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This is a Bogeyman subclass.
Driven back into her graveyard haunt, the ghoul merges with the ground, only to emerge behind her pursuers, turning hunter into prey.
You are cursed with undeath and a craving for the flesh of the dead, learning the secrets of those you consume.
Starting at 1st level, your type changes to undead. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. Your basic form remains the same, but your flesh is cold and your visage is strangely distorted, emaciated but with an undead vitality. Your voice is unchanged. A creature touching you or seeing an uncovered part of your body is allowed a free instinctual Wisdom (Perception) check against your Charisma (Deception) to recognize you are undead. You are immune to disease, poison damage, the poisoned condition, suffocation, starvation, and thirst. Your Dark Strike takes the form of claws that deal slashing damage. Finally you can crawl at your full land speed when prone.
From level 1 you suffer a constant hunger that only the flesh of the dead can satisfy, but you do not actually need to eat or drink to survive. When you spend an action consuming the flesh of a corpse of a creature that had an Intelligence of 6 or more, you recover 1d6 + your Constitution bonus Hit Points. You can do this a number of times equal to your Proficiency Bonus and regain this ability on a long or short rest.
When you become a boogeyman ghoul you are cursed with eternal hunger. At the start of your turn, when presented with the opportunity to consume the raw, rotted, or dried remains of a dead humanoid within 10 feet, you must make a Wisdom save, DC 10, or immediately spend an action moving to and consuming a part of the corpse. This can also be a use of Consuming Power if you have uses of that power available. This movement does not trigger attacks of opportunity. Once you fail or succeed at this saving throw, you automatically succeed at any saving throws against Endless Hunger within the next hour.
Wisdom of Flesh
Beginning at 1st level, when you consume some of the remains of a formerly living being, you learn what their basic role in life was, including race, profession, and class (if any). You might also get flashbacks of their drives and desires. You temporarily gain one skill, language, tool proficiency, or proficiency with a single weapon or vehicle that the creature had. You retain this proficiency until you use Wisdom of the Flesh to learn another ability.
Starting at 3rd level, you gain a burrowing speed equal to half your land speed. You can only move through dirt, soil, sand, or clay. When you use your Burrowing speed, you have tremorsense with a range of 10 feet and advantage on Dexterity (Stealth) checks. You cannot select burrowing for your Supernatural Movement ability.
At 6th level you gain resistance to bludgeoning, piercing, and slashing damage. Magical and silvered weapons ignore this resistance.
Speaker for the Dead
At 7th level you can cast Animate Dead and Speak with Dead without material components. Constitution is your spellcasting ability for these spells. You are considered to be using a spell slot equal to half your boogeyman level, gaining the appropriate benefits for using a higher level spell slot. You can do this a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
At 15th level add your Proficiency Bonus to this ghoul's Attack Bonus, your Dark Strike die to the damage of its attacks, and twenty times your Proficiency Bonus to it's Hit Points.
Consume the Living
At 11th level, after you have inflicted damage with a Dark Strike claw attack, you can take a bonus action to use a Dark Strike bite attack on the same turn that deals piercing damage. If you damage a living creature (not a construct, elemental, or undead) with this bite attack, you heal damage equal to the damage dealt.
Starting at 15th level, you gain tremorsense with a range of 60 feet and a burrowing speed equal to your land speed. You can move soft stone like the marble, limestone, and sandstone often used in tombs but not through harder rock like basalt or granite. You also gain advantage on all Dexterity (Stealth) checks.
When you reach 20th level, when you hit a creature with a claw attack, the creature must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus) or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has saved against this ability automatically succeeds on its saving throw against it until you finish a short or long rest. Constructs and undead are immune to this ability.