Tokyo Ghoul Image

Disguised as humanoids, ghouls live amongst the humanoid worlds, seeming to be normal. But they have a dark secret. They need to consume the flesh of humanoids in order to survive. They care the most about their friends and family doing whatever they can to protect them. 

 

 

 

Tokyo Ghoul

 

Traits

 

Seemingly normal humanoid but with a dark truth or two.

 

Racial Traits

 

Ability Score Increase. Your Constitution score increases by +2, your Strength or Dexterity score increase by +2.

 

Age. Ghouls age the same as humans

 

Alignment. Ghouls have a wide variety of alignments that are as diverse as humans. They tend to lean towards neutral or chaotic alignments due to the force from society. 

 

Size. Normal size is small or medium

 

 

 

Speed. Base walking speed is 35 ft.

 

 

 

Hunger. You can only get nourishment from humanoid flesh. When consuming other food, you must succeed a DC 10 Charisma saving throw or a Performance check, the players choice. On a failure, you puke. Regardless of whether or not you puke, it will not fulfill your food requirement for the day. 

 

 Extreme Hunger. Ghouls must eat humanoids to gain nutrients. Ghouls are very dependent on their diet and must consume one body’s worth of flesh to fulfill their food requiems, after which they are satisfied for( 3d20 + Con mod) days. If they eat before their days are up, it does not stack up, they must roll again. 5 days before they require food, they must succeed a DC 10+1 each day they don’t eat and a Constitution saving throw at the end of combat. If they fail the save, they suffer one of the effects of exhaustion stacking till death.

 

Extreme Recovery. Ghouls can regrow limbs or heal wounds during a short rest. If you regenerate a limb during a short or long rest, you can replenish hit points, hit dice, or spell slots at the same time. Along with this you add your proficiency bonus to your max HP.

 

Class Features

 

Hit Points

 

Hit Dice: 1d12 per level

 

Hit Points at level 1: 10 + Constitution Modifier

 

Hit Points at Higher Levels: 1d12 + Constitution Modifier

 

 

 

Proficiencies

 

Armor: light

 

Weapons: Simple Weapons

 

Tools: Disguise Kit

 

Saving Throws: Strength, Constitution

 

Skills: Athletics, Acrobatics, and Intimidation (choose 2)

 

Equipment

 

You start with the following equipment, in addition to the equipment granted by your background: Mask, Cloak, 1 Simple Weapon, Disguise Kit, Explorers Pack

 

 

 

*Kagune

 

•Chimera (optional)

 

Some ghouls are born with two different Kagune, granting you two choices in what Kagune your ghoul can use. They can both be deployed simultaneously. Once you use an attack action with one Kagune, you can immediately use the other as part of that same action but must use a new attack roll.

 

•Kagune have their own separate hit points of 100HP. Their AC is your AC + 2.

 

If your Kagune reaches 0 hit points, it retracts into your body until they return to at least 1 hit point. Anytime you regain hit points, you can choose to have your Kagune regain them instead. Your Kagune regains all hit points at the end of a short or long rest. Your Kagune gain any resistances or immunities you have and are immune to psychic damage.

 

•Rinkaku

 

The Rinkaku takes the form of spider-like legs/ tails originating from the base of the spine. The Rinkaku gives its users powerful strikes and regenative abilities,both excelling Superior striking power and brute strength, while having a very brittle frame

 

Weapon information. Strength or dexterity is used to determine hits on a creature, doing 1d12 + your Strength or dexterity modifier slashing, bludgeoning, or piercing damage. You can attack once with every tail per attack action, either all on one roll, or each separately. Once one tail takes part in an attack, it cannot be used to attack until the beginning of your next turn. It takes a Bonus Action to release this Kagune.

 

You can have up to 2 tails at 3rd level, gain 1 more at 5th, 1 more at 9th, 1 more at 12th, 1 more at 15th, and 2 more for a total of 8 at 18th and finally at 20th you gain 2 more for a grand total of 10 tails. You can also use this kagune at 1st level to stand 20ft from the ground ignoring difficult terrain. At 3rd level you can increase movement speed by 10 ft. At 5th you gain the ability to walk on any surface getting a climbing speed equal to walking speed. 

 

•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 a Bonus Action to release this Kagune. On a hit, your Kagune deals 1d8 + your Strength modifier piercing, bludgeoning, or slashing damage. It takes an Action to release this Kagune. Your Kagune's hard shell like carapace provides a great shield. When your Kagune is out 3rd level you gain a +2 to AC, at 5th you gain a +3 To AC, at 10th you gain a + 4 to AC, and at 15th level you gain a +5 To AC. Your Kagune's AC is equal to your Unarmored defense + 2. The size and weight of your Kagune wears you down. When you have your Kagune out, your movement speed is reduced by 5 ft. 

 

•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 1d8 + your Strength or Dexterity modifier piercing or bludgeoning damage. You can attack once with every tail per attack action, either all on one roll, or each separately. Once one tail takes part in an attack, it cannot be used to attack until the beginning of your next turn. It takes a Bonus Action to release this Kagune. You have 2 tail at 3rd level, gain another tail at 6th(3), another at 9th(4), another at 12th(5), another at 15th(6), and another two at 18th(8).

 

•Ukaku

 

The Ukaku takes the form of hard, bloody, crystallized 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 its prey from afar. This Kagune puts a strain on the user, tiring them out quickly if it is used too long.

 

Weapon Information. Dexterity is what this Kagune uses to determine attack rolls. You can fire 4 shards out of your Kagune at a range of 60/200 ft. as attacks, each dealing 1d6 + 2 slashing or piercing damage. The number of shards you can fire increase to 5 at 5th level, 6 at 10th, and 8 at 15th, and 10 at 18th. If a creature is within 5 ft of you or the environment is restraining your full wingspan (5 ft) you have disadvantage on attack rolls against that creature. It takes a Bonus Action to release this Kagune, and you gain a flying speed(60 ft). walking speed increases by 20ft for 1d6 minutes. 

Tokyo Ghoul Image

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