hi there,
thank you so much for the reply and the feedback. I will admit that this came at a bit of a strange time, as I was in the middle of updating some of the features and reworking other subclasses and features, so some things may be vastly different from when they were yesterday. I would also like to comment on some feedback, and share my thought process behind them.
i believe that dual vitality is a good inclusion for this class. being able to start the day with extra temporary hit points is very valuable to ensure survivability, plus i think it is a way to help keep this class different from the others. the extra inclusion of changing creature types may be a bit worthless, but it is a good way of keeping flavour, and a small mechanical benefit of changing your creature type for some certain aspects, such as negating the effects of some spells, such as you counting as an undead to prevent a certain spell that has the limitation.
i completely forgot that natural weapons let you attack as a bonus action. i haven't played as a character with them before, so this was an oversight on my part. the beast grafted creature benefit has since changed.
i have changed the reinforced health feature to a new one, so where if you encounter a creature type that matches your own, you can potentially disguise yourself to they are not hostile towards you. but beyond that, im having some writers block for how to incorporate how changing your creature type may be warranted for new benefits.
as for some subclasses being stronger than others, this one may need some more elaboration, as i myself am very biased in the way that they work, so some outside perspective is very much appreciated.
thank you much for the feedback. this helps out a lot more than you can imagine, helping me make this passion project at least a bit more balanced