Base Class: Monk
You have become a ghoul, a humanoid monster who relies on flesh and the thrill of the hunt. You gain access to a "Kagune Sac" forming a weapon made of flesh that you may freely control.
Kagune
As a Bikaku Ghoul, your Kagune Sac allows you to grow a tail-like appendage, able to be used as a weapon. Shape and size vary depending on the count and density of your excess growth hormones. Bikaku Kagunes are balanced Biological weapons, often compared to the balance of a straight sword. As a bonus action, you may activate your Kagune, taking 1d6 piercing damage that cannot be reduced in any way, gaining that amount of temporary hit points, and gaining the following benefits for the next minute:
While you still have the temporary hit points granted from this ability, you gain a melee weapon with a reach of 15 ft. This weapon uses your wisdom modifier for its attack and damage rolls, and deals 1d6 damage on a hit. You regain half of the damage dealt as hit points. At higher levels, the amount of dice increases when you reach 6th level (2d6), 11th level (3d6), and again at 17th level (4d6)
A +2 bonus to Wisdom (Perception) checks
An extra 10 ft of movement speed. At higher levels, this bonus increases by 5 ft when you reach 6th level (15 ft) and again 11th level (20 ft), when you reach 17th level, you ignore difficult terrain
As a bonus action, you may choose to take 1d6 damage to gain that amount of temporary hit points. At higher levels, the amount of dice increases when you reach 6th level (2d6), 11th level (3d6), and again at 17th level (4d6)
Assisted Takeoff
As a bonus action, you may use your tail to boost your mobility, allowing you to jump 15 ft. in any direction. Using this ability does not cost movement.
Steady Footing
You cannot be moved against your will, as well as gaining the ability of having advantage on effects that would knock you prone. You only need 5 ft. of movement to stand up from being prone.
Kakuja
You have gained the ability to form your Kagune into a Kakuja. While your Kakuja is active, you gain the following Effects:
At the start of your turn, you attack the nearest person to you. If there is nobody in range of you, you take 2d8 psychic damage
You gain a bonus on your attack and damage rolls equal to your Wisdom Modifier
All of your attacks inflict a constitution saving throw DC equal to 8 + Wisdom Modifer + Proficiency Bonus, on a failed save your target is poisoned
You regain half of the damage dealt in Kakuja form as hit points to yourself
Once per turn you may reduce any damage taken equal to your wisdom modifier
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