Homebrew Ghoul Species Details
Ghouls are creatures that are very similar to the other races, their features depend on their lineage. They can look like Humans, Elves, Orcs, or Dwarves. The main difference, however, is that Ghouls are much stronger, must faster, have built in predatory instincts, a special bioweapon known as a Kagune, skin harder than steel, and the inability to eat normal food. When Ghouls use their powers and especially their Kagune, or when they lose control of their RC cells, a Ghoul will give themselves away, for the Sclera of their eyes turn black, containing red veiny cracks, and their irises turn red, additionally, the cracks from their Sclera run off of their eye and continue onto the skin near the outer corners of their eyes. For Ghouls to survive they must feed on humanoids, being unable to survive on anything else, including animal meat. This can include other Ghouls, though at that point a Ghoul runs the risk of becoming a Kakuja, a Ghoul that is much more powerful, but more mentally unstable. Some Ghouls embrace their instincts, becoming cold blooded killers not only for the sake of survival, but for pleasure. Others try to do what they can to survive, killing only when needed and leading normal lives otherwise. Few Ghouls find ways to live without killing, either having others kill for them, or feeding on those who were unfortunate enough to wind up a corpse. There are a few instances of Ghouls forming a bond with a non-Ghoul humanoid, these bonds sometimes lead to children, these children will always come out as half-Ghouls, that is, if they survive. Half-Ghoul children are very rare due to all of the possible complications involved with their genetic makeup, their humanoid DNA conflicting with their Ghoul DNA. The biggest problem is usually that of nutrients, as not all mother's of these children are Ghouls. Regardless of that they will need to eat humanoid flesh to give their child the nutrients they need or both the mother and the child will die. Sometimes the mother or child will die anyways due to complications. With all of these complications, its not hard to see how natural-born Half-Ghouls would be few and far between. Recently, however, there have been a new breed of Half-Ghoul, humanoids implanted with Ghoul parts. These Ghouls typically act no different than normal Ghouls other than that they still have their societal morals, causing conflicts. Though, more skilled mages and scientists have found ways to close off the Kakuhou, the organ that makes a Ghoul so special and strong, into frames, giving the host fractions of a Ghoul's full strength and abilities, but without needing to feast on flesh. It is also important to note that all Half-Ghouls have only one eye that has Ghoul traits.
Ghoul Traits
Ghouls are very hard to kill, Having Hardened skin, Sharpened senses, and a powerful bioweapon known as a Kagune.Ghoul DC
Certain Features of this race use a Ghoul DC, this DC is 8 + Strength or Dexterity + Proficiency Bonus.
Ghoul Hit Dice.
Certain features of this race use hit dice to fuel their effects, you can use a number of hit dice equal to your constitution modifier + 2
Enhanced Sense of Smell
You can smell humanoids, dead or alive, from long distances. This sense of smell is so strong that it can discern who the scent belongs to if you recognize it. When making any check that relies on smell, you have advantage.
Enhanced Strength
Your increased RC cell count has pushed you past normal capabilities. You are considered to have the Powerful Build feature and are counted as one size larger when determining your ability to carry, push, pull or lift objects. You are always counted as being under the effects of the “Jump” spell.
Feeding
You cannot eat normal food, to survive you must feast on the flesh of humanoids. When you feed on a humanoid, regain hit dice equal to your constitution modifier. Once you eat, you do not need to feed for 7 days + a number of days equal to your constitution modifier, for every day you do not eat after that roll a DC 15 constitution saving throw or be thrown into a frenzy where you try to kill and eat the nearest humanoids.
Hardened Body
Take less damage from piercing, bludgeoning, and slashing damage equal to your constitution modifier and gain an additional 1d8 hit die when you gain a level.
Kagune
When you choose this race, you may choose a Kagune type, once chosen, you may not change this Kagune type. You may activate your Kagune as a free action, you may activate your Kagune a number of times equal to your constitution modifier, recharging on a long rest. All Kagune have the property of reach. All Kagune can be used to grapple creatures While a creature is restrained you may throw them, ending the restrained condition, moving them a number of feet equal to 5 + your strength modifier, dealing damage to them if they hit an object beforehand equal to 1d6 per 5 feet they would have moved. While restrained you may strangle the creature, dealing 1d8 bludgeoning damage. A creature that is restrained can use their action to break free. Kagune attacks count as magical for the purposes of overcoming resistance.
Super Regeneration
You may expend hit die to heal yourself for an amount equal to the hit die rolled + constitution + proficiency bonus.