Ghoul Disciple; Body Mutation Stages

This is the Ghoul King Incarnates Class’s Disciple Prestige Class gained when your turned into a willing ghoul by a GKI. Level up and please your king by eating, converging and serving them.

cat warrior

Bunch of Ghouls

Table Of Contents:

Stage RC Requirments Ghoul
Properties
0 0 Hunger
1 20 Superior physiology
2 40 Steel Skin
3 80 Superhuman Strength
4 160 Heightened Senses
5 320 Regeneration
6 740 Kagune
7 1480 Liquid Shadow Technique
8 2800 Lethality
9 5600 Incomplete Kakuja

 

 

homebrew mug

Homebrew Mug

naturalcrit

Red Child Cells (RC Cells)

Beings who have been given the gift of a Ghoul King Incarnate’s Blood now function as a ghoul and are required to enhance said properties by consuming others and increasing the RC Cells within their body. They start with 0 and gain them based on the following:

  • Weak Humanoid = 20RC
  • CR 5+ Humanoid = 40RC
  • CR 10+ Humanoid = 80RC
  • CR 15+ Humanoid = 160RC
  • CR 20+ Humanoid = 320RC
  • CR 25+ Humanoid = 540RC
  • CR 30+ Humanoid = 800RC
  • CR 35+ Humanoid = 1500RC
  • CR 40+ Humanoid = 3500RC
  • CR 45+ Humanoid = 4000RC
  • CR 50+ Humanoid = 5600RC
  • A Ghouled variant of any of the above adds 120RC to the reward.

Hunger:

As a Ghoul, your diet is comprised of three things, Humanoids, Coffee, and water. Ghouls require 1 Medium sized humanoid per 1d12 + your Constitution modifier days, otherwise, they will attack the nearest humanoid and attempt to kill and eat them on sight. Ghouls usually wear a mask when hunting in order to keep their identity a secret. When your Kagune is out or 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, you lose the ability to use your Kagune until you eat, and for every day you starve you gain a level of exhaustion. If you consume food beyond your ghoul diet, you must succeed a DC 18 Constitution saving throw or vomit, and regardless of the outcome it does not count toward your food requirement.

If you suffer from exhaustion levels, feeding yourself will cause them to decrease by 1.

Superior physiology:

Once you get 20 RC Cells, You have a superior body in several ways, thanks to it, you are immune to diseases, you have resistance to poison damage and you cannot suffer from the state of poisoning. You also gain proficiency in acrobatics and athletics, along with an additional 10 feet of movement, in addition your hit point maximum increases by an amount equal to your level, and it increases by 2 every time you gain a level.

Steel Skin:

At 40 RC Cells, you are immune to non-magical blunt, slashing and piercing damage. Only magical or silver weapons can pierce your skin and cause damage.

Superhuman Strength:

When your RC Cells are at 80, You can roll a d6 for your unarmed attacks, in addition, you can use Dexterity instead of strength for the attack and damage rolls of your unarmed attacks. You also have the Powerful Build trait, which makes you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Heightened Senses:

At 160 RC Cells level, being a Ghoul has made your senses sharpen, in order to become an apt predator, you have advantage in perception rolls being able to pick up scents prodigiously and see better than anyone else, you get 60 feet darkvision (If you already had darkvision, raise the extra 60 feet), you can detect the location of living humanoids within 30 feet of you for one minute. you can use this ability a number of times equal to your proficiency modifier + your level.

Regeneration:

At 320 RC Cells, your regenerative abilities become present, as an additional action, you can recover life points equal to as if you had completed a short rest, this can heal broken bones, bleeding, and sprained or dislocated limbs. You can use this function a number of times equal to your Constitution modifier + your proficiency modifier, if you lose a limb, the regeneration will stop the bleeding, but it won’t fully recover until you take a short or long rest. If you suffer from Hunger, you can only regenerate 1/4 of your hits points, being affected by hunger.

 

 

Kagune:

your above-average RC Cell count manifest into added deadly limbs, granting you a magical natural weapon. You have random chance between Koukaku, Ukaku, Rinkaku, Bikaku. (Roll 1d4 - Results in that order) You are now always under the effect of the jump spell. 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. If you regain hit points by using your RC Cells, and you choose them to go to your Kagune, your Kagune regains double the amount of hit points it would restore. 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.

I

Koukaku

Koukaku - Hit points equal to 3/4 (rounded up) your total hit points + your level 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, and 1 RC Cell at the beginning of every turn to maintain this Kagune, otherwise it deteriorates and retracts back into your body. 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.

Offensive Koukaku On a hit, you can spend 2 RC Cells as a bonus action to force a creature you attacked to make a Strength save of 10 + Your Strength modifier save or be knocked prone and take an additional 1d8 damage

Improved Koukaku you can turn one critical hit against you into normal damage.

I

Ukaku

Ukaku - Hit points equal to 1/2 (rounded up) your total hit points + your level 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. As an action for 1 RC Cell, 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.

Ukaku offensive ability As an action you unleash a torrent of Crystals fired out of your Kagune. Each creature you choose within a 15 ft. cone starting from you must attempt a DC 10 + your Dexterity modifier + proficiency Constitution saving throw, taking twice the amount of damage as shards you can fire, or half as much on a success.

Ukaku defensive ability as a bonus action or reaction, you can wrap your Kagune around you and any creatures of your choice within 5 ft., redirecting all damage in that range onto it until the beginning of your next turn. Your Kagune takes half as much damage while this is active. This effect ends immediately if it is reduced to 0 hit points.

Beautiful Wings while your Kagune is active, you gain +15 ft. to your movement speed and a flying speed equal to your total movement speed. Creatures cannot benefit from cover less than total cover if you are in the air when attacking them, and you have advantage when attacking a creature with no cover as long as you are in the air.

 

 

I

Rikaku

Rinkaku - Hit points equal to 1/4 (rounded up) your total hit points + your level 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, and 1 RC Cell per tail at the beginning of your turn to use 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.

Urban Adept while your Kagune is active, you gain a climbing speed equal to your movement speed + 10 ft.

Offensive- For any athletic or acrobatic check, you gain advantage and double your proficiency bonus for that roll, and you can spend 3 points to automatically pass a grapple check to grapple or resist being grappled Defensive - When a creature misses an attack against you, as a Reaction, you can spend 1 RC Cell 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

I

Bikaku

Bikaku - Hit points equal to 1/2 (rounded up) your total hit points + your level 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, and 1 RC Cell per tail at the beginning of every turn to maintain this Kagune, otherwise it deteriorates and retracts back into your body. 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).

Lengthy Tail while your Kagune is active, you are able to interact with objects up to 15 feet away from you.

Bikaku offensive ability as a bonus action, you stretch out your Kagune, increasing its reach to 30 ft. for 1 minute.

Bikaku defensive ability you can attempt to disarm someone of whatever they’re holding as long as their within 15 ft. as outlined in DMG 271.

homebrew mug

Homebrew Mug

naturalcrit

 

 

Liquid Shadow Techniques:

Piercing Darkness;

For an action, You can focus Liquid Shadows into a highly pressurized piercing beam that deals massive damage to targets and structures. As an action, you can pull liquid shadows into your hands and fire it at a target within 120ft of you, make a spell attack roll, on a hit you deal 7d12 piercing damage. This is a 5 foot wide, 120 foot long line that forces all targets in that line to make a Dexterity saving throw. On a failure, they will take the piercing shadow damage, on a success they will take half as much damage. When you activate this in it’s line form, you can create a new line during subsequent rounds by spending a bonus action instead. You need to maintain this state as if concentrating in a spell. This technique’s damage increases to 10d12 at 15th level, to 14d12 at 18th level and to 19d12 at 20th level.

Tendril Circle

as an action or reaction, you target a creature within sight range with dark shadow liquid tendrils. On hit, the target will be pierced by your tendrils taking 3d12 piercing damage per tendril that hits. Additionally, you may target multiple people at once with this ability so long as they are in range. If you expend your bonus action with this ability the damage is doubled. (Range of 60ft)

Lethality:

Joints, vital points, every hit must be executed with maximum lethality. Your Kagune and your unarmed attacks count as magical for the purposes of overcoming resistances and immunity to non-magical damage.

Incomplete Kakuja:

By consuming food, over time your Kagune evolved, mutating the RC cells in your body, becoming stronger than it already was. At 7th level as an additional action you release your Kakuja, for 2 minutes you gain the following benefits:

You can add your Constitution modifier to damage rolls. You have advantage on Strength checks and Strength saving throws, and you have a +2 bonus to attack and damage rolls. You add your proficiency modifier to your AC. You have advantage on Constitution checks and Constitution saving throws, and any damage you take is reduced by 5. Your movement speed increases by 10 feet and your attacks increase their range by 5 feet. With this great power, there are also risks: failing a Wisdom saving throw DC 15 will cause you to lose yourself in a frenzied rage, where you will not be able to distinguish between enemy and friend. In each of your turns you have to make this saving throw to avoid losing your sanity, you can use your Kakuja a number of times equal to your Constitution modifier, you recover all the uses after a long rest.