Homebrew Ghoul (Tokyo Ghoul) Species Details
Disguised as humans, ghouls live amongst the human world, seeming to be normal. But they have a dark secret. They need to consume the flesh of humans in order to survive. They care the most about their friends and family doing whatever they can to protect them.
Ghoul (Tokyo Ghoul) Traits
Seemingly normal humans but with a dark truthRacial Traits
Ability Score Increase. Your Constitution score increases by +2, your Strength or Dexterity score increase by +1.
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 medium
Speed. Base walking speed is 30ft.
Hunger. You can only get nourishment from human flesh. When consuming other food, you must succeed a DC 15 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 humans 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( 2d20 + Constitution) days. If they eat before their days are up, it does not stack up, they must roll again. 3 days before they require food, they must succeed a DC 12+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 in the short term madness table located in the DMG for (1d10+15) minutes. While under this, they do not gain the benefits of Extreme Recovery
Extreme Recovery. Ghouls can regrow limbs or heal wounds during a long rest. If you regenerate a limb during a long rest, you do not replenish hit points, hit dice, or spell slots. Along with this you add your proficiency certificate bonus to your hit due when you use them to heal.
Class Features
Hit Points
Hit Dice: 1d10 per level
Hit Points at level 1: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution Modifier
Proficiencies
Armor: None
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
Kagune
Kagune have their own separate hit points. 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 long rest. Your Kagune gain any resistances or immunities you have and are immune to psychic damage.
- 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 must only attack with that Kagune. In other words, you can only use one kagune per attack turn, even if you have multiple Kagune.
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 is used to determine hits on a creature, doing 1d10 + your Strength 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. You can also use this kagune to stand 20ft from the ground ignoring difficult terrain.
- 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 +1 to AC, at 5th you gain a +2 To AC, at 10th you gain a + 3 to AC, and at 15th level you gain a +4 To AC. Your Kagune's AC is equal to your Unarmored defense. The size and weight of your Kagune wears you down. When you have your Kagune out, your movement speed is halved.
Koukaku
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 + 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 1 tail at 3rd level, gain another tail at 6th(2), another at 9th(3), another at 12th(4), another at 15th(5), and another at 18th(6).
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 1d4 + 2 slashing or piercing damage. The number of shards you can fire increase to 5 at 5th level, 6 at 10th, and 7 at 15th, and 8 at 18th. 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. It takes a Bonus Action to release this Kagune, and 2 RC Cells at the beginning of every turn to maintain this Kagune, otherwise it deteriorates and retracts back into your body.