Druid
Base Class: Druid

While most druids are in awe of the natural world for its balance and order vowing to protect it at all costs, some druids revel in its most chaotic elements - living beings with their own free will and the kind of weather that has the potential to completely ruin your day. There is beauty in the way nature has the ability to destroy and create anew.

 Circle of Chaos druids call upon the elements to turn the tides of combat with destruction and unpredictable magic.

Chaos Surge

2nd-level Circle of Chaos feature

You must roll a d20 immediately after you cast a druid spell of 1st level or higher. If you roll a 1, roll on the Chaos Surge table to create a magical effect.

Roll 1d100 Effect
1-2 You regain your lowest-level expended spell slot.
3-4 You gain advantage for 1 minute on all attack rolls.
5-6 You gain disadvantage for 1 minute on all attack rolls.
7-8 The wind picks up and a mini tornado suddenly surges around your body. Creatures within a 10 ft radius of you must succeed on a DC15 Strength saving throw or be knocked prone.
9-10 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
11-12 You gain immunity to fire damage for 1 minute.
13-14 You gain resistance to cold damage for 1 minute.
15-16 You gain vulnerability to lightning damage for 1 minute.
17-18 You gain disadvantage on all saving throws for 1 minute.
19-20 A thick fog appears and spreads out to a 40ft radius from a point centred on you. All creatures within range gain advantage on stealth checks for 10 minutes.
21 Cast Blink.
23-23 Lightning crackles over one weapon currently being wielded. For 1 minute, it deals Lightning damage. If the weapon is dropped, the effect dissipates Also, add 2d4 damage, but take half the damage dealt as the lightning shocks you as well.
24-25 Stormy shadows cover one weapon currently being wielded. For 1 minute, it deals Thunder damage. If the weapon is dropped, the effect dissipates. Every time you hit with an attack using this weapon, the sound of thunder can be heard for 1d4 miles.
26-27 A small arc of lightning reaches out for you to another creature within 30ft. Zap the creature for 3 lightning damage and cast Haste on them for 1d4 turns.
28-29 A raincloud appears above you and heavy rain pelts down upon you. All attacks made against you are at disadvantage for 1 minute, and your vision so obscured that you are blinded for 1 minute.
30-31 Boots of ice form around your feet. Your speed is now zero for 1d4 turns, (or) until they melt.
32-33 A strong chill fills our body. Your initiative becomes 1 for all turns after the current.
34-35 You turn into a tree until the start of your next turn. While a tree, you are incapacitated and have vulnerability to fire and frost damage and resistance to non-magical melee attacks and lightning damage. If you drop to 0 hit points, your tree form falls, and you revert back to your original form.
36-37 Flames erupt around you. Every creature within a 10ft radius must make a DC 15 Dexterity saving throw or take 2d12 Fire damage.
38-39 Thunder booms near you. Every creature within a 30ft radius must make a DC15 Wisdom saving throw or be frightened for the next 1d4 rounds.
40-41 Create a one-way portal to the Fire Plane.
42-43 Ask the DM for a random animal. You are now that animal for 1 minute.
44-45 Ask the DM for a random animal. Every creature other than you within a 10ft radius is now that animal for 1 minute.
46-47 Cast Dancing Lights.
48-49 A magical layer of ice forms over you, giving you +2 AC and protection from Magic Missile, but vulnerability to fire, for 10 minutes.
50-51 A tree grows out of the ground directly in front of you, to a max height of 50ft.
52-53 You gain Darkvision for 1d4 days. If you already have Darkvision, your vision is empowered to include magical darkness for the duration.
54-55 A tornado appears within 10ft of you and travels 40ft in a random direction before disappearing. Any creature caught within it's course must make a DC15 Dexterity saving throw or take 2d8 force damage.
56-57 A thick block of ice encapsulates the creature with the lowest Strength score within a 15ft radius and incapacitates them. The ice has 17AC and 20HP, and will otherwise melt in 1d6 hours.
58-59 The area in a 30ft radius becomes a field of solid ice, creating difficult terrain. All creatures on the ice field must succeed on a DC10 Constitution saving throw at the end of each turn or gain one level of exhaustion.
60-61 A shock of lightning streaks past your face completely out of nowhere. You become Blinded for 1d4 turns.
62-63 The enemy nearest to you explodes in a burst of thunderous energy, dealing 2d6 Lightning damage to everyone in a 10ft radius.
64-66 Your hair stands on ends for 1d4 days.
67-68 A thunderstorm begins, causing difficult terrain and lowering visibility by 10ft for the next hour. Also, if any creature rolls a natural 1, they are struck by lightning for 3d12 damage.
69-70 A burst of sparks surround around you within 5ft, and all creatures who can see them are stunned until their next turn.
71-72 You become soaking wet.
73-74 Your shadow detaches and mimics your attacks, dealing half the damage you do. It has half your HP and is immediately dispelled with bright lights.
75-76 You grow wings for 1d4 hours. Your fly speed is 30ft.
77-78 You turn into a cloud of butterflies for 1d4 turns. You are immune to damage in this state.
79-80 You cast call lightning as a 3rd-level spell centered on yourself.
81 A small crackle of lightning appears near you rippling through the air, forcing everyone in a 10ft radius to make a DC13 Dexterity saving throw or be blinded until the end of your next turn and take 4 lightning damage.
82 Gain 2d10 HP.
83 For 1 minute, you cannot speak and if you try, only water/drool comes out of your mouth.
84 You cast fireball as a 3rd-level spell centered on yourself.
85 Every creature within a 30ft radius must save against a DC 15 Constitution save or be turned into a duck for 1 minute.
86 Cocoons form on you and hatch butterflies that flutter in the air within 10 feet of you for the next minute.
87-88 A gust of wind sweeps you off your feet. You cast levitate on yourself.
88-89 4 goodberries appear in your pocket or hand.
90-91 Your body crackles with lightning. For the next 1d4 rounds, when you are attacked, you deal twice the damage back as lightning damage.
92-93 A thin layer of icicles form on you. For the next 1d4 rounds, when you are attacked, you deal twice the damage back as cold damage.
94-95 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
96-97 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
98-99 A flashflood appears. Everyone must make a DC15 Constitution or take 1d12 force damage + 1d12 bludgeoning damage. This attack is considered magical.
100 A sandstorm erupts around you in a 50ft radius. Every creature within the sandstorm must make a DC 13 Constitution check at the start of each turn or take 1d6 damage.

Circle Spells

2nd-level Circle of Chaos feature

You have formed a bond with the natural world around you and the chaos that it can bring with it, a primal display of destruction and renewal. Your link with this grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Chaos Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Chaos Spells
DRUID LEVEL SPELLS
2nd thunderous smite, chaos bolt
3rd snilloc's snowball swarm, hellish rebuke
5th wall of fire, call lightning
7th reincarnate, ice storm
9th steel wind strike, sleet storm

Bonus Cantrip

3rd-level Circle of Chaos feature

When you reach 3rd level, you learn one additional cantrip from any spell list which has the ability to deal fire, cold, lightning, thunder, force or bludgeoning damage.

Feral Magic

6th-level Circle of Chaos feature

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you wild shape your beast form gains a boost of elemental damage and your attacks deals an additional 1d4 of that damage while in that form. The damage type is determined by rolling 1d6 on the table below.

From 10th level, the additional damage increases to 2d4, and later 3d4 at 14th level.

1D6 DAMAGE TYPE
1 Fire
2 Cold (water)
3 Lightning
4 Thunder
5 Force (air)
6 Bludgeoning (earth)

 

Elemental Wild Shape

10th-level Circle of Chaos feature

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Controlled Chaos

14th-level Circle of Chaos feature

At 14th level, you gain a modicum of control over the surges of your chaotic magic. Whenever you roll on the Chaos Surge table, you can roll twice and use either number.

Previous Versions

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