Circle of the Skin The Circle of the Skin is made up of lycanthropes and civilization hating misanthropes who infiltrate humanoid settlements to identify threats to the natural order and stop them before they can do further harm. These druids meet on moonless nights in the parts of cities where nature has been despoiled, such as abattoirs, garbage dumps, and on the shores of polluted rivers to whisper of their dark deeds in Druidic while clothed only in their victims stolen skins. These druids are called skinwalkers, and they are master shape changers.  A Thousand Faces When you choose this circle at 2nd level, you learn the Alter Self spell, as well as how to cast Alter Self on yourself as a ritual without expending a spell slot. As a ritual, you can only enact the Change Appearance option of the spell to disguise yourself as a specific individual. The ritual requires some blood, skin, or hair from the target which you must swallow in order to alter yourself to appear to as them or a specially prepared mask made from their skin. The transformation ritual takes 10 minutes, unless you expend 1 use of wildshape to make the transformation instantaneous. When cast as a ritual, this Change of Appearance lasts until you take a long rest and does not require Concentration to maintain. Steal Skin Starting at 2nd level, a Circle of the Skin  druid teaches you how to harvest the skin of an incapacitated or dead creature and fashion it into a magical skin suit disguise. The target creature must have been reduced to 0 hit points and either stabilized or killed. The skinwalker druid requires 1 hour to remove and prepare the skin of a small beast or small humanoid, 2 hours for a medium sized beast or medium humanoid, and 3 hours for a large beast or large humanoid. You can alternatively just prepare a hood, called a Mask of a Thousand Faces in half the listed time however the mask retains its magical properties for half as long as a skin suit would. The gentle repose spell can add ten days to the duration of either a skin suit or mask of a thousand faces. Once ready the skin's magic lasts for 10 days x the proficiency bonus of the character that created it, and during this time when the gruesome skin suit is worn over a characters naked flesh it bestows a number of benefits: Grants hit points equal to the Constitution score of the creature used to create it, however if it ever runs out of hit points the skin is destroyed. While wearing the skin, you gain advantage on Intimidate checks against creatures that are susceptible to fear because wearing someone elses skin stretched over your own is often frightening. If however you spend one use of your wildshape ability you can alternatively assume their form including their size, and voice. Further the skin has a chance to confound divination spells as well as magical traps that sense the race or identity of a creature like a glyph of warding. The skin suit has a 10% chance x your proficiency bonus, while a mask of a thousand faces only grants a 5% x your proficiency bonus Lastly until the skin's magic wears off, it can be used as a focus for the Thousand Faces ritual when worn by the ritualist. Body Adjustment Starting at 6th level, the skinwalker druids familiarity with shape changing enable them to make shocking adjustments to their own bodies when they cast a transmutation spell on themselves. When the skinwalker druid casts a transmutation spell they can spend a hit die to increase or decrease either their Strength or Dexterity score by the level of the spell to a maximum cap of 30. The Body Adjustment lasts until they wildshape or take a long rest. At 12th level, the skinwalker can use their Body Adjustment feature on any character that they have previously attended to with the Heal skill, capped at first by the targets Constitution modifier + the skinwalkers druid level to an absolute maximum of 30, by making a Heal check when they cast a transmutation spell on the target with a DC equal to the new intended ability score. Failed checks inflict necrotic damage equal to the check result. At 8th, 12th, 16th and 20th levels instead of increasing an ability score by 2, you can instead give yourself a +1 natural armor bonus in all of your forms. Skin Warp Starting at 10th level, a skinwalker druid can wildshape others by grabbing them and spending a use of the skinwalker's wildshape class feature to wildshape the target into an animal. If the target is unwilling they can make a Wisdom save against the druids spell save DC but if they fail they are wildshaped. The targets type is shared by the animal they are wildshaped into so a fiend wildshaped into a dog would still be a fiendish dog. Shape changers and other druids have advantage on the save. If the wildshaped animal dies, the target reverts to the true for as normal.  Skin Walk Starting at 14th level, the skinwalker druid discovers that all living things are connected through the blood and the druid can travel through that connection. Whenever the skinwalker druid is adjacent to a living creature that is at least the same size as the druid, the skinwalker can magically step into the skin of the target creature and emerge from another living creature of the same race on the same plane within a number of miles equal to the druids Wisdom score as long as the druid knows the True names of both the target and destination creatures, and both are still alive, still wearing their skin, and the destination creature is not subject to a nondetection spell or located in an anti or dead magic field.