Ghouls (Tokyo Ghoul Supplement)

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Ghoul[edit]

Class Features

As a Ghoul you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ghoul level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ghoul level after 1st

Proficiencies

Armor: None
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

  • (a) 1 or (b) 1
  • (a) 1 or (b) 1

Table: The Ghoul

Level Proficiency
Bonus
Features RC Cells Unarmed Damage Unarmored Movement
1st +2 RC Cells, Ghoul Physiology 10 + Con 1d8 +20 ft.
2nd +2 Kagune 20 + Con 1d8 +20 ft.
3rd +2 Kagune Improvement 30 + Con 1d8 +20 ft.
4th +2 Ability Score Improvement 40 + Con 1d10 +30 ft.
5th +3 Extra Attack, 50 + Con 1d10 +30 ft.
6th +3 Kagune Improvement 60 + Con 1d10 +30 ft.
7th +3 70 + Con 1d10 +40 ft.
8th +3 Ability Score Improvement 80 + Con 1d12 +40 ft.
9th +4 Kagune Improvement 90 + Con 1d12 +40 ft.
10th +4 100 + Con 1d12 +50 ft.
11th +4 110 + Con 1d12 +50 ft.
12th +4 Ability Score Improvement, Kagune Improvement 120 + Con 2d6 +50 ft.
13th +5 130 + Con 2d6 +60 ft.
14th +5 140 + Con 2d6 +60 ft.
15th +5 Kagune Improvement 150 + Con 2d6 +60 ft.
16th +5 Ability Score Improvement 160 + Con 2d8 +70 ft.
17th +6 170 + Con 2d8 +70 ft.
18th +6 Kagune Improvement 180 + Con 2d8 +70 ft.
19th +6 Ability Score Improvement 190 + Con 2d8 +80 ft.
20th +6 Kagune Improvement 200 + Con 2d10 +80 ft.

Ghoul Physiology[edit]

Ghouls are born with a similar but different physiology then humans. Starting at 1st level you gain the Physiology, RC cells, Regeneration, Ghouls resilience, and Hunger of a ghoul if you weren't one already.

Ghoul Strength - At first level you gain the strength of a ghoul. Your unarmed damage die is a d8 and your jump height is doubled. Most ghouls are physically stronger then your average human easily being able to tear them apart. Ghouls are also known to be able to leap at great heights.

Ghoul Movement - Also at first level you gain the movement and agility of a ghoul. Your speed increases by 20f, you gain more speed at higher levels in this class. You also gain the ability to move up, down, and across vertical surfaces and upside down along ceilings. Ghouls easily out pace humans they are also known to be able to climb along ceilings and scale buildings.

Ghoul Resilience - You gain a resistance to non-magical bludgeoning/slashing/piercing damage. Ghouls are known for their durability. Normal bullets are ineffective and steel knives break on their skin only leaving small scratches that heal nearly instantaneous.

Ghoul Regeneration - Ghouls are able to use RC Cells to regenerate themselves. You have a healing pool equal to your hit die. At the start of turn you may spend 5 RC a number of times equal to your proficiency bonus to expend a hit die. You may spend your actual hit die to heal if you run out. Ghouls are known to have healing capabilities that far surpass humans being able to heal small wounds and bone fractures easily. They are also capable of regenerating limbs, Some have been rumored to even be able to reattach their own head.

Hunger - Ghouls have a hunger for human flesh which contains RC cells. Ghouls can only eat humanoid flesh and drink water and coffee due to a unique enzyme in their bodies. Normal food taste like trash and causes most ghouls to vomit and weaken physically. If a ghoul eats normal food they'll need to make a DC 15 constitution saving throw or vomit. Vomiting causes you to lose a day's worth of food equal to how much you failed by. If a ghoul goes a number of days equal to their con mod times proficiency bonus without eating they will begin to suffer from hunger.

You may consume a dead humanoid to regain RC cells equal to their CR. You may decide how much you eat to regain a specific amount. If you go over your RC limit you will suffer from detriments depending on the amount over.

RC Cells[edit]

At 1st level you gain RC cells they are the resource a ghoul uses. Both humans and ghouls have them. For ghouls imagine if there is an extra zero behind the number. For humans they have a minimal amount. You have an amount equal to your Ghoul level times 10 + Constitution Modifier. You may spend RC to regenerate, uses your kagune, use special abilities and gain power.

Kagune[edit]

At 2nd level you awaken your kagune. Choose an RC type from Ukaku, Kokaku, Rinkaku, Bikaku. As a bonus action for RC you may unleash your kagune. Your kagune deals your unarmed strike damage die and counts as a magical weapon for the sake of overcoming immunities and resistances. Depending on RC type you may use it to manipulate objects and hold weapons. RC type also sets your hit die.

  • Ukaku - Small wing-like kagune that grows from the upper shoulder area. Gives 60ft flying speed, hit die d8, gains a ranged 30/60ft attack but damage die tier is reduced by 1.
  • Kokaku - Blade-like a kagune that grows from a shoulder blade. 5ft reach, hit die d10, damage die tier with kagune increases by 1.
  • Rinkaku - Scaled tentacle-like Kagune that grows from around the waist. Reach of 20ft, hit die d8, increased healing die dier by 2. Roll a d3 for tentacle count when chosen.
  • Bikaku - Tail-like kagune grows from the tailbone. Reach of 20ft, hit die d12, damage die tier with kagune increases by 1.

Kagunes may be attacked directly. They have hit points equal to your constitution modifier times half your level (rounded down) at higher levels it becomes constitution modifier times level. To target a Kagune, make an attack roll with a penalty depending on which RC Type. Ukaku is -5, Kokaku is -3, Rinkaku no penalty, and Bikaku is -1.When a kagune is broken you will need to expend RC cells to regenerate it over time. You may expend 1 RC to regenerate over the course of a minute outside of combat. You can expand 5 to regenerate it at half HP as an action. You can spend 10 to regenerate at half HP as a bonus action. If it is dealt damage equal to two times its max HP it can only regenerate after a short rest.

Kagune Improvements[edit]

at 3rd level you begin to evolve your kagune. You start with 3 improvement points and gain 3 more at 6th, 9th, 12th, 15th, 18th, and 20th level. Each improvement can be taken a number of times equal to your proficiency bonus unless stated otherwise.

General Improvements
  • Damage improvement - Cost 1 point. After strengthening your kagune you are able to deal devastating attacks. Increase damage die amount by 1.
  • Reach improvement - Cost 1 point. After training your kagune you are able to increase its range by 5ft.
  • Appendage improvement - Cost 2 points. After training your kagune you are able to grow an additional appendage. Only available for Rinkaku and Bikaku types.
  • Health improvement - Cost 1 point. After training your kagune it can take more damage. Add your proficiency bonus added twice to its hit points.
  • Armor improvement - Cost 2 points 6th level. Your kagune begins to spread around your body giving you a damage reduction except psychic damage, equal to your con mod plus proficiency bonus.
Ukaku Improvements
  • Speed Improvement - Cost 1 point. Training your wings to their max. You are able to gain 10ft extra flying speed.
  • Wingspan improvement - Cost 2 points. Your wingspan grows larger in response to danger. As a reaction for 5 Rc to an attack being rolled against you, your wings grow and wrap around you. You gain plus 2 to AC. Any creature of your choice within 5ft is protected as well.
  • Pseudo-electrokinesis - Cost 3 points. 6th level. Your Ukaku has developed electric abilities. Your kagune damage now counts as lighting and does extra damage equal to half your damage roll rounded down. Can be taken again at 11th level, extra damage changes to full rolled damage.
Kokaku Improvements
  • Morph Improvement - Cost 2 Points. Your Kagune can mold into a weapon of your choosing. As a bonus action, you may reshape your kagune into a melee weapon. It cost 2 RC for a simple melee weapon. 5 RC for a martial melee weapon. It takes on the weapon's non magical properties and gains its damage die as extra damage.
  • Shield improvement - Cost 1 point (Previous improvement required). Instead of going offensive you go on the defensive. As an action for 5 RC. You're able to morph your kagune into a shield giving you +5 to your AC.
  • Dual Improvement - Cost 2 points. 6th level. You are able to gain a second blade coming out of your other shoulder. When you take the attack action using your kagune, you may make an extra attack.

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