Base Class: Druid
A darker outlook on the power of Nature. The Circle of Flesh is based around manipulating the body. Both of yourself and others around you. With this subclass you gain the ability to partially manifest Wild Shapes onto yourself.
At later levels you can use an Enhanced Alter Self - allowing you to turn your body into weapons. Additionally, you can Wild Shape and Alter Self other beings you make contact with at later levels / mirror a racial feature of a race you have touched.
Lvl 3: Partial Wild Shape, Morphing Flesh
Lvl 6: Enhanced Alter Self
Lvl 10: True Morphing
Lvl 14: Transmuting Hand
Partial Wild Shape
At 3rd Level:
As an action, you can use two of your Wild Shape charges to partially manifest a beast you have seen. This takes the form of a hybrid between yourself and the beast you have chosen - similar in visual effect to a lycanthrope's hybrid form. This does not mean you get invulnerability to non-magic slashing, piercing and bludgeoning attacks or a vulnerability to silvered weapons.
When in these partial manifestation forms, you can still speak, wield weapons and wear armour, use the senses of the beast you have chosen and can cast spells. Whilst also retaining any skill proficiencies you have and your alignment.
When you do partially transform, you can choose one of the following ability score to take for the duration of the partial Wild Shape: Strength, Dexterity, Constitution.
However, in return, you get half of the temporary hit points the Wild Shape would normally offer.
Morphing Flesh
At 3rd Level:
You get the Alter Self spell. It is always prepared, does not count towards your known spells, and can cast it without a Spell Slot a number of times equal to your Proficiency Bonus per Long Rest.
When you later get Enhanced Alter Self at Level 6, each usage of these Proficiency Bonus Alter Self becomes the Enhanced version.
Enhanced Alter Self
At 6th Level:
Your charges of the Proficiency Bonus Alter Self have been enhanced. This allows you freer range of how you can transform your body with the spell. Your attacks under Wild Shape and Enhanced Alter Self are considered magical for the purpose of bypassing immunity.
Enhanced Altered Self
Your ability to mould flesh is starting to plateau. You have begun to get creative.
When you use Enhanced Alter Self, choose one of these benefits in addition to what Alter Self gives you. While the spell lasts, you can change which benefit you have for a Bonus Action. These effects last for ten minutes, but if you retain concentration on them for the duration, the change becomes permanent until you use Enhanced Alter Self again, are hit by Dispel Magic equal to the level of Spell Slot you have, Greater Restoration or Wish.
Thick Hide - Your skin increases in thickness and toughness, granting you extra defense. This increases your AC by 2.
Flesh Dislocation - Your flesh moulds itself to have longer reach. Your attacks now possess an additional 5ft range.
Bone Armoury - Your bones breach your flesh, externalise themselves and harden further. They can take the form of any weapon you are proficient with, and use that weapon's stat block - so long as they are not two-handed. These weapons count as magical, have +1 to hit and damage rolls.
Multiply - You can give yourself another set of arms or legs. Arms will allow you to hold more things - weapons, shields etc. Legs increase your walking speed by 15ft
Sense - You can create eyes, ears or mouth onto your body.
Dismantle - You can remove flesh or bone to make yourself squishy. This can be applied to orifices as well.
True Morphing
At 10th Level:
Your ability to shape your body is nearing its zenith. Now you are able to copy a single trait of another playable species that you have touched. The number of species you can copy from is equal to your Proficiency Bonus. (make notes of these in your Notes section.)
At a Long Rest, you can expend 3 uses of Enhanced Alter Self to change the active species trait being copied - this is applied after regaining the expended charges, but before returning to gameplay - thus you are 3 charges down after the Long Rest.
Changing the species trait overrules the previous one. It does not remove that race from the list you have available to you.
If you choose a race that gives you a Feat, then the Feat you choose whilst actively copying for it will not change if you change the copied species trait and later return to the Feat. The choice of Feat is permanent.
Transmuting Hand
At 14th Level:
You have become a master at manipulating flesh. To the extent that you can now do it to other creatures. You can apply Enhanced Alter Self onto a creature you touch. If you retain concentration for 4 hours, then the effect becomes permanent until dispelled. Additionally, you can Wild Shape creatures you touch.
Transmuting Hand
As an action, when you touch a creature, you can cast the Enhanced Alter Self onto them. They must perform a Constitution Saving Throw (DC 8 + Proficiency Bonus + Wisdom Modifier) to not get altered. Alternatively, they can choose to fail it. If they succeed, they remain immune to its effect for the next 7 days. If your concentration remains on this spell for the next four hours, the change is made permanent - only another use of Enhanced Alter Self, Dispel Magic equal to your highest Spell Slot, Greater Restoration or Wish can return them back to their original state.
Walk Amongst Druids
As an action, when you touch a creature, you can Wild Shape them into a beast you have seen. They must perform a Constitution Saving Throw (DC 8 + Proficiency Bonus + Wisdom Modifier) to not get Wild Shaped. Alternatively, they can choose to fail it. If they succeed the save, they are immune to the effect from you, and you lose a charge of Wild Shape regardless of outcome. This works identically to when you use Wild Shape on yourself.
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