Base Class: Druid
Druids are seen as the protectors of nature, gifted with the ability to transform into the animals of the world. They are rare in the world, but are responsible for much of it's beauty and goodness. There are those, however, who would corrupt these powers for their own evil purposes.
You have undergone a dark and ancient ritual, one that requires the murder of an innocent person. Upon completion, you are turned into the enemy of nature and its protectors, capable of transforming into disturbing versions of beasts. You live on the border between life and death. You are a skinwalker.
Skinwalker Mark
As a result of the ritual you underwent, you gain a sign of your corruption. Another skinwalker or someone who knows of them may recognize this as the mark of a skinwalker.
| d6 | Mark |
|---|---|
| 1 | Your animal forms do not have tails. |
| 2 | Your eyes are those of an animal, such as a goat or cat. You retain them even in animal form. |
| 3 | The faint smell of rot always lingers around you. |
| 4 | You sprout small antlers from your head. |
| 5 | Your canine teeth are unnaturally long, and you often growl when angered. |
| 6 | You have small patches of fur, scales, or feathers on your body. |
Twisted Nature
Starting at 2nd level, the dark ritual you underwent alters your magic. You learn the chill touch cantrip. It is a druid spell for you, and it does not count against your number of cantrips known.
The ritual also corrupts your Wild Shape. While Wild Shaped, you can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check against your druid spell save DC.
In addition, as an action, you can cause your animal form to take on a terrifying aspect, such as eerie humanoid features, contorted positions, or an ear-piercing scream. Each creature of your choice within 15 feet of you must succeed on Wisdom saving throw against your druid spell save DC or become frightened of you until the end of your next turn. You cannot use this ability again until you finish a short or long rest.
Fleshshape
At 6th level, you learn to change yourself in more subtle ways. You can cast the alter self spell once without expending a spell slot or requiring material components. You regain the ability to do so when you finish a short or long rest.
Therianthropy
At 10th level, you can transform into a twisted, monsterous version of a beast. You can expend two uses of your Wild Shape feature to transform into the hybrid form of a lycanthrope. You cannot use this forms Shapechanger feature or speak besides mimicry. Instead of transferring the curse of lycanthropy, you deal an additional 1d8 necrotic damage to your bite attack or its equivalent. The affects of your Twisted Nature feature also apply to this form.
Aspect of Death
By 14th level, the energy within yourself becomes toxic to other life. You can add your spellcasting modifier to necrotic and poison damage from your spells and features, and you gain resistance to necrotic damage and immunity to the poisoned condition.
Comments