Druid Circle - Skinwalker

In Native American legend a skinwalker is a foul creature, a witch. By committing a cultural taboo, usually killing a member of their own family, a witch can become a skin-walker. This ability allows them to be able to transform themselves into animals, mimic voices, and place curses on towns and people. In D&D settings, however, skinwalkers could simply be a less savoury circle of druids, whose magic relies upon more physical means of druidic study. Often experts in anatomy and biology, skinwalkers can be found in open plains, dense undergrowth, or even cities, and are often a mystery to outsiders, prefering to keep their secrets hidden.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Expanded Spell List

You gain access to the following spells when you reach the corresponding level, and may choose to prepare them as normal.

Skinwalker Expanded Spells

Druid Level Spells 3rd protection from evil and good, hex 5th protection from poison, gust of wind 9th speak with dead, vampiric touch 13th blight, death ward 17th dream, dispel evil and good

Skin-Shape

When you choose this circle at 2nd level, you gain the ability to skin and cure the hide of a monstrosity, beast, or fey that you have landed a killing blow on. Curing this hide takes a number of hours equal to it's CR. While wearing the hide, you may use your Wild Shape feature to turn into the creature it belonged to, as long as it's CR fits within your limits. All other normal limitations apply, however you may remain in the Wild Shape indefinitely. If a creature you have skin-shaped into has innate spellcasting available, you may cast the spells with your own slots, otherwise the normal limitations apply. You may only wear one skin at a time, and you may only ever own a number of skins equal to your Wisdom modifier at one time. If you exceed this limit, you choose one existing skin and it crumbles to dust. You cannot Wild Shape into a creature in this way if you lose its skin.

Additionally, you can skin shape into a creature up to a CR equal to 1/4 of your level.

Skinspeak

At 6th level, when you are wearing a creature's skin and using it to Wild Shape, you gain an insight into its life and its knowledge. You may cast speak with dead at will, but may only hear and converse with the skin you are wearing. Additionally, you may use a bonus action to assume a hybrid form that melds your body with the skin. You are considered to have the senses of the skin you are wearing, (as well as your own, as normal), originating from the back of your head. You also keep natural weapons such as claws, teeth, or otherwise, decided by your DM. You may cast spells as normal in this hybrid form. You gain all your true form's ability scores, and the HP of the creature who's skin you're wearing, or your own, whichever is lower. If brought to 0 hit points, you are knocked unconscious and roll death saving throws as normal, but remain in the hybrid form.

This form is horrifying to the casual onlooker.

Witchery

At 10th level, when you first create a skin from the corpse of a creature you have killed, you can choose one of the following spells:

Protection from Evil and Good

Sanctuary

Shield of Faith

You may cast your chosen spell without expending a spell slot a number of times equal to your Wisdom modifier while wearing the skin, and you can cast the spell normally always, as long as you are wearing the skin. This is not limited by the normal spellcasting rules for Wild Shape. You regain expended uses of this ability after completing a long rest. You can spend a short or long rest changing the chosen spell.

A Hide of Many Skins

At 14th level, you have begun to truly master the art of skinwalking. You may spend 4 hours absorbing a skin, making it a part of you, not just an article of clothing. You can Wild Shape into this form without needing the skin, but retain all the benefits as if you were. You may wear another skin and apply all normal benefits, and do not lose the ones of your absorbed skin. You also gain the ability to combine your hybrid forms, gaining all senses as normal. You may spend a long rest exchanging the absorbed skin for another, but you take 5d10 psychic damage as you rip what is essentially a part of yourself apart to make room for a new one.