Druid
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

 

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, your connection to the land grants you access to these circle spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

3rd Level

  • Mirror Image: Duplicates your image, confusing attackers and granting illusions of yourself.
  • Misty Step: Teleports you to an unoccupied space within range, allowing quick escapes or repositioning.

5th Level

  • Water Breathing: Grants the ability to breathe underwater, tapping into dark underwater realms.
  • Water Walk: Allows walking on water surfaces as if they were solid ground, offering a sinister defiance of nature.

7th Level

  • Control Water: Manipulates water within an area, harnessing it for darker purposes and domination.
  • Freedom of Movement: Bestows immunity to movement impairments and constraints, embracing an eerie sense of freedom.

9th Level

  • Conjure Elemental: Summons an elemental creature tied to sinister forces to aid you in battle or tasks.
  • Scrying: Allows viewing a target creature or location from a distance, peering into twisted realms and shadows.

These spells reflect a connection to dark, warlock-like forces and a sinister aspect of nature, tapping into realms filled with shadows, curses, and eerie abilities.

 
 

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.

  • 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.

  • 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.

  • 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

 

At 6th level, your control over flesh extends beyond yourself, allowing you to manipulate the physical attributes of other creatures through a cursed manipulation of their blood or flesh.

  • Fleshform: As an action, you must have access to a piece of the target creature's flesh or blood within your reach. Utilizing this component, you can impose a cursed alteration on a specific physical attribute or aspect of the creature's body. The effect varies based on the level of your druid abilities:

    • 6th Level: Moderate changes in physical appearance, causing discomfort or minor limitations in physical abilities.
    • 10th Level: Significant alterations, such as temporarily weakening a limb, inducing pain, or imposing noticeable physical restrictions.
    • 14th Level: Profound transformations, like inflicting intense agony, crippling a limb, or inducing potent, albeit temporary, physical enhancements.

The actual outcome of the curse is left to the DM's discretion and may involve a wide range of possibilities based on the level of your druid abilities. This ability requires a piece of the target creature's flesh or blood, emphasizing a cursed manipulation of their physical form, presenting effects that can range from moderately inconvenient to more impactful alterations, contingent upon the campaign's narrative and the DM's judgment.

 
 

Sentient Fleshcraft

 

At 14th level, your mastery over flesh manipulation transcends, allowing you to sculpt a sentient creature from nearby organic matter within a 5-foot radius, contingent upon your success in a DC 15 Nature check.

  • Sentient Creation: With your advanced understanding of flesh manipulation, you can sculpt a sentient creature, which possesses a rudimentary level of sentience and basic communication skills. Unlike the earlier flesh blob, this creature can understand simple commands, communicate basic ideas, and perform tasks to a limited extent.

  • Enhanced Features: Similar to the earlier ability, this creation's attributes and abilities depend on the materials incorporated:

    • Eyes, antennas, or ears grant heightened perception, offering a +2 bonus to all perception checks.
    • Plant-based materials provide advantage on Stealth checks within overgrown environments.
    • Claws contribute to a +2 bonus on all attack rolls.
    • Paws, arms, or legs offer an increased walking speed of +10.
    • Wings permit limited flight, allowing hovering up to 5 feet above the ground.
    • An exoskeleton or tough hide adds a +2 bonus to its Armor Class.
    • Incorporation of venomous glands introduces a potential for a small poisonous attack, dealing an additional 1d4 poison damage on a successful melee attack.
    • Reinforcing the creature's form augments its hit points by 1d12 for every two pounds of organic material used.
  • Mind and Abilities: The sentient creature possesses hit points equal to twice your character level plus your Wisdom modifier. Unlike the flesh blob, there is no damage taken by the caster upon its creation.

  • Command and Control: The creature can act independently but follows your commands to the best of its abilities. It has a base Intelligence score of 5 and can understand simple commands and engage in basic communication.

  • Limitations: Despite its sentience, this creation remains limited in its capacity for complex reasoning or deep understanding. Its capabilities are rudimentary, and it can't perform intricate tasks or engage in advanced strategies without direct guidance.

This ability grants you the power to craft a sentient creature, surpassing the limitations of the previous flesh blob. The creation has a basic level of sentience, understands simple commands, and possesses enhanced abilities based on the integrated materials, though its intellectual and communicative capabilities remain limited.

 
 

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