Re:Ghoul (5e Class)

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Re:Ghoul

A human is approached by guards, the human having spider tentacles come out of his back attacks the guards beating them he devours the men leaving no trace behind

Creating a Re:Ghoul

Ghouls are apex predators. They have the form of a humanoid but the only thing that satiates their hunger is humanoid flesh, they are also much stronger and faster than the average person, you could even say that they are the natural predators of humanoids, one step above in the food chain. An important topic to keep in mind when creating a ghoul character is their disposition towards their condition: how do they feel about having to eat people? Do they not care? Do they hate it? Do they see themselves as murderers? Do they hate the world and the rest of society for hunting them like animals when they don't have a choice but to eat in order to survive? Are they sadistic maniacs that fit right in the stereotype of a regenerating cannibal monster? And most importantly, how do they acquire food? Do they hunt people? Steal corpses? Maybe they hunt, but only eat criminals. Maybe you have a code of honor. Do they have friends? Do those friends know of your human-eating condition? Were you born a ghoul or turned into one because of an experiment?

Quick Build

You can make a Re: Ghoul quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Hermit background.

Class Features

As a Reghoul you gain the following class features.

Hit Points

Hit Dice: 1d10 per Reghoul level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Reghoul level after 1st

Proficiencies

Armor: none
Weapons: Natural, Unarmed Attack
Tools:
Saving Throws: Strength, Constitution
Skills: Athletics, Acrobatics, and your choice of any 2

Equipment

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

  • A mask
  • Common clothes
  • (a) Simple weapon or (b) Martial weapon
  • (a) Explorers pack or (b) Disguise kit

Table: The Reghoul

LevelProficiency
Bonus
FeaturesRC Cells
1st+2Hunger, Regeneration, Personal Mask10
2nd+2Kagune, Unarmored defense, Extreme Recovery, Unarmed Predator12
3rd+2Unarmored Movement, Durability18
4th+2Ability Score Improvement, Ability Score Improvement, Kagune Ability25
5th+3Extra Attack, Skill Tree26
6th+3Ability Score Improvement27
7th+3Detachment30
8th+3Ability Score Improvement, Ghoul Secret32
9th+434
10th+4Kakuja Mode36
11th+440
12th+4Ability Score Improvement42
13th+544
14th+5Ability Score Improvement, Incomplete Kakuja46
15th+5Special ability48
16th+5Ability Score Improvement50
17th+655
18th+6Complete Kakuja60
19th+6Ability Score Improvement70
20th+680

Hunger

As a Ghoul, your diet is comprised of three things, Humanoids, Coffee, and water. Ghouls require 1 medium-sized humanoid per 1d12+5 days, otherwise, they will have to make a Wisdom save DC 12 + number of days without eating. If they fail, they attack the nearest humanoid and attempt to kill and eat them. Ghouls usually wear a mask when hunting in order to keep their identity a secret. When you're eating or hungry, Your sclera(White part of the eye) turns black and your iris turns blood red. If you fail to meet your hunger requirements, for every day you starve you gain a level of exhaustion.

RC Cells

RC Cells are a special type of cells that only ghouls have, they are what differentiate normal humanoids from ghouls. RC cells are specialized in the construction and regeneration of body tissue and are the fuel for your healing and offensive capabilities. Unfortunately, those cells are also the reason you can only eat humanoid flesh, in essence, they are what makes you a ghoul. You have an amount of RC Cells detailed in the table + your constitution modifier. You gain half your level(rounded down) in RC Cells per short rest and regain all during a long rest. Eating a small amount a human flesh regains your proficiency bonus in RC Cells, and eating an entire humanoid would make you gain double your proficiency bonus in RC Cells. If the creature is considered large or greater, you add your proficiency bonus again for each size difference. Ghouls are known to be viciously fast predators, during combat, you can use an action to feed off the corpse of a dead humanoid, you are considered to have consumed a small amount of flesh.

Regeneration

At lvl 1 Ghouls have a natural ability to regenerate, some being able to do it better than others. By using a bonus action, you can spend 1 RC Cell to gain a number of hit points equal to the amount listed per Kagune+ your constitution modifier, and if you spend 2 RC Cells, you double your constitution modifier added to the hit points gained. You cannot use this feature while unconscious.

Rinkaku

1d12

Bikaku

1d10

Koukaku

1d8

Ukaku

1d6

Personal Mask

While you are wearing your mask, any divination spell, or effect that attempts to identify you will automatically fail.

If a creature other than you, the wearer, attempts to physically remove the mask from your face, that creature must succeed on a DC 22 Strength check to do so.

Unarmed Predator

At lvl 2 Ghouls, ghouls become proficient in unarmed combat, being physically superior to other humanoids in every way. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Kagune

At lvl 2 your above average RC Cell count manifests into added deadly limbs, granting you a magical natural weapon. You have the choice between Rinkaku, Koukaku, Bikaku, and the Ukaku. You now are constantly under the effect of the jump spell. When your kagune is out your eyes also sclera and iris also turn black and red respectively. If you fail to meet the RC Cell requirements to use your Kagune, It retracts back into your body until you can pay for the requirements. if your Kagune reaches 0 hitpoints, it retracts into your body until it can gain hitpoints. Anytime you gain hit points, you can choose to have your Kagune regain them instead. If you regain hitpoints by using your RC Cells, and you choose them to go to your Kagune, your Kagune regains double the amount of hitpoints it would restore. Your Kagune regains all hitpoints after a long rest. Kagunes gain any resistance or immunities you have and are immune to psychic and damage. Kagunes are also resistant to bludgeoning, slashing and piercing damage dealt by nonmagical attacks. All your kagunes are treated as separate entities for purposes of multi target attacks and area of effect spells and event

Rinkaku

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

Weapon information

Strength is used to determine hits on a creature, doing 1d10+(half strength mod + proficiency) slashing, bludgeoning, or piercing damage. You can attack once with every tail per attack action, either all on one roll, or each separately. Having multiple tails attacking at once gives you advantage to hit. Once one tail takes part in an attack, it cannot be used to attack until the beginning of your next turn. It takes an Action to release this Kagune, and 1 RC Cell every turn to maintain this Kagune otherwise it deteriorates and retracts back into your body.

Weapon Strength

You can use your Kagune to gain a climbing speed of 40 ft, and use them to stand above the ground at 10ft, negating difficult terrain

Weapon Weakness

This Kagune, while being incredibly powerful, is incredibly fragile, having the lowest kagune hitpoints

Bikaku

The Bikaku takes form of a tail like appendage originating from the tailbone/coccyx. Known to not have any major weakness or strength, it is often referred as the "Trump card" Kagune, being useful in all situations.

Weapon information

Strength or Dexterity can be used for this Kagune. This Kagune does 1d6+Dexterity or Strength modifier Piercing or bludgeoning damage, and you can make an attack with each tail you have once per attack action, either all on one roll, or each separately. Having multiple tails attacking at once gives you advantage to hit. Once one tail takes part in an attack, it cannot be used to attack until the beginning of your next turn. For every turn you have this Kagune released, it cost 1 RC Cell to maintain its form, otherwise it deteriorates and retract back into your body.

Weapon Strength

Once you take an Action to release this Kagune, you gain the the ability to interact with objects 15 ft away as well as you could have interacted with that object as if you were holding it., and attack from 15ft away

Weapon Weakness

The weakness of this Kagune is mostly the fact that it's Weapon Strength feature is not that useful.

Koukaku

The Koukaku takes the form of a hard shell like carapace, forming from the shoulder blade, spiraling around the arm as a shield, to end as a drill, spike, or hammer near the hand. While having high defense, this Kagune is incredibly heavy. slowing down it's user in combat.

Weapon Information

Strength is used to determine attack roles for this Kagune. It takes an Action to release this Kagune. On a hit, your Kagune deals 1d8+Strength piercing, bludgeoning, or slashing damage. It takes 1 RC Cell per turn to maintain this Kagune's form, otherwise it deteriorates and retracts back in your body.

Weapon Strength

Your Kagune's hard shell like carapace provides a great shield. When your Kagune is out lvl 3 you gain a +1 to AC, at lvl 5 you gain a +2 To AC, at lvl 10 you gain a + 3 to AC, and at lvl 15 you gain a +4 To AC. Your Kagune's AC is equal to your Unarmored defense, instead of being 2 less.

Weapon Weakness

The size and weight of your Kagune wears you down. When you have your Kagune out, your movement speed is halved.

Ukaku

The Ukaku takes the form of hard, bloody, crystalized wings coming out of the upper back. This Kagune enhances it's user's speed, while firing hardened shards out of its wings with great precision, taking out it's prey from afar. This Kagune puts strain on the user, tiring them out quickly if used too long

Weapon Information

Dexterity is what this Kagune uses to determine attack rolls. It takes An action to release this kagune. As an attack action you may shoot up to 4 times dealing 1d4+(half of Dex mod) damage per hit You have a range of 60/200 ft.

Kagune's Strength

When you take an Action to release your Kagune, you gain 15ft to your walking speed and a 10ft hover speed. Creatures cannot benefit from anything lower than total cover if you're in the air attacking them, and you have advantage against someone who has no cover as long as you're in the air.

Kagune's Weakness

Due to the strain to your body when this is out, it takes 2 RC Cells per turn to maintain this Kagune. If a creature is within 5 ft of you or the environment is restraining your full wingspan (your height times 2) you have disadvantage on attack rolls against that creature.

Chimera(optional)

Some ghouls are born with two different Kagune, granting you two choices in what Kagune your ghoul can use. They can be deployed simultaneously, but you must meet the RC Cell requirements for both per turn, and once you use an attack action with one Kagune, you must only attack with that Kagune. If you have multiple attacks you can only use one Kagune per instance of that attack action( E.x if I can attack twice per attack action, I can use my Rinkaku twice, my Rinkaku and my Ukaku once, or use my Ukaku twice).

Hitpoints and AC

Kagunes have their separate hitpoints from you. They have an AC of your AC-2.

Rinkaku

Hitpoints equal to 1/4 (round up) your total hitpoints + your level

Koukaku

Hitpoints equal to 3/4 (round up) your total hitpoints + your level

Bikaku

Hitpoints equal to 1/2 (round up) your total hitpoints + your level

Ukaku

Hitpoints equal to 1/2 (round up) your total hitpoints + your level

Unarmored Defense

At lvl 2 your hardened skin provides defense against most types of trauma, granting you an Unarmored defense of 10+ Constitution modifier + Dexterity modifier. You cannot use a shield and gain this benefit.

Extreme recovery

At lvl 2 you can regain missing or damaged limbs or body parts during a long rest, but you do not gain health during that long rest of you regain a limb. If you want to regain more than one limb, you must spend 5 RC Cells per limb after the first.

Durability

Starting at level 3 you skin hardends and you gain resistance against non magical bludgeoning, piercing and slashing damage the exception is other Ghouls' kagune

Unarmored Movement

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach a certain amount of levels. At 6th level, your Unarmored Speed speed bonus increases to 15 feet, At 10th level, your Unarmored Speed speed bonus increases to 20 feet, At 14th level, your Unarmored Speed speed bonus increases to 25 feet, At 18th level, your Unarmored Speed speed bonus increases to 30 feet.

Ability Score Increase

When you reach 4th level, and again at 6th, 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. Instead of gaining an ability score increase, you can choose to add 4 RC Cells to your RC Cell maximum.

Kagune ability

At lvl 4 your training with your Kagune grants you offensive and defensive abilities most ghouls can't do due to the skill they require

Rinkaku offensive ability

For any athletic or acrobatic check, you can spend 2 RC Cells to gain both advantage and double proficiency bonus for that roll, and you can spend 3 points to automatically pass a grapple check to grapple or resist being grappled

Rinkaku defensive ability

When a creature misses an attack against you, as a Reaction, you can spend 3 RC Cells to take an immediate movement action. If you spend another 2 RC Cells this way, you do not provoke an attack of opportunity when you move that turn

Koukaku offensive ability

On a hit, you can spend 3 RC Cells as a bonus action to force a creature you attacked to make a Dc 10+ Your Strength modifier save or be knocked prone and take an additional 1d8 damage

Koukaku defensive ability

For 5 RC Cells you can turn one critical hit against you into normal damage

Bikaku offensive ability

By spending 3 RC Cells as a bonus action, you strech out your Kagune to the point where you can attack up to 30ft. This last for a minute

Bikaku defensive ability

For 3 RC Cells you can attempt to disarm someone of whatever they're holding as long as their within 15 ft. It's a sleight of hand check vs a strength save by them.

Ukaku offensive ability

By taking an action and spending 5 RC Cells, you unleash a torrent of Crystals fired out of your Kagune. Each creature you choose within a 15ft cone of you must pass a Dexterity save of 10+ your Dexerity modifier or take damage equal to how many shards you could have fired

Ukaku defensive ability

For 3 RC Cells, as a Reaction you can cast the spell Shield non magically, having your Kagune form a protective barrier around you

Extra attack

At lvl 5 whenever you take the attack action, you can attack twice. If your Kagune has multiple attacks, then you can use all of them per attack. E.x if I have 4 Rinkaku tails, and I have this feature, I can attack 4 times with my Rinkaku, then attack another 4 times as the second part to my attack

Skill Tree

At level 5, a skill tree is released, divided into categories, which contains experience levels. Ukaku; quantity, shots and molding. Koukaku; quantity, shapes and molding. Rinkaku; quantity, extension and molding. Bikaku; quantity, extension and molding. At each level after level 5 you gain 1 point you can use to level up 1 skill in the skill trees. You no longer gain skill points after level 12 giving you a maximum total of 7 Skill points.

Ukaku
Amount

Level 1 (Base) Only one, with standardized attributes.

Level 2. The second Kagune awakened follows the same parameters as the first.

Level 3 The third Kagune awakened follows the same parameters as the previous ones.

Level 4. The awakened Kagune room follows the same parameters as the previous ones.

Firing

Level 1 (Base) The Kagune Ukaku contains 4 shots per turn, due to lack of mastery.

Level 2 Kagune Ukaku receives an enhancement that allows you to make use of 2 more shots per turn.

Level 3 Kagune Ukaku receives an enhancement that allows you to make use of 2 more shots per turn.

Molding

Level 1. (Base) It does not contain any flexibility in its initial stage.

Level 2. Kagune Ukaku acquires a certain malleability, being able to make more complex movements, but not so much. You can, for example, move Kagune's body as protection, use it for short-range attacks, etc. (1d4 + mod. Strength).

Level 3. An improvement in flexibility from the previous level is notable. In addition, he gains the incredible ability to stiffen the Kagune, doubling his resistance (Gain temporary life points equal to life points, which end when you leave in this way). However, in addition to exhaustion (increases the amount to keep by 5), it is impossible to fire in this mode; in addition to all attacks made against the organ count twice as much damage when returned to normal mode.

Level 4. The adaptation of the two previous levels results in an improvement in both skills. In addition, its malleability is such that it can convert your Kagune into arm blades, similar to a Koukaku (4d8 + mod. Strength), gains versatile properties.

Koukaku
Amount

Level 1 (Base) Just a koukaku, standard.

Level 2 A second Kagune emerges, being able to manifest both Koukakus simultaneously.

Level 3 A third Kagune emerges, being able to manifest all Koukakus simultaneously.

Level 4 A fourth Kagune emerges, being able to manifest all Koukakus simultaneously.

Shapes

Level 1 (Base) It contains only one form.

Level 2 Koukaku acquires an extra shape, parallel to the original.

Level 3 Koukaku acquires a third form, different from the previous ones.

Level 4 Koukaku acquires a fourth form, different from the previous ones.

Molding

Level 1. (Base) It does not contain any flexibility in its initial stage.

Level 2. The user acquires certain malleability and mastery over his Koukaku, being able to perform simplistic movements in his rigid Kagune. It is able, as a base parameter, to move the Kagune individually with skill, thus not having to exactly cover its members with it to perform the movements, as most users do. Take Hinami as an example.

Level 3. Both the malleability mentioned above is increased and the ability to mold is now possible: it can form structures parallel to the shapes in the extension of the Kagune, taking as an example the "crosses" used by Donato, thus getting used to different circumstances and needs; like the use of Matsumae's "tentacles" to form walls.

Level 4. There is an incredible improvement in both aspects mentioned in previous stages, emphasizing malleability, which can be compared to that of a Rinkaku. Donato Porpura is one of the users that best fits this parameter, giving his tentacles several features that lower level Koukakus could not even dream of.

Rinkaku
Amount

Level 1 (Base) It contains only one tail.

Level 2 another kagune emerges, totalling two tails.

Level 3 Yet another kagune emerges, totalling three tails.

Level 4 The fourth kagune emerges and now there are four tails.

Extension

Level 1 (Base) It only contains 3 meters initially.

Level 2 The Kagune Rinkaku acquires another three meters in its extension.

Level 3 The Kagune Rinkaku acquires another three meters in its extension.

Level 4 The Kagune Rinkaku acquires another three meters in its extension.

Molding

Level 1. (Base) It does not contain any flexibility in its initial stage.

Level 2. The Kagune Rinkaku, more familiar with its level of flexibility and molding, is already capable of making difficult movements for other Kagunes, such as contractions that give the impression that it is independent of musculature, unlike other Kagunes types that resemble an extension of the body.

Level 3. An improvement in the previous flexibility is put into practice, together with the molding ability that allows you to use it to unify your tails, doubling its thickness and opening up the range for sudden and heavy strokes. It uses Kagune to add branches like thorns in its extension and small derivatives. When you use this ability, as a reaction, you fuse all your kagunes into one giant. The big one limb has an AC 20 and hit points equal to your hit point maximum. If it drops to 0 hp, it is destroyed and your kagunes are separated. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).

Clenched Fist.

The hand strikes one creature or object within 5 ft On a successful hit, the target takes 4D10 bludgeoning damage.

Forceful Hand.

The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have an advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your strength ability modifier. The hand moves with the target to remain within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2D10 + the hand's strength ability modifier.

Interposing Hand.

The hand interposes itself between you and a creature of your choice until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is considered difficult terrain for the target.

Level 4. Your Kagune becomes extremely independent and agile, performing movements that lower levels could not perform, in addition to absolute self-control. You can transmode your Kagune at will, retaining the ability to form limbs, weapons, etc.

Bikaku
Amount

Level 1 (Base) It contains only one Bikaku.

Level 2 A second Bikaku emerges, totaling two.

Level 3 In addition to the two tails, the user acquires one more, totaling three.

Level 4 Now, with one more, they add four Bikakus.

Modeling

Level 1 (Base) It does not contain as much flexibility to make any kind of changes.

Level 2 Kagune Bikaku acquires a certain malleability, resembling an entry-level Rinkaku. To supply the shortage of tails, users of this level usually divide the tip of their Kagunes in two, like the tail of a mermaid - in order to add damage to a larger area. (Gain 1d6 more damage).

Level 3 With a certain "up" to the areas mentioned above, you can now use your Kagune with a certain naturalness in mold, forming triple blades, claws and much more. (Maintains your 2d6 + 1 damage).

Level 4 Now at a level completely unequal to beings with a lower level of mold, the user of this level can create eyes, mouths and other extensions that are normally attributed to cannibals. For an example of use, take Mutsuki and Noro, both users of these "branches". Using his eyes, he gains an advantage in perception tests.

Extension.

Level 1 (Base) It contains nothing more than two meters.

Level 2 The Kagune Bikaku acquires another three meters in its extension, totaling five meters.

Level 3 The Kagune Bikaku acquires another three meters in its extension, totaling eight meters.

Level 4 The Kagune Bikaku acquires another three meters in its extension, totaling eleven meters.

Detachment

Starting at level 7 you can now detach your kagune (all your appendages) from your body to use as a sword, trap, or to hold people in place. In order to notice the damage trap or the paralyzing trap, a creature has to succeed on a Intelligence (Investigation) DC 15 test. Your detached kagune does 2d10 slashing damage; the trap does 5d8 damage. You can hold up to three people for one hour using this ability.

Requirements

Piercing trap; Rinkaku, Koukaku (Molding 2); Paralyzing trap or distraction; Koukaku, Bikaku (Modeling 3); Kagune's weapon; Rinkaku, Bikaku (Modeling 3).

Ghoul Secret

at lvl 8 your days in hiding have left you with the ability to hide exceptionally well. When someone makes a Perception check to discern your location, they make it with disadvantage, and you gain advantage in stealth checks if being pursued. You can detect the location of living creatures within 60 ft, as long as they have a working circulatory system

Kakuja Mode

At level 10, extreme Cannibalism of a Ghoul lead to further mutation of the RC Cells in your body. You also lose the use of your normal kagune until you choose to exit that form, and you gain a bug like mask that covers your face. You get a +1 to attack and damage rolls with all Kagune while this form is active and a +1 to AC. Whenever you make an attack with your kagune, you can attack with these Kakuja Kagune as a bonus action, each doing 1d8 +strength modifier, using your strength. These Kakuja have hitpoints equal to 1/2 your total hitpoints + twice your level. Your movement speed increase by +10ft and you gain a climbing speed of your movement speed +20ft (ex if my movement speed is 30 ft, my climbing speed this way is 50 ft). It costs 8 RC cells to activate this form, activating this form is a bonus action.

Incomplete Kakuja

At lvl 14 your Kakuja form now has 4 Additional Kakuja Kagune limbs instead of 2, and all Kagune have a +3 to attack and damage rolls. You do 2d10 for every kakuja kagune. Your movement speed also increase by 20 ft. When this form is active, you may spend 5 RC Cells to gain resistance to one damage type as a Reaction until the beginning of your next turn. Your AC increases by +3 instead of +1 It now cost 24 RC Cells to initially use this form. The hitpoints for your Kakuja Kagune is now 3/4 of your total hit points + double your level.

Special ability

At lvl 15 you learn of a special ability unique to your Kagune, you may choose one.

Pseudo-pyrokinesis

Your Kagune can generate kinetic energy rapidly, allowing you to spend 10 RC Cells to cast Fireball in a third level spell slot nonmagically. You may do this a number of times equal to your proficiency bonus per long rest.

Pseudo-Electricty

Your Kagune can Conduct electricity, allowing you to spend 10 RC Cells to cast Lightning bolt in a third level spell slot nonmagically. You may do this a number of times equal to your proficiency bonus per long rest.

Healing

Your Kagune can expel RC Cells to repair damaged tissue, allowing you to spend 10 RC Cells to cast Mass Healing word in a 3rd level spell slot nonmagically. You may do this a number of times equal to your proficiency bonus per long rest

Shapeshifting

Your RC Cells can copy DNA samples perfectly. By spending 10 RC Cells, you cast polymorph on yourself, but you can only turn yourself into humanoids whose DNA you've digested. You do not gain any abilities that humanoid had, but you cannot by physically or magically distinguished from the original and you, unless they can read your mind. You can turn back to your original self for no cost.

Full Kakuja

At lvl 18 you've learned how to combine your kagunes, it now covering your entire body, Your kagune looks like whatever you desire. Your AC is increased by +5 instead of +3. Your movement speed is increase by 25 ft.You gain a +5 to all attack and damage rolls using your kagune. You gain resistance to all damage. It now cost 50 RC Cells to use this form. Your size counts as huge if it wasn't huge or greater already, without any negative effects to your AC or Attack rolls, etc. You can spend 5 RC Cells to give yourself the spell haste nonmagically, but after it's duration has ended so does your Kakuja form immediately


Prerequisites. To qualify for multiclassing into the Tokyo Ghoul class, you must meet these prerequisites:a Strength of 15 or higher and a Constitution of 13 or higher, and a transplant of an organ from someone who's already a Ghoul

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



Back to Main Page 5e Homebrew Classes

gollark: That works too.
gollark: You could actually analyze, roughly, demand for items via krist logs, except KristQL is down.
gollark: Preprogram your shop with the prices and locations of other shops (or I guess have it communicate with others over some defined interface), and when it runs low have it try and buy more stock from elsewhere and send drones to collect.
gollark: Hmm. Drones can fly around other people's claims *and* suck up items...
gollark: Make a shop which buys and sells items in one more unified system, and which adjusts buy/sell prices automatically based on how much it has. Maybe it could even communicate with other people's stores to figure out demand for some products.
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