Tokyo Ghoul (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Tokyo Ghoul franchise, and/or include content directly affiliated with and/or owned by Sui Ishida. D&D Wiki neither claims nor implies any rights to Tokyo Ghoul copyrights, trademarks, or logos, nor any owned by Sui Ishida. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

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]

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:
Weapons: Simple weapons
Tools: Disguise kit
Saving Throws: Strength, 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

Level Proficiency
Bonus
Features RC Cells
1st +2 Hunger, RC Cells, Spider Movement 0
2nd +2 Regeneration, Unarmored Defense, Monstrous Bite 1
3rd +2 Kagune 3
4th +2 Ability Score Improvement 5
5th +3 Thick Skin 7
6th +3 Extreme Recovery 9
7th +3 Kagune feature 11
8th +3 Ability Score Improvement 13
9th +4 Kagune feature 15
10th +4 Heightened Sense 17
11th +4 Inhuman Strength 19
12th +4 Ability Score Improvement 21
13th +5 Kagune feature 23
14th +5 Extra Attack 25
15th +5 Deadly Strikes 27
16th +5 Ability Score Improvement 29
17th +6 Rare Ability 31
18th +6 Ghoul King 33
19th +6 Ability Score Improvement 35
20th +6 Ghoul King improvement 50

Hunger[edit]

Starting at 1st level, your diet is comprised of three things, humanoids, coffee, and water. Ghouls require 1 Medium sized humanoid per 1d4 + your Constitution modifier days. If this requirement is not met, you become berserk and unable to extend your Kagune in addition to the normal effects of starvation. While berserk in this way, as well as while your Kagune is out and while you are able to taste humanoid flesh or blood, your sclera turn black and your irises turn blood red. 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.

RC Cells[edit]

At 1st level, your ghoulish nature manifests as specialized cells throughout your body. Your ghoul level determines the number of RC Cells you have, as shown in the RC Cells column of the ghoul table, and you add your Constitution modifier to your RC Points maximum. When you spend an RC Cell, it is unavailable until you finish a short rest. You may consume 1 lb. of humanoid flesh as an action to regain a number of RC Cells equal to your proficiency bonus.

Spider Movement[edit]

At 1st level, your hunter nature has made you capable of movements suited to stalking or ambushing prey. You gain a climbing speed equal to your walking speed, and move up, down, and across vertical surfaces and upside down along ceilings.

Regeneration[edit]

At 2nd level, your RC Cells are able to transform into your flesh, bone, and blood. As a bonus action, you may spend 1 RC Cell to regain 1d6 + your Constitution modifier hit points, and you may spend an additional RC Cell to add your Constitution modifier to this roll an additional time.

Unarmored Defense[edit]

At 2nd level, while you have at least 1 RC Cell and are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Monstrous Bite[edit]

At 2nd level, your powerful jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. On a critical hit with your jaws, you may consume 1 lb. of the target.

Kagune[edit]

At 3rd level, your above-average RC Cell count manifest into added deadly limbs; your Kagune. Choose between Rinkaku, Koukaku, Bikaku, and Ukaku, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 9th, and 13th level.

You may extend your Kagune as an action for 3 RC Cells, doubling your jump distances and granting you a natural weapon dependent on your Kagune for 10 hour. Your Kagune count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. As a bonus action while this feature is active, you may regain 2 RC Cells to retract your Kagune, ending this feature early.

Each Kagune has its own hit points. When you take damage from an attack while your Kagune is extended, the attacker may choose to deal damage to your Kagune instead. If this reduces your Kagune to 0 hit points, it retracts. Your Kagune interacts with damage the same way you would, but is immune to psychic damage.

Chimera (optional)

If you are using a variant rule that allows you to mutlisubclass, multisubclassing into another Kagune grants you a Chimera Kagune. When you extend your Kagune, you must choose which Kagune you extend, though both Kagune can be extended at the same time.

Thick Skin[edit]

At 3rd level, as a bonus action for 3 RC Cells, you may harden your skin, reducing any bludgeoning, piercing, and slashing damage you take from nonmagical attacks by your proficiency bonus + 2 for 1 minute.

Ability Score Increase[edit]

At 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.

Extreme Recovery[edit]

At 6th level, when you use Regeneration, rather than regaining hit points, you may contribute the number of hit points you would have regained toward reshaping your RC Cells to replace a missing body part. A fully-missing major body part, such as an arm, leg or organ, requires 20 hit points to be contributed, while a partially-missing major body part or a fully-missing minor body part, such as an eye, jaw, or finger, requires 10 hit points to be contributed.

Heightened Senses[edit]

At 10th level, when you take the search action, you detect the location of any living or dead Humanoids within 30 ft. of you that produce a smell.

Inhuman Strength[edit]

At 11th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, while you are under the effects of Thick Skin, your melee attacks gain a bonus to their damage rolls equal to your proficiency bonus.

Extra Attack[edit]

At 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Deadly Strikes[edit]

At 15th level, your natural weapon attacks score a critical hit on a roll of 19 or 20.

Rare Ability[edit]

At 17th level, you develop a special ability unique to you alone. You gain one of the following:

Pseudo-Pyrokinesis

Your Kagune can generate kinetic energy rapidly. For 10 RC Cells, every creature in a 20 ft. radius sphere up to 100 ft. from you must succeed a DC 8 + your Kagune's attack modifier + your Proficiency bonus Constitution saving throw or take 8d6 fire damage.

Pseudo-Electricity

Your Kagune can conduct electricity. For 10 RC Cells, every creature in a 100 ft. line must succeed a DC 8 + your Kagune's attack modifier + your Proficiency bonus Constitution saving throw or take 8d6 lightning damage.

RC Blast

Your Kagune can release a blast of force without any form of light production. For 10 RC Cells, every creature in a 25 ft. cone must succeed a DC 8 + your Kagune's attack modifier + your Proficiency bonus Constitution saving throw or take 8d6 thunder damage.

Healing

Your Kagune can expel RC Cells to repair damaged tissue, allowing you to spend 10 RC Cells to heal one creature of your choice within 5 ft. of you for 8d4 hit points.

Shapeshifting

Your RC Cells can copy DNA samples perfectly. As an action for 10 RC Cells, you become identical to a humanoid who's DNA you've digested for 1 hour. You do not gain any features or actions that humanoid had, but you cannot be physically or magically distinguished from the original unless they can read your mind. You can turn back to your original self for no cost.

Ghoul King[edit]

At 18th level, your natural weapon attacks score a critical hit on a roll of 18-20. Additionally, you can increase one ability score of your choice by 2, and you can increase an ability score above 20 to a maximum of 30 using this feature and your Ability Score Improvement.

At 20th level, , you can increase one ability score of your choice by 2. Additionally, when you drop to 0 hit points, you may retract your Kagune to instead drop to 1.

Rinkaku[edit]

The Rinkaku is formed from RC Cells that can bind quickly, but break easily, and takes the form of long tails originating from the base of the spine.

Rinkaku Kagune

At 3rd level, your Rinkaku Kagune is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage equal to 1d10 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can use Dexterity instead of Strength for the attack rolls of your Rinkaku Kagune.

Your Rinkaku Kagune has a hit point maximum equal to your level + your proficiency bonus + your Constitution modifier. Additionally, your Rinkaku Kagune is treated as a hand for the sake of carrying and wielding items and climbing.

Urban Adept

At 7th level, your Kagune sprouts a second tentacle. While your Kagune is active, its reach and your climbing speed increases by 15 feet.

Advanced Rinkaku

At 9th level, you gain one of the following:

Offensive: when you make an Athletics or Acrobatics check, you can spend 2 RC Cells to gain advantage and double your proficiency bonus for that check.
Defensive: as a reaction for 3 RC Cells when you are targeted by an attack roll or saving throw while your Kagune is extended, you may move up to half your movement speed. If this would put you beyond the range of the attack or saving throw, it no longer targets you.
Multiplicative: while your Kagune is extended, its reach and your climbing speed increases by 10 feet.
Regenerative: when you use Regeneration while your Kagune is extended, you regain twice as many hit points.
Complete Rinkaku

At 13th level, you gain an additional effect from Advanced Rinkaku.

Koukaku[edit]

The Koukaku is formed from densely-binding RC Cells, and takes the form of a heavy, hard, shell-like carapace formed beneath the shoulder blade.

Koukaku Kagune

At 3rd level, your Koukaku Kagune is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Your Koukaku Kagune has a hit point maximum equal to twice your level + your proficiency bonus + your Constitution modifier. Additionally, your Koukaku Kagune is treated as a hand for the sake of carrying and wielding items and climbing.

Dense Carapace

At 7th level, as an action for 1 RC Cell, or as a bonus action for 2 RC Cells, you may double your Kagune's hit points to a maximum of twice its maximum hit points without this feature. As a bonus action, you may defend yourself with your Kagune, causing any damage you take, not including psychic damage, to be dealt to your Kagune instead.

Advanced Koukaku

At 9th level, you gain one of the following:

Offensive: as a bonus action for 1 RC Cell immediately after you hit on an attack with your Kagune, you may drill into the target, making an additional attack against them.
Defensive: as a reaction when a critical hit is scored against you while your Kagune is extended, you may cause the additional damage from the critical hit to be dealt to your Kagune instead of you.
Multiplicative: while your Kagune is extended, its reach increases by 10 feet and its maximum hit points increase by your Constitution modifier.
Shielding: as a bonus action for 1 RC Cell while your Kagune is extended, you partially transform your Kagune into a shield, granting you a +2 bonus to your AC unless you are already wielding a shield. As a reaction when a creature you can see attacks a target other than you that is within 5 feet of you while this feature is active, you can impose disadvantage on the attack roll.
Complete Koukaku

At 13th level, you gain an additional effect from Advanced Koukaku.

Bikaku[edit]

The Bikaku is formed from RC Cells with no notable characteristics, and takes form of a tail-like appendage originating from the coccyx.

Bikaku Kagune

At 3rd level, your Bikaku Kagune is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can use Dexterity instead of Strength for the attack rolls of your Bikaku Kagune.

Your Bikaku Kagune has a hit point maximum equal to your level + your proficiency bonus + your Constitution modifier. Additionally, your Bikaku Kagune is treated as a hand for the sake of carrying and wielding items and climbing.

Lengthy Tail

At 7th level, while your Kagune is extended, its reach and your walking speed increases by 10 feet.

Advanced Bikaku

At 9th level, you gain one of the following:

Offensive: as a bonus action for 1 RC Cell while your Kagune is extended, its reach and your walking speed increases by 20 feet until the beginning of your next turn.
Defensive: as a reaction for 1 RC Cell when a creature misses an attack against you while your Kagune is extended, you may move up to half your movement speed. You may spend an additional 2 RC Cells to cause this movement to not provoke an opportunity attack.
Multiplicative: while your Kagune is extended, its reach increases by 10 feet.
Trump Card: as a bonus action for 1 RC Cell while your Kagune is extended, you may gain a +1 bonus to your AC, attack and damage rolls with your Kagune, hit points regained from Regeneration, and damage reduction from Thick Skin until the beginning of your next turn.
Complete Bikaku

At 13th level, you gain an additional effect from Advanced Bikaku.

Ukaku[edit]

The Ukaku is formed from RC Cells that form both quickly and densely, resulting in "shards" of hardened cells that take the form of hard, crystallized wings coming out of the upper back.

Ukaku Kagune

At 3rd level, your Ukaku Kagune is a ranged natural weapon with a range of 60/240 feet, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you use Dexterity instead of Strength for the attack rolls of your Ukaku Kagune.

Your Ukaku Kagune has a hit point maximum equal to your level + your proficiency bonus + your Constitution modifier.

Beautiful Wings

At 7th level, as a bonus action for 2 RC Cells while your Kagune is extended, you gain a flying speed equal to your walking speed until the end of your next turn.

Advanced Ukaku

At 9th level, you gain one of the following:

Offensive: as an action for 4 RC Cells while your Kagune is extended, you may unleash a torrent of crystals from your Kagune. Every creature within a 10-foot-cube area within your Kagune's normal range must make a Dexterity saving throw with a DC equal to 8 + your attack roll bonus with your Kagune. On a failure, they take twice your Kagune's damage. On a success, they take half as much damage.
Defensive: as a bonus action, you may defend yourself and any creatures within your reach with your Kagune, causing any damage a defended creature would take, not including psychic damage, to be dealt to your Kagune instead. If multiple creatures would be targeted by the same effect, your Kagune is only targeted once.
Multiplicative: while your Kagune is extended, its range increases by 10/40 feet.
Nimble: while your Kagune is extended, your flying speed increases by 20 feet.
Complete Ukaku

At 13th level, you gain an additional effect from Advanced Ukaku.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tokyo Ghoul class, you must meet these prerequisites: a Strength score of 15 or higher and a Constitution score of 13 or higher, and a transplant of a ghoul's organ. When you gain your Kagune after multiclassing, you must choose the same Kagune as the ghoul whose organ was transplanted into you.

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


Design Note: If you want more TG class material, check out Cannibal Ghoul (5e Class).


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: