)
source: Tokyo Ghoul Manga [] |
Unknown[edit]
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.
Back to Main Page → 5e Homebrew → Classes