Druid
Base Class: Druid

To heat, there is cold, to light, there is shadow and to order there is disorder. Druids of the Circle of Disorder understand this intimately and, unlike those of the other Circles, madly embrace the breaking of cycles and the perversion of nature.

Wild Magic Surge

Starting when you choose this circle at 2nd level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a Druid spell of 1st level or higher. If you roll a 1(+1 for each spell level), roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

If an effect requires a saving throw, the DC equals 8 + your proficiency bonus + your spellcasting modifier.

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell. The DM chooses the targets.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Creatures have advantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you are teleported to a random location within 15 feet of where you were at the start of each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You take 3d10 force damage.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

You lose your highest-level available spell slot.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three random creatures within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended spell slots.

Wild Magic Shape

At 3rd level the magical energy released when you change form takes on an aspect of fundamental chaos. When you use Wild Shape roll a d20. On a 1-10 roll on the Wild Magic Shape table to determine the magical effect produced. On a 11-20 wild shape occurs as normal.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Spellcasting modifier.

If the effect has a duration that duration is 1d6 + your spellcasting modifier rounds of combat. This increases to 2d6 at 5th level, 3d6 at 11th level and to 4d6 at 17th level. At level 20 the duration is counted in minutes, not rounds.


d8


Effect


1

Reality briefly shatters around you. Each creature within 30 feet of you must succeed on a Constitution saving throw or 1d10 force damage. You also teleport up to 30 feet to an unoccupied space you can see. Until the effect ends you can use this effect again on each of your turns as a bonus action.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


2

Time forgets you, for just a moment. All creatures that can perceive you must make a Constitution saving throw. On a failure they suffer the effects of the spell Slow. On a success they gain the benefits of the spell Haste.


3

Space cannot comprehend you, and you can now be in two places at once. A copy of you is created with 1 hp but is otherwise functionally identical to you and acts after you iniative. They have access to all your abilities and stats and has the same number of spell slots (used or otherwise).

 


4

The aspects of nature recoil in your presence. An intangible spirit of nature is forced to appear within 5 feet of a creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes and each creature within 5 feet of it must succeed on a Dexterity saving throw or 1d6 force damage. Until the effect ends you can cause his effect again as a bonus action.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


5

The spaces between are fickle and reject you. Wild Magic Shape fails but you are healed for 1d4 per druid level. If this would exceed your maximum hit points any excess is added as temporary hit points.


6

The sickening brightness of unreality coalesces around you. Seven star-like motes of light appear and orbit you until the effect ends or until they are expended. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 1d10 radiant damage. Whether you hit or miss, the mote is expended.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


7

The earth twists and roils around you, warped by chaos; until the effect ends, the ground within 15 feet of you is difficult terrain for everyone but you, unless they succeed on a dexterity saving throw. This saving throw must be made every time a creature starts their turn in, or enters the effect.


8

You take on the aspect of chaos, your form is now an outline of you, a horrific void, filled with terrible constellations. This form spreads magical darkness around you in a 15 foot radius sphere. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of the 8 level or lower can’t illuminate the area, however you can always be seen at the centre of it, even through cover, if that cover is within the sphere. The darkness does not affect you and lasts until the effect ends.

Be the Problem

At 6th level you gain a greater understanding of the fundamental chaos, channelling it more potently, and with greater control.

As a bonus action you can choose to fail the wild magic surge roll and in exchange can re-roll the effect once after having it described to you. You must keep the new roll.

Ride the Chaos

At 10th level you can choose to allow targets you can see to automatically succeed on saving throws for the effects of Wild Magic Shape.

You can now expend both uses of Wild Shape to transform into a monstrosity with a challenge rating as high as your druid level divided by 4, rounded down. At level 14 this costs one use of Wild Shape and returns to using the beasts list, with the option of using both charges to transform into a monstrosity with a challenge rating as high as your druid level divided by 3, rounded down.

Additionally, once a Wild Magic Form effect ends you can choose to extend the duration, re-rolling the duration die, but must also roll for a Wild Magic Surge with a -5 modifier for each extension.

Embrace the Void

At 14th level, you can now expend both uses of Wild Shape to transform into a monstrosity with a challenge rating as high as your druid level divided by 3, rounded down or one use for a creature with a challenge rating of your druid level divided by 4, rounded down.

Additionally, once per long rest you can choose an effect from the Wild Magic Shape table to take effect without having to take on your wild shape. You cannot choose the same effect twice until all other effects have been used once, either through normal means or through this feat. This can be used in concert with an effect gained randomly by wild shaping. 

At level 20 you can use this feature twice per long rest.

 

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