Ghoul King Incarnate, Variant 3 (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
Level | Proficiency Bonus |
Features | Unarmed Damage and Kagune Damage | Kagune Uses | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Hunger, Kagune | 1d6 | 4 | +10 |
2nd | +2 | Regeneration, Incognito | 1d6 | 6 | +10 |
3rd | +2 | Heightened Senses, Improved Critical | 1d6 | 8 | +10 |
4th | +2 | Ability Score Improvement, Dark Magic | 1d6 | 10 | +15 |
5th | +3 | Extra Attack, Elusive | 1d8 | 12 | +15 |
6th | +3 | Lethality, Fragmented Mind, Uncanny Dodge | 1d8 | 14 | +15 |
7th | +3 | Kakuja, This Monster Can Still Fight | 1d8 | 16 | +20 |
8th | +3 | Ability Score Improvement, Tendril Circle | 1d8 | 18 | +20 |
9th | +4 | Insanity Control | 1d10 | 20 | +20 |
10th | +4 | Hard to Kill, Kings Gift Incarnate's Blood | 1d10 | 22 | +25 |
11th | +4 | Superior Regeneration, Liquid Shadows | 1d10 | 24 | +25 |
12th | +4 | Ability Score Improvement, Piercing Darkness | 1d10 | 26 | +25 |
13th | +5 | Advanced Kakuja | 1d12 | 28 | +30 |
14th | +5 | Hunger for Power | 1d12 | 30 | +30 |
15th | +5 | Alpha Ghoul, Broken but not Finished | 1d12 | 32 | +30 |
16th | +5 | Ability Score Improvement | 1d12 | 34 | +35 |
17th | +6 | Supreme Ghoul | 1d12 | 36 | +35 |
18th | +6 | Perfect Kakuja | 1d12 | 38 | +35 |
19th | +6 | Ability Score Improvement | 1d12 | 40 | +40 |
20th | +6 | King | 2d8 | Unlimited | +40 |
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 2 + 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 poisoned condition. You also gain proficiency in acrobatics and athletics, along with additional Movement speed while unarmored (shown on the unarmored movement table). This bonus increases when you reach certain levels, as shown in the leveling table. Additionally, your hit point maximum increases by 2, and it increases by 1 every time you gain a level in this class.
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 until you disable it, the table indicates how many uses you have.
Ghoul Kings have access to two 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 a bonus action, you can recover hit 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, and you regain all uses upon completing a long rest. If you lose a limb, the regeneration will stop the bleeding, but it won't fully recover until you take a long rest. If you suffer from Hunger, you can only regenerate 1/4 of your hits points maximum, 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 superhuman strength and ghoulish abilities become more violent. Whenever you take the attack action with your kagune or any natural weapon, your critical hit range is reduced by 1.
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 take 2d6 damage. Additionally, you can use this feature to move through a space that only a creature 2 size categories or less smaller than you can fit through.
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 have advantage against being frightened, and you have 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.
Kakuja Block[edit]
Starting at 6th level, when an attacker that you can see hits you with an attack, you can make an attack roll against them as a reaction. If your attack roll meets their attack roll, halve the damage against that attack. If your attack roll fails, you instead sacrifice your Kakuja to absorb the brunt of the blow, de-summoning it and requiring another use to summon it again.
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, 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 bonus to your AC.
- You have advantage on Constitution checks and Constitution saving throws, and any damage you take is reduced by 3.
- 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 12 will cause you to lose yourself in a frenzied rage, where you will not be able to distinguish between enemy and friend. You must make this saving throw at the end of each of your turns to avoid losing your sanity. you can use your Kakuja a number of times equal to your Constitution modifier, you regain all 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 an attack with advantage after using this ability. You cannot use this ability again until you take a long rest.
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 reduced to 0 hit points while you have Kagune active, you can make a DC 10 Constitution saving throw. If you succeed, you are instead reduced to 1 hit point.
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.
- (Player) If the target in question accepts the gift willingly they may keep their consciousness, abilities/character and gain the following ghoul class. (https://homebrewery.naturalcrit.com/share/926-S_Sql_1I))
- (Player/NPC) If the target declines your gift, you may force it upon them anyways. They must succeed a constitution saving throw against your spell casting DC. On failed save, they become a mindless disciple forever and become under your control turning into the following ghoul creature. On a success they will be poisoned by your blood rejecting its gifts however and receive 2 levels of exhaustion as their bodies attempt to ward off its effects. (https://media.discordapp.net/attachments/1162229918743142463/1214764596725030962/image.png?ex=65fa4cb1&is=65e7d7b1&hm=9f60fcb53c046f1ffb53dd15de37f5a66257a5ff730fcd7a8b277bbf447b4a88&=&format=webp&quality=lossless)
- (NPC) If the target in question accepts the gift willingly they may keep their consciousness, abilities/character and gain the following ghoul class. (DM))
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.
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 6.
- You have advantage on all saving throws.
- You do triple damage when you hit a critical attack instead of double.
- Your speed increases by 25 feet in total.
Hunger for Power[edit]
At 14th level, when you devour at least one piece of a creature's flesh (your bite deals normal unarmed strike damage), 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 bonus in each of your turns, this function has no effect if you have your hit points at maximum, also, you get an additional use of your feature "This Monster Can Still Fight."
Supreme Ghoul[edit]
At 17th level, You are reaching the pinnacle as a ghoul, you add a +2 to your Strength, Constitution and Dexterity ability scores, and increase their maximums by the same amount, your senses are also enhanced, you gain 30 feet of blindsight, proficiency with Wisdom saving throws.
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 the stunned, incapacitated, and paralyzed conditions.
- You are Immune to any effect that would kill you instantly.
- Creatures that make saves against your DD do the save with disadvantage.
- Your Kakuja can push you beyond your normal limits. On your turn, you can take one additional action. The first use of this ability is free, but each subsequent use will cause you to gain 1 point of exhaustion.
- You gain an additional +3 to your attack and Damage rolls.
King[edit]
At 20th level, you have reached the epitome of a ghoul, your Constitution or Dexterity score increases by 4, and their maximums are increased to 25. 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.