Ghoul, 2nd Variant (5e Race)
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Ghouls appear as any normal human, save for one feature; their eyes. When in contact with human blood or hungry, their sclera becomes pitch black, with their iris and veins becoming more prominent and bright red. Additionally, skilled ghouls are capable of awakening a unique offensive organ known as a kagune.
Ghouls have a long and mysterious history, one of horror and survival. Ghouls have immense power, but require the flesh of humans to live. You were unfortunately born or forced into this life; the choices ahead will change the rest of your life.
Ghouls have two options when it comes to society. One to live as a hermit, the other to try to live as a human. Those who choose the hermit path often find themselves in packs to hunt for food. The ghouls who attempt to lead humanlike lives have higher risks involved should they be discovered (usually ending with the ghoul fleeing or the discoverer dying should the ghoul wish to survive). Very rarely will you find a ghoul who has been accepted by a human, even more so for those who parent half-ghouls.
Ghoul names follow the culture they are surrounded by, Whether that be human or otherwise.
Human-like cannibals just trying to survive.
Ability Score Increase. Your Constitution score increases by 2.
Age. Ghouls age similarly to humans.
Alignment. Ghouls range as much as humans when it comes to alignment, though they tend toward chaotic alignments due to their forced separation from human society
Size. Ghouls vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Ghoulish Appetite. You gain nourishment from human flesh, though you don't need to eat every day. Additionally, you must pass a DC 15 Constitution check to keep yourself from vomiting should you consume any other foods. Drinks, however, are fine.
Extreme Recovery. You may regrow limbs on a short rest at the cost of half your hit dice.
Hunger. Once every 1d20 + 10 + your Constitution modifier days, you need to consume at least 1.5 lbs worth of human flesh (or a sentient equivalent). Every meal resets the days and a reroll is needed. When the amount of days left is equal to your Constitution modifier, you must pass a DC 12+1 (per day after) Charisma saving throw or suffer one of the effects from the short term madness table in the DMG for 15 minutes, increasing by 15 minutes on each consecutive failure.
Ghoul Sense. You have advantage on Perception checks based on hearing and smell. You can distinguish between ghouls and non-ghouls without the need for a roll. Lastly, dim light no longer affects your vision negatively.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. You can choose from Rinkaku, Koukaku, Bikaku, and Ukaku as your subrace.
Ability Score Increase. Your Strength score increases by 1.
Agile Climber. Your climb speed is equal to your walk speed due to your natural weapon.
Piercing Striker. You have spider leg-like appendages that form at the base of your spine. As your action, you can attack with these appendages to deal 1d8 + your Strength modifier piercing damage. You can attack with more than one appendage when you reach higher levels: two appendages at 5th level, three appendages at 11th level, and four appendages at 17th level. You can direct the appendages at the same target or at different ones. Make a separate attack roll for each appendage. The range is 10ft.
Ability Score Increase. Your Charisma score increases by 2.
Natural Armor. You gain a natural +1 to AC, except when wearing heavy armor.
Shifting weapon. You have a carapace-like shell that surrounds your arms from the shoulder down. The damage of this carapace is 1d8 + your Strength or Dexterity modifier in your main hand and 1d8 in your off-hand (can be negated with the two-weapon fighting style). You can also change the damage type to bludgeoning, piercing or slashing as a bonus action. You can use this weapon as a part of your attack action in combat (if you have extra attacks, you can choose to use this instead). The damage for your weapon increases to 2d8 at 11th level. The range is 5ft.
Ability Score Increase. Increase one of your ability scores by 1.
Agile Tail. Your swim speed is equal to your walk speed. Your jump height is doubled. Lastly, you have advantage on Acrobatic checks to save from fall damage due to your natural weapon.
Graceful Tail. You have tail-like appendages that form at the base of your spine. As your action, you can attack with these appendages to deal 1d6 + your Strength or Dexterity modifier in piercing damage. The damage for your appendages increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The range is 15ft.
Ability Score Increase. Your Dexterity score increases by 1.
Gift of wings. You gain a fly speed of 25ft. due to your natural weapon.
Angel of Death. You have crystal-like wings, that extend from your upper shoulder, that fire shards in any chosen direction. You can attack with these shards as your action. The damage of the shards are 1d6 + your Dexterity modifier piercing damage. You have a range of 30/120. The damage for your shards increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Kakuja is the result of Ghouls carnivalizing each other. Large amounts of power can be gained at the cost of sanity. It is up to the GM for them to handle the build of power for the player, but here are some ideas:
10 + Dexterity modifer + (DM/player 's choice) modifier = AC when not wearing armor to show the carapice like armor that forms over the entire body.
10 ft. bonus to movement speed.
The ghoul's natrual weapons count as magical and have a +1 bonus to attack and damage rolls.