Druid
Base Class: Druid

Skinwalkers monsters spoken of only in legends some say they're tribalistic shaman who dabbled in dark magic, others believe they're druids who angered the gods of nature, and others still believe they're unnatural beings or vengeful spirts given life by the disrespect sentient species show nature. When you choose the Circle of the skinwalker all your wildshape transformations are considered undead and appear as zombiefied

Level 3: Circle of the skinwalker spells

Whenever you finish a Long Rest, choose one type of corruption: Scarring, Dying, Mystic, or Rotting. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

Dying Corruption

Druid Level Circle Spells
3 Fog Cloud, Hold Person, Ray of Frost
5 Sleet Storm
7 Ice Storm
9 Cone of Cold

Mystic Corruption

Druid Level Circle Spells
3 Misty Step, Shocking Grasp, Sleep
5 Lightning Bolt
7 Freedom of Movement
9 Tree Stride

Rotting Corruption

Druid Level Circle Spells
3 Chill Touch, Ray of Sickness, Ray of Enfeeblement
5 Stinking Cloud
7 Blight
9 Insect Plague

Scarring Corruption

Druid Level Circle Spells
3 Blur, Burning Hands, Fire Bolt
5 Fireball
7 Wall of fire
9 Contagion

Level 3: Terrifying Nature

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much on a successful one. They must also make a Wisdom saving throw, on fail they are Frightened of you for 1 minute

The damage increases by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

Level 6: Unnatural Recovery

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

Level 10: Twisted Nature

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current corruption choice in the Circle Spells feature, as shown in the Twistee Nature table.

Twisted Nature
Land Type Resistance
Scarring Fire
Dying Cold
Mystic  Lightning
Rotting Necrotic
Twisted Nature (Dying)

You have Resistance to Cold damage.

Twisted Nature (Mystic)

You have Resistance to Lightning damage.

Twisted Nature (Rotting)

You have Resistance to Necrotic damage.

Twisted Nature (Scarring)

You have Resistance to Fire damage.

Level 14: Truest form

As a Magic action, you can expend a use of your Wild Shape to tansform into the truest form of the skinwalker. A twisted Guant Amalgamation standing eight feet tall with pale Grey skin, deer skull head, large twisted antlers, fangs, claws. This form counts as a monstrosity and is concidered large.

Uses the Aboleth stat sheet minus legendary Actions while in this form you can still cast spells and gain all spells from every type of corruption, once this feature has been used it cannot be used again until you finish a long rest

Previous Versions

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6/5/2025 7:33:32 AM
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6/5/2025 7:37:09 AM
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