Base Class: Druid
Druids of the Circle of Chaos are drawn to the wild's raw, untamed heart, where order often surrenders to the beautiful, terrifying dance of unpredictability. For these druids, a sudden downpour, a shifting coastline, or the unpredictable bloom of a rare flower speaks to the truest essence of nature—one unburdened by rigid patterns. When they step into their Wild Shape, they don't choose their form; instead, they surrender to the whim of primal forces, transforming into a random beast from nature's vast menagerie. This embrace of chance infuses their magic and very being with a thrilling unpredictability, making them embodiments of the wild's magnificent, chaotic spirit.
Level 3: Circle of the Chaos Spells
When you reach a Druid level specified in the Chaos Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spell |
| 3rd | Augury |
| 5th | Blink |
| 7th | Confusion |
| 9th | Maelstrom |
Level 3: Unpredictable Form
When you choose this circle at 3rd level, your connection to chaotic nature makes your Wild Shapes truly unpredictable. Whenever you use your Wild Shape feature, instead of choosing a beast form, you must roll on the Unpredictable Form Table to determine what beast you transform into. The CR of the beast you can transform into still adheres to the limitations of your Wild Shape feature (as per the Wild Shape table in the Druid class description).
Unpredictable Form Table
Roll a d8 and choose a beast from the corresponding row that is within your Wild Shape CR limits. If you roll a beast that exceeds your current CR limit, re-roll or choose a lower-CR beast from the same row if available.
| d8 | Beast Examples |
| 1 | Wolf, Mastiff, Giant Badger, Giant Owl |
| 2 | Black Bear, Giant Boar, Riding Horse, Constrictor Snake |
| 3 | Brown Bear, Giant Spider, Ape, Elk |
| 4 | Dire Wolf, Giant Hyena, Reef Shark, Giant Bat |
| 5 | Giant Constrictor Snake, Lion, Tiger, Polar Bear |
| 6 | Giant Eagle, Giant Scorpion, Ape (Giant), Plesiosaurus |
| 7 | Allosaurus, Giant Crocodile, Giant Shark |
| 8 | Elephant, Mammoth, Tyrannosaurus Rex (if available per DM's discretion for CR 8) |
Note: This table provides examples. Work with your Dungeon Master to determine a more comprehensive list of appropriate beasts for each row, ensuring you have enough variety at different CRs as your character levels up.
Seeds of Anarchy
At 3rd level, the chaotic essence you embody allows you to subtly manipulate the weave. Once per long rest, when you cast a druid spell that targets one creature or a single area, you can choose to introduce an element of instability to its effect. Roll a d4 and consult the following:
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1: The spell's effect is partially reversed or hindered. If it would deal damage, it deals half damage. If it would heal, it heals half as much. If it applies a beneficial condition, it instead applies the opposite (e.g., advantage becomes disadvantage, a bonus becomes a penalty). If it applies a detrimental condition, it has no effect.
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2-3: The spell functions normally.
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4: The spell's effect is amplified or mutated. If it would deal damage, it deals maximum damage. If it would heal, it heals maximum hit points. If it applies a beneficial condition, it is particularly potent (e.g., a +1 bonus becomes +2, or lasts an extra round). If it applies a detrimental condition, the target also takes 1d6 psychic damage.
Level 6: Unstable Nature
At 6th level, your very presence can cause momentary disruptions in the natural order. When a creature you can see within 30 feet of you casts a spell or makes an attack roll, you can use your reaction to impose disadvantage on that roll. If the creature still succeeds, the target of their spell or attack (if applicable) can immediately make a saving throw against your spell save DC, or has advantage on their next saving throw, to mitigate the effect or damage (reducing it by half, or ending a condition early).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 10: Ripple Effect
At 10th level, the chaotic energy flowing through you begins to affect your surroundings. While you are in your Wild Shape, whenever a creature (friend or foe) starts its turn within 10 feet of you, roll a d6.
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1: The creature has disadvantage on its first attack roll until the end of its turn.
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2-5: Nothing happens.
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6: The creature has advantage on its first attack roll until the end of its turn.
Level 14: Absolute Anarchy
At 14th level, you fully embrace the unpredictable nature of chaos, making your transformations truly formidable.
When you use your Wild Shape, after you roll on the Unpredictable Form Table, you can choose to expend an additional use of your Wild Shape to gain one of the following benefits for the duration of that Wild Shape:
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Elemental Infusion: You gain resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder).
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Aberrant Hide: You gain immunity to the frightened condition and gain temporary hit points equal to your Wisdom modifier at the start of each of your turns.
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Primal Fury: Your unarmed strikes deal an additional 1d6 damage of a type chosen by you when you use this feature (bludgeoning, piercing, or slashing). This damage increases to 2d6 at 17th level.
You can use this aspect of Absolute Anarchy once per long rest.
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