Ghouls (Tokyo Ghoul Supplement)
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: Simple
Tools: Choose one artisan tool and one from Mask kit, Harvester kit, or Torturer Kit.
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose two between the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A custom mask
- A simple weapon of your choice
- (a) Dungeoneer's pack or (b) A Burglar's pack
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 | Resistant | 70 + Con | 1d10 | +40 ft. |
8th | +3 | Ability Score Improvement | 80 + Con | 1d12 | +40 ft. |
9th | +4 | Kagune Improvement, Ghoulish Evolution | 90 + Con | 1d12 | +40 ft. |
10th | +4 | Enhanced Regeneration | 100 + Con | 1d12 | +50 ft. |
11th | +4 | Enhanced Kagune | 110 + Con | 1d12 | +50 ft. |
12th | +4 | Ability Score Improvement, Kagune Improvement | 120 + Con | 2d6 | +50 ft. |
13th | +5 | Ghoul Deception | 130 + Con | 2d6 | +60 ft. |
14th | +5 | Predation | 140 + Con | 2d6 | +60 ft. |
15th | +5 | Kagune Improvement, Kagune Evolution | 150 + Con | 2d6 | +60 ft. |
16th | +5 | Ability Score Improvement | 160 + Con | 2d8 | +70 ft. |
17th | +6 | Improved Predation | 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. You count as 2 sizes larger when determining you ability to carry, push, pull or lift objects. Also, your unarmed damage die starts as 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 20ft, 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 5 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.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 14th, 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. You can't increase an ability score above your ability score limit using this feature. You can forgo an ASI improvement in favor of taking a feat.
Extra Attack[edit]
At 5th level, you can now attack twice instead of once when you take the Attack action. This increases to three times instead of twice at 11th level, and to four at 17th level.
Resistant[edit]
At 7th level, your strength as a sorcerer allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
You can only choose an option if the corresponding score is 16 or above. When you would make a save with the ability you take half damage on failure and no damage on success.
Ghoulish Evolution[edit]
At 9th level through bloodshed you have risen to a new height of power. Choose two physical abilities scores of your choice that increase by +2, their maximus increase by 4.
Enhanced Regeneration[edit]
At 10th level your regeneration has greatly improved. When you expend a hit die to regenerate you can use 5 RC to double the roll. You can also regenerate limbs using this healing (Except for your head).
Enhanced Kagune[edit]
At 11th level when ever you unleash your kagune you may spend double its cost to increases it's power. Your kagune is much more dense gaining a damage reduction of 10 and deals double damage to structures and objects. Your Kagune also deals and additional die of damage.
Ghouls’ Deception[edit]
At 13th level as you have reached new heights in power you realize it is easier to hide yourself among others by finely controlling your body. You gain advantage in charisma (Deception) checks when pretending to be a normal human. When you are contested others minus their roll by your constitution mod. You can not be passively detected as a ghoul.
Predation[edit]
At 14th level your instincts have heightened to a new level. You gain 30ft of blindsight as long as you can hear and smell.
Kagune Evolution[edit]
When you reach 15th level your kagune evolves even further depending on your type.
- Ukaku- You grow a second smaller set of wings that work in tandem with your original. Your movement does not provide opportunity attacks. When you dash you add your speed twice.
- Kokaku - Your blade has become more refined, slashing through most defenses. Your kagune attacks ignore damage thresholds and reductions. Creatures who have taken damage by your kagune have a penalty to their AC equal to your proficiency bonus, until the end of your next turn.
- Rinkaku - Your tendrils/tentacles have become much faster when you attack with your kagune creatures need to spend twice as much reactions to react to them. You also add your strength mod and additional time to all strength checks with them.
- Bikaku - Your tail has become much stronger than before. You add your strength mod twice to damage rolls and when using your kagune you count as two additional sizes larger.
Improved Predation[edit]
At 17th level you natural instincts have improves greatly. You gain the following benefits:
- Predatory Reflexes: You can take an extra reaction.
- Predator’s Senses: Your blindsight gains and additional 30 feet as long as you are able to hear or smell and advantage on Wisdom (Perception) checks relying on hearing or smell.
- Overwhelming Hunger: When you reduce a humanoid creature to 0 HP, you may consume it as a free action gaining health and RC equal to its CR times two.
SS Rated Ghoul[edit]
At 20th Level you have achieved power few ghouls have risen to. As long as your kagune is intact you gain an additional free action to unleash it. A score of your choice increases by +4 along with its maximum. Your unarmed strike damage tier increases by 2 as well.
Kagune Improvements[edit]
- 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.
- Rinkaku Improvements
- Piercing Improvement - Cost 1 point. You are able to twist your tentacles together to pierce your opponent better. When making an attack with your kagune you may twist your tentacles together. Each added tentacle gives a +1 to hit, but reduces damage dealt by 1. Can only be taken once.
- Manipulation Improvement - Cost 1 point. You're able to use your tentacles to grapple Opponents more efficiently. As long as you have two tentacles free you have an additional bonus action (You may either grapple or shove with this action). Can only be taken once.
- Movement improvement - Cost 1 point. Your kagune allows you to be more agile than others. You can make a running long jump or a running high jump after moving only 5ft. When you are prone, standing up only uses 5 ft of your movement. Can only be taken once.
- Bikaku Improvements
- Tail Improvement - Cost 1 point. Your kagune becomes very similar to the tail or limb of an actual creature. For example it could be a whale tail giving you a swimming speed, a tentacle allowing you to grapple things easier, a crab claw allowing you to crush creatures more easily. (Talk with your DM to determine effects). Can only be taken once.
- Durability improvement - Cost 2 points. Your kagune’s density increases causing it to be able to withstand more damage. Your kagune gains a damage reduction equal to your level. Can be taken again at 6th level adding con mod to reduction. 11th level adds proficiency bonus.
- Size Improvement - Cost 2 points. 6th level. Your kagune becomes longer and wider enabling you to attack multiple creatures at once. When you make an attack against a creature with your kagune you may target an additional creature within reach of the creature, using the same attack roll. Can only be taken once.
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