Base Class: Druid
The Circle of Flesh embodies an unsettling and macabre aspect of the natural world, delving into the grotesque and eerie depths of organic matter. Druids following this path peer beyond the conventional harmony of nature, embracing the visceral and morbid aspects of life and decay. Their communion with the land is twisted, pulsating with an uncanny understanding of flesh, bones, and the cycle of life and death.
These druids shun the traditional reverence for life, instead embracing the inherent power of flesh in its myriad forms. They revel in the grotesque beauty of transformation, manipulation, and decay, harnessing the dark mysteries that dwell within the body's tissues and fluids. Their spells and abilities are tainted with a visceral and corporeal essence, often evoking visceral imagery that unnerves those unfamiliar with their eerie practices.
Their connection to the land is tinged with a sinister pulse, manifesting an aura of haunting fleshly energies. In the midst of their rituals, they can bend and reshape organic materials with an unsettling ease, seamlessly blending their form with the macabre aspects of nature. Their understanding of life's intricacies allows them to mend wounds, twist and distort visages, and wield the power of flesh and bone to their advantage.
The practitioners of the Circle of Flesh are often misunderstood or feared due to their unnerving practices and the unsettling aura that envelops them. Their dark communion with the mysteries of flesh and life's decay sets them apart, and their eerie presence can send shivers down the spine of even the most stoic individuals. To those within their circle, however, they are harbingers of the strange and haunting beauty found within the sinister and fleshy depths of nature.
Eldritch Fleshcraft
At 2nd level, your communion with the dark essence of flesh grants you the ability to manipulate life force akin to that of warlocks.
- Eldritch Gift: You learn one cantrip from the warlock spell list. You can cast this cantrip using your Wisdom as your spellcasting ability.
Flesh shape
At 3rd level, you unlock the ability to sculpt a malleable flesh blob from nearby organic matter within a 5-foot radius, contingent upon your success in a DC 10 Nature check. This amorphous creation lacks sentience, communication skills, and the capacity to cast spells or reason.
This fleshy entity possesses a base walking speed of 10 feet and maintains an AC of 10. Devoid of the ability to execute bonus actions, cast spells, or engage in cognitive tasks, it automatically fails any checks or saving throws reliant on Charisma, Intelligence, or Wisdom, retaining a constant modifier of zero (without any enhancements).
Enhancements to the flesh blob, dictated by the integrated materials, include a diverse array of benefits:
- Inclusion of eyes, antennas, or ears imbues environmental perception, adding a +2 bonus to all perception checks.
- Utilization of plant-based materials provides an advantage on Stealth checks, particularly within overgrown surroundings.
- Claws incorporated into the form contribute to a +2 bonus on all attack rolls.
- Introduction of paws, arms, or legs grants an increased walking speed of +10.
- Addition of wings permits limited flight, enabling brief hovering up to 5 feet above the ground.
- An exoskeleton or tough hide adds a +2 bonus to its Armor Class.
- Integration of venomous glands introduces a potential for a small poisonous attack, dealing an extra 1d4 poison damage upon a successful melee attack.
- Furthermore, reinforcing the flesh blob's structure augments its hit points by 1d8 for every two pounds of organic material used.
The flesh blob's hit points amount to your character level plus your Wisdom modifier. However, upon its creation, the caster sustains 1d4 psychic damage, plus half of the blob's total hit points, rounded down.
Moreover, the flesh blob gains the ability to interact with magic items. However, its incapacity to cast spells or reason might hinder its proficiency with certain items.
In combat, commanding the flesh blob to attack requires a successful DC 10 Nature check by the controller. If achieved, the blob can wield any light melee weapon provided. Nevertheless, its attack rolls bear a -2 penalty on the d20 for accuracy and a -2 penalty on the damage roll, utilizing a dX.
When encountering saving throws or skill checks, the flesh blob rolls a d20 and a d6. Rolling below 4 on the d6 results in disadvantage, whereas a 5 or 6 grants it advantage.
Ultimately, the Dungeon Master retains the prerogative to introduce further modifications or debuffs that suitably align with the campaign's context.
Circle of Flesh Spells
Mimetic Adaptation
Upon reaching 10th level, your understanding of flesh manipulation improves, allowing you to briefly mimic subtle physical aspects of creatures you have observed.
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Observational Mimicry: After observing a creature for at least 1 hour and concentrating for 10 minutes, you can mimic a minor physical trait or natural ability associated with that creature's anatomy, such as a claw, a tail, or a limited sensory adaptation.
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Limited Manifestation: You can manifest the chosen trait for a duration of 10 minutes per Druid level. This manifestation grants you the chosen characteristic, but it remains limited in function, providing minor utility or slight enhancement without granting any significant combat advantage or extraordinary capability.
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Single Adaptation: You can only manifest one adaptation at a time. To adopt a different trait, you must relinquish the current adaptation, returning to your normal form before assuming a new trait.
This version enables you to briefly adopt minor physical attributes or abilities from observed creatures, offering slight utility or flavor in various scenarios without granting significant combat advantages or exceptional powers.
Fleshform
Sentient Fleshcraft
Previous Versions
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