Base Class: Druid
Druids who are members of the Circle of Whimsy have allied themselves with chaotic fey spirits of nature. Druids of this circle tend to live off the land effortlessly, thriving and frolicking just as the fey do. These druids have drawn the attention of curious fey that remain so long as it entertains them to do so. The fey spirits spout quiet laughter on the wind and are fond of pranks and tricks, sometimes at the druid's expense.
Circle Spells
At 2nd level, when you choose this circle, you have formed a bond with fey spirits, spirits of trickery and chaos. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire 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 Wildfire Spells
| Druid Level | Spells |
|---|---|
| 2nd | hideous laughter, sleep |
| 3rd | invisibility, suggestion |
| 5th | bestow curse, hypnotic pattern |
| 7th | hallucinatory terrain, confusion |
| 9th | modify memory, mislead |
Odd Ambivalence
Starting at 2nd level, after many deals with the fey, you are resistant to their trickery. You have advantage on saving throws against being charmed or frightened.
Mischievous Spirits
At 2nd level, the chaotic fey spirits exert their fickle whim over your abilities. Each time you finish a long rest, roll on the Fey Disposition table to determine the disposition of your fey spirits. Your spirits can be in one of three dispositions at a given time. The spirits can be Fuming, Tricksy, or Mirthful.
While your fey spirits are a given disposition, you can use fey magics to roll on the corresponding mischief table to determine what your fey spirits do. You can use fey magics two times, and you regain all uses upon finishing a long rest. You can expend a use of this feature to choose a disposition to replace your current one. Alternatively, you can expend a spell slot to roll on a mischief table without expending a use.
All results on the table use your spell save DC unless otherwise noted. If a result on a mischief table causes you to cast a spell, you can do so regardless of other spells you have cast on your turn. If the spell normally requires concentration, it does not for this casting.
Fuming
When a creature that you can see damages you with an attack spell or effect, you can use your reaction to roll on the Fuming Mischief Table to determine the effect:
| d6 | Fuming Mischief |
|---|---|
| 1 | The creature must make a Strength saving throw versus your spell save DC. On a failed save, you can choose to push the creature 5 feet in a horizontal direction you choose, or knock the creature prone. |
| 2 | You must succeed on a DC 12 Charisma saving throw or be teleported to an unoccupied space of your choice within 5 feet of the creature that damaged you. You can choose to fail this save if you are willing. The fey's disposition then changes to mirthful. |
| 3 | The next time you cast a spell that deals damage in the next minute, roll 2d6 and add the result to one damage roll of the spell |
| 4 | The ground within 10 feet of you becomes difficult terrain for the next minute. A creature (other than you) that moves through the area takes 2d4 piercing damage each time it enters a space in the area. |
| 5 | You cast maximilian's earthen grasp. When cast in this way, the hand appears as a carnivorous flower and deals piercing damage instead of bludgeoning. |
| 6 | You and the two creatures closest to you (if the creatures are an equal distance from you, choose from those creatures) take 1 piercing damage and must make a DC 12 Constitution saving throw. On a success, a creature's movement speed increases by 10 for the next minute. On a failure, a creature is poisoned until the end of its next turn. |
Tricksy
You can use your bonus action to gain 5 temporary hit points (10 temporary hit points starting at 10th level) and roll on the Tricksy Mischief Table to determine the effect:
| d6 | Tricksy Mischief |
|---|---|
| 1 | You must succeed on a DC 12 Wisdom saving throw or become frightened until the end of your next turn. Roll on the Fey Disposition Table to replace its current one. |
| 2 | You cast grease centered on yourself. You have advantage on ability checks and saving throws to avoid being grappled or restrained for the next hour. |
| 3 | A swarm of crows is summoned to a location within 5 feet of you and remains for the next hour, or until you spend a ration to feed them. The crows are loud and obnoxious. If you use your bonus action to display food to them, they enter your space and surround you, heavily obscuring you until the end of your next turn. |
| 4 | Make a spell ability check versus the passive perception of a random creature within 120 feet if you. On a success, a small or tiny object (of the DM’s choosing) on the creature’s person teleports into your hand. For the next hour while you hold this object in one hand, your speed increases by 10 feet. |
| 5 | You and 2 other creatures of your choice all teleport, swapping locations. You choose which location a creature teleports to. An unwilling creature must succeed on a Charisma saving throw to avoid being teleported. If you are the only creature that would be teleported nothing happens. |
| 6 | Your hands glitter with light. Once during the next minute, you can use your action to touch one creature or medium or smaller object and turn it to gold. If you touch an object, the object’s weight is doubled if the object’s material is lighter than gold, or halved if the material is heavier. The object remains gold for the next 8 hours before turning back to its original material. If you touch a creature, the creature must succeed on a Constitution saving throw or become petrified until the end of its next turn. |
Mirthful
When you cast a spell that targets a willing creature, or when you use the help action on a creature, you can roll on the mirthful magics table table to determine an additional effect:
| d6 | Origin |
|---|---|
| 1 | You cast the sanctuary spell on yourself. When cast in this way, the spell lasts until its effect ends it early, or until you roll on a mischief table again. |
| 2 | A small hound spirit appears in the target creature's space. The hound spirit has the statistics of a wolf, and moves with the target staying in its space wherever it moves. The hound spirit takes its turn immediately after the target in initiative. On its turn, it attacks any creature within 5 feet of it that is not the target of this effect (including you). The hound spirit remains until it dies or until you roll on a mischief table. Once you reach 10th level in this class, the hound spirit has the statistics of a dire wolf instead. |
| 3 | The effect of the spell or help action on the target is replaced by "The target gains 20 temporary hit points." |
| 4 | If the target would regain hit points, the hit points the target regains are doubled. If not, the target gains 1d10 temporary hit points. |
| 5 | You regain hit points equal to (1d8+your spellcasting modifier). If you cannot regain the total number of hit points, the spirits' disposition changes to Tricksy. |
| 6 | The target gains a flying speed equal to its walking speed for the next minute or until it takes damage. |
Manifest Fey
At 6th level, you gain the ability to manifest your fey spirits into a physical form for a short time. You can use your action and expend a use of your wild shape feature to cast summon fey. When you cast the spell in this way, the duration is 1 minute, and the fey's disposition is your fey's current disposition based on your Mischievous Spirits feature. If your fey disposition changes, the disposition of the fey you summon immediately changes to the new disposition as well. When cast through this feature, the spell is cast at a level equal to half your character level (to a maximum of 6th level).
Chaotic Aspect
Starting at 10th level, you gain one of the following effects based on your fey's current disposition:
| Disposition | Effect |
|---|---|
| Fuming | When you cast a spell that deals damage, you can add your proficiency bonus to one damage roll of the spell. |
| Tricksy | You have advantage on initiative rolls, and you cannot be surprised. |
| Mirthful | You can use your action to force a creature within 10 feet of you to succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. If a creature succeeds, it is immune to this effect for the next 24 hours. A creature charmed in this way has no hint that you tried to charm it. |
Utter Bafflement
Starting at 14th level, when your fey's disposition changes, choose a different disposition than your current one instead of rolling on the table.
In addition, you can cast the confusion spell as a 6th level spell. When you do so, you can choose any number of creatures you can see in the area to be immune to the spell's effects, and an effected creature takes psychic damage equal to your Wisdom modifier at the start of each of its turns. Once you cast this spell in this way, you must finish a long rest before you can do so again.
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