Ghoul Race and Class 5 e Hombrew
Ghoul Race and Class 5 e Hombrew
Ghoul Race and Class 5 e Hombrew
Ghouls
Walking alongside humans, breathing the same air, walking the same sreets, ghouls could
be anywhere - anyone. There's
There s no way to tell until it's
it s too late.
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Ghoul
T
his supplement adds two things to the world of a mask that hides your face
Dungeons and Dragons. The first is a playable
race inspired by the ghouls from Tokyo Ghoul.
The second is the player class that fully fleshes The Ghoul
out the ghoul race. The ghoul class cannot be Proficiency
played by any race except for the ghoul race. Level Bonus Features Kagune
1st +2 Unarmored Defense -
Ghoul Traits
2nd +2 Superior Senses -
Your character shares the following characteristics with other
ghouls. 3rd +2 Kagune 3
Ability Score Increase. Your Charisma score increases by 4th +2 Ability Score Improvement 3
2, and your Strength score and Dexterity score increase by 1. 5th +3 Extra Attack 4
Age. The lifespan of a ghoul is roughly equivalent to that of
a human. 6th +3 Improved Kagune 4
Size. The size of a ghoul is roughly equivalent to that of a 7th +3 Unarmored Movement 4
human.
Alignment. Ghouls are as varied as humans. The best and 8th +3 Ability Score Improvement 4
the worst can be found among them. The majority of ghouls 9th +4 Uncanny Dodge 5
just want to live their lives and make the lives of their friends 10th +4 Kagune Athlete 5
better. In this respect, they could be seen as lawful good or
lawful neutral; however, many ghouls swing to the other 11th +4 Improved Senses, 5
extreme, becoming the most vile villains in the world, trusting Improved Kagune
no one but themselves, and liking it that way. In this respect, 12th +4 Ability Score Improvement 5
they may be seen as chaotic evil. 13th +5 Extra Attack (2), Superior 6
Speed. Your base walking speed is 30 feet. Movement
Keen Smell. You have advantage on Wisdom (Perception)
checks that rely on smell. 14th +5 Regeneration 6
Insatiable Hunger. You are unable to gain any benefit from 15th +5 Unbreakable Mind 6
eating food other than human flesh. Whenever you eat any
food that is not human flesh, you must make a DC 15 16th +5 Ability Score Improvement 6
Constitution saving throw or be poisoned for 1 hour. 17th +6 Superior Regeneration, 7
Furthermore, eating any food that isn't human flesh does not Superior Kagune
give you any satisfaction and does not count as food for you. 18th +6 Ferocious Kagune 7
Languages. You speak, read, and write Common and one
other language. 19th +6 Ability Score Improvement 7
20th +6 Ghoulish Fury Unlimited
Class Features
As a ghoul, you gain the following class features
Hit Points Unarmored Defense
Hit Dice: 1d8 per ghoul level While you aren't wearing armor, your armor class equals 10 +
Hit Points at 1st Level: 8 + your Constitution modifier your Dexterity modifier + your Charisma modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per ghoul level after 1st Superior Senses
Proficiencies Starting at 2nd level, your incredible sense of smell allows
Armor: Light armor, shields you to percieve in perfect darkness. You have blindsight out to
Weapons: Simple weapons, shortswords 30 feet. Beginning at 11th level, you always know the location
Tools: Thieves' tools of any living creatures within 10 feet of you.
Saving Throws: Stength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception, Kagune
Intimidation, Perception, and Stealth Beginning at 3rd level, in battle, you fight with an unrivaled
Equipment passion. You can bring out your kagune as a bonus action.
You start with the following equipment, in addition to the Your kagune is a natural melee weapon with which you are
equipment granted by your background: proficient. Your kagune has the finesse property, has a range
of 10 feet, and deals 1d8 piercing damage.
(a) a shortsword or (b) any simple weapon
(a) two daggers or (b) a shield
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This damage increases to 2d8 at 6th level, 3d8 at 11th Ghoulish Fury
level, and 4d8 17th level.
Your kagune lasts for 1 minute; however, it ends early if you At 20th level, your Dexterity and Charisma scores increase by
are knocked unconscious. You can also choose to reabsorb 4. Your maximum for those scores is now 24.
your kagune at any point during that minute.
Once you have brought out your kagune the number of
times shown for your ghoul level in the Kagune column of the
ghoul table, you must finish a long rest before you can bring Variant Ghoul: Quinx
them out again. Not all ghouls choose to live alongside other
ghouls. Some of them choose to protect
Ability Score Improvement themselves from investigation by becoming
When you reach 4th level, and again at 8th, 12th, 16th, and investigators, themselves. Such a ghoul is referred
19th level, you can increase one ability score of your choice to as a Quinx.
by 2, or you can increase two ability scores of your choice by If you want to play as a Quinx, you should, of
1. As normal, you can't increase an ability score above 20 course, ask your DM.
using this feature. A Quinx gains some different features to the
regular ghouls. A Quinx relies more on wit than
deception. Any ghoul feature that refers to
Extra Attack Charisma, now refers to Intelligence for you. For
Beginning at 5th level, you can attack twice, instead of once, example, your unarmored defense is now 10 + your
whenever you take the Attack action on your turn. Beginning Dexterity modifier + your Intelligence modifier,
at 13th level, you can attack three times, instead of twice. your ghoulish fury now adds 4 to your Intelligence
score rather than to your Charisma score, etc.
Additionally, at 15th level, a Quinx gains
Unarmored Movement proficiency in Intelligence saving throws instead of
Starting at 7th level, while you aren't wearing armor, your Wisdom saving throws, and when you select your
walking speed increases by 10 feet. Your walking speed skill proficiencies at 1st level, you can choose
increases by an additional 10 feet at 13th level. proficiency in the Investigation skill instead of the
Deception skill, which you can no longer choose as
part of this class' features.
Uncanny Dodge While this variant exists as an option, your DM
Starting at 9th level, when an attacker that you can see hits may rule instead that your profession as a Quinx be
you with an attack, you can use your reaction to halve the represented by your background instead of a set of
attack’s damage against you. modifications to your class. This could be achieved
by creating a Quinx background that gives you, for
example, proficiency in the Investigation skill and a
Kagune Athlete feature that represents the rank you would hold in
Beginning at 10th level, while your kagune is active, you have your Quinx Squad.
a climb speed of 30 feet, you have a swim speed of 25 feet,
and you can take the disengage action as a bonus action on
your turn. Additionally, when you perform a high jump or a
long jump, you can use your Dexterity score and modifier
instead of your Strength score and modifier.
Fair Use of Trademark
Regeneration "Nominative fair use permits use of another’s trademark to
Beginning at 14th level, when you reduce a creature to 0 hit refer to the trademark owner’s actual goods and services
points, you regain a number of hit points equal to 1d8 + your associated with the mark. Nominative fair use generally is
Charisma modifier.
This amount increases to 2d8 + your Charisma modifier at permissible as long as (1) the product or service in question is
17th level. not readily identifiable without use of the trademark, (2) only
so much of the mark as is reasonably necessary to identify the
Unbreakable Mind product or service is used and (3) use of the mark does not
suggest sponsorship or endorsement by the trademark
At 15th level, you gain profiency in Wisdom saving throws. owner."
This supplement used the terms "Tokyo Ghoul," "Kagune,"
Ferocious Kagune
and "Quinx" only as much as necessary to identify the series
Beginning at 18th level, while your kagune is active, you can that served as the inspiration for this homebrew supplement.
use your bonus action to make an attack using your kagune.
Additionally, when you activate your kagune, all hostile This supplement was not made by, or in association with,
creatures within 30 feet of you that can see you must succeed Kabushiki Kaisha Shueisha, who is the trademark's holder. This
on a Wisdom saving throw or be frightened of you for 1 supplement was not sponsored or endorsed in any way by the
minute. The DC equals 8 + your proficiency bonus + your trademark holder.
Charisma modifier.
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