Base Class: Druid
Some druids wander too far in their search for information or stare too deeply into the abyss and lose their sanity. They've lost their original love for order and peace and have become obsessed with the chaotic forces of nature
Druids who turn to chaos excel at summoning and the more destructive forces of nature.
Chaos Surge
Whenever you cast a Conjuration spell, chaos explodes around you and you roll one effect off of the Chaos Surge tables
- A white dragon wyrmling appears for three turns and then disappears
- Attack modifier becomes Wisdom instead of Strength for 5 turns
- Every creature within a 30ft radius takes 1d10 necrotic damage. Regain HP equal to the sum of the lost HP
- Advantage for 1 minute on all attack rolls
- Disadvantage for 1 minute on all attack rolls
- Creatures within a 10 ft radius must succeed on a DC 15 Strength saving throw or be knocked prone
- Cast Fireball centered on yourself as if affected by Careful Spell Metamagic (allow up to Charisma modifier amount of creatures to auto-save their saving throw, with a minimum of one). The damage is calculated by level - 4 for spell slot, with a minimum of level 1
- Turn into a potted plant for 1 minute. You cannot be attacked in this state and will revert back to normal, in prone position, if the pot is broken
- A swarm of bees appears in front of you
- Immunity to fire damage for 1 minute
- Disadvantage on all saving throws for 1 minute
- All creatures within a 10ft radius (excluding yourself) turn invisible for 3 turns
- For 1d4 turns, you can only speak gibberish
- Allies within a 20ft radius gain 10 temporary HP; you take 1d10 bludgeoning damage
- All creatures within a 30ft radius lose two of their highest spell slots
- All creatures within a 30ft radius regain two of their highest spell slots (if no spells have been used, gain 1d4 HP instead)
- Cast Blink
- Four moose appear within 10ft of you and disappear after 1 minute
- One owlbear appears within 10ft of you and will disappear after 1 minute
- Cast Haste any creature within 30ft (other than yourself) for 1d4 turns
- Shadows cover one weapon currently being wielded. For 1 minute, it deals Psychic damage. If the weapon is dropped, the effect dissipates
- Cast Fear on every creature within a 30ft radius (including yourself). Roll a Wisdom saving throw of DC 8 + your Strength modifier or be Feared for 1d4 turns
- Plantlife explodes around you, creating difficult terrain
- A pale pink aura explodes around you. All projectiles within a 10ft radius turn into flowers for 1 minute
- All creatures within a 20 ft radius regain HP equal to 1d10 + Wisdom. Infernal, Abyssal, or Undead creatures instead lose HP
- All creatures in a 10ft radius swap genders for 1d4 days
- You can only speak Draconic until your next Long Rest
- Your Initiative becomes 1 for all turns after the current
- Three alligators appear within 10ft of you and disappear after 1 minute
- The closest creature to you turns into a cactus. This effect will dissipate after 1d4 days
- You and any creature within 10ft of you disappear for 1d4 turns and reappear nearby
- Casts a 30ft radius of Silence for 1 minute
- Creates a 30ft radius of Wild Magic. All spells cast within this radius have a 50% chance to go Wild (use this table for effects)
- You become invisible for 1 minute
- Every creature within a 10ft radius must roll a DC 12 Wisdom saving throw or become a Flumph for 1d4 days
- Add a +2 Charisma modifier for 1d12 days
- 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.
- Every creature within a 10ft radius must make a DC 15 Strength saving throw or take 2d12 Fire damage
- Leaves sprout across your body for 1d4 days. The leaves change depending on your surroundings
- Create a one-way portal to the Fire Plane
- Ask the DM for a random animal. You are now that animal for 1 minute
- Ask the DM for a random animal. Every creature within a 10ft radius is now that animal for 1 minute
- You are now 1d4 inches shorter
- You are now one year younger
- Your hair turns blue for 1d4 days
- A bear appears within 10 ft of you and disappears after 1 minute
- 1d12 wolves appear within 10ft of you and disappear after 1 minute
- Two mountain lions appear within 10ft of you and disappear after 1 minute
- Ten geese appear within 10ft of you. They do not disappear
- A magical shield forms over you, giving you +2 AC and protection from Magic Missile
- Creates a 30ft radius of Dead Magic
- Creates a 20ft radius sphere of Darkness centered on you
- You gain Darkvision for 1d4 days
- You become Blinded for 1d4 turns
- Incapacitates the creature with the lowest Strength within a 15ft radius
- 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 DC 10 Constitution saving throw at the end of each turn or gain one level of exhaustion
- Your weapon becomes wrapped in lighting and deals Lighting damage instead of its normal damage. Also, add 2d4 damage, but take half the damage dealt as the lightning shocks you as well
- The enemy nearest to you explodes in a burst of thunderous energy, dealing 2d6 Lightning damage to everyone in a 10ft radius
- Cast Dancing Lights
- All magical items within 30ft of you glow for 1d8 days
- A thunderstorm begins, causing difficult terrain and lowering visibility by 10ft. Also, if any creature rolls a natural 1, they are struck by lightning for 3d12 damage
- Roll a d6 and your race changes (see below). It will stay as that race for 1d4 days or until Dispel Magic has been cast
- Dragonborn
- High Elf
- Kenku
- Tortle
- Centaur
- Bugbear
- Every creature in a 15ft radius has to make a DC 12 Con save or they fall asleep for 1d4 rounds
- There is a burst of silent and illusionary fireworks in a 50ft radius around you, and all creatures who can see them are stunned until their next turn
- The world seems to slow to a crawl around you. You get to take 1 additional action per turn for 1 minute
- You become soaking wet
- 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
- Your current equipped weapon will heal instead of deal damage
- 1d8 medium-sized purple tentacles rise from the ground. They are semi-sentinel and not aligned to caster nor foe. If anyone comes within range, they must pass a DC 14 Strength saving throw or be grappled
- You glow in the dark for 1d4 days
- You grow wings for 1d4 hours. Your fly speed is 30ft
- You turn into a cloud of butterflies for 1d4 turns. You are immune to damage in this state
- You are surrounded by the faint sound of pipe music for 1 hour
- You cannot be inebriated for 1d12 days
- Hundreds of birds appear around you, forcing everyone in a 10ft radius to make a DC 13 Dexterity saving throw or be Blinded and take 2 HP damage
- You get a random piercing and take 1 HP of damage
- A unicorn appears beside you and casts Healing Touch on you before disappearing. Healing Touch: The target magically regains (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
- Every creature within a 10ft radius is hit by Magic Missile
- Gain 2d10 HP
- For 1 minute, you cannot speak and if you try, only pink bubbles come out of your mouth
- You cast Summon Familiar
- All animals within a 20ft radius become Huge for 1d12
- All creatures within a 10ft radius must save against a DC 15 Wisdom saving throw or be Infatuated for 5 turns
- You gain 1d4 random precious gems
- Every creature within a 30ft radius must save against a DC 15 Constitution save or be turned into a duck for 1 minute
- Your hair grows 10inches longer
- Four pigs appear within 10ft and disappear after 1 minute
- A stampede of buffalo appears around you. Every creature within 30ft of you must make a DC 15 Strength check or take 1d12 bludgeoning damage. This is treated as a magical attack
- A random monstrosity appears within 20ft of you and is your ally. It disappears after 1 minute
- When you are attacked, you deal twice the damage back as holy damage
- A random adult dragon appears for 1 minute then disappears. They are not your ally during this time, but they are also not your enemy
- A random magic item appears in your possession
- A random cursed item appears in your possession
- The closest enemy’s strongest attack is negated for 1d4 turns. This requires legendary resistance to overcome
- A young black dragon appears for 1 minute and then disappears. They are your enemy
- A flashflood appears. Everyone must make a DC 15 Constitution or take 1d12 force damage + 1d12 bludgeoning damage. This attack is considered magical
- Ten medicinal herbs appear in your inventory
- Any abilities that can be reset by a short rest are now reset
- Mushrooms grow in a circle around you
- A sandstorm erupts around you in a 50ft radius. Every creature within the sandstorm must make a DC 13 Consitution check at the start of each turn or take 1d4 damage.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one Warlock cantrip of your choice.
Circle Spells
Your mystical connection to the chaos allows you to cast certain spells. At 3rd, 5th, 7th, and 9th levels you gain access to circle spells connected to chaotic forces.
Once you gain access to a circle spell, 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.
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Adaptation
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Chaos Counter
When you reach 10th level, you can’t be blinded or frightened and when these effects are cast at you via magic spells, scrolls, wands, or staffs, it rebounds on the one who cast it and acts as if you were the caster.
Disorderly Shield
When you reach 14th level, chaos radiates around you with a sort of divine grace. When a Lawfully-aligned creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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Posted Jan 2, 2024It's meant to be unbalanced, actually. It's a gimmick subclass for a cursed character I decided to make public for the fun of it. If you don't like the table, you can change it to anything you want.
If you want to play it as is, it creates a lot of fun chaos for the campaign (hence... the name)
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Posted Nov 30, 2023Wait. So at 2nd level you get... A warlock cantrip and also a table that has a chance to force you to summon a black dragon that is "your enemy?" Also, none of the things you could randomly summon are under your control? May want to recheck your balancing on this, friend.