Base Class: Druid
A Druid that masters Wild Magic
Wild Shape Surge
Your circle’s magic comes with a reflex to master. Starting at 2nd level, when you enter Wild Shape, you must roll on the barbarian’s Wild Magic table.
Any reference to “rage” is replaced with “Wild Shape” for the purposes of the barbarian Wild Magic table effects. Your beasts natural attacks (claw, bite, tail, etc) count as your melee weapons for the purposes of some of the effects on the barbarian Wild Magic table
Also, when damage takes you out of your Wild Shape, you must roll on the sorcerer’s Wild Magic table.
When you roll for either the barbarian or sorcerer Wild Magic table effects, you gain rerolls each time you roll equal to your druid level divided by 6, rounded down.
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Wild Combat Shape
You can use ambient Magic to fuel your Wild Shape, but at a cost. Starting at 3rd level, you can use Wild Shape as a bonus action, but you must roll on the sorcerer’s Wild Magic table.
You gain rerolls for this features Wild Magic table rolls equal to your druid level divided by 6, rounded down.
You can Wild Shape into beasts with a challenge rating as high as your Druid level divided by 6. You must still abide by all other limitations in the Beasts Shape table, excluding the CR of the beast.
At level 12, while in your Wild Shape, you can take two attack actions on your turn, and you can add your Wisdom modifier to your attack rolls and Armor Class while in your Wild Shape.
Wild Spells
As you begin to use Wild Magic more often, it makes casting spells easier. Starting at 6th level, you can cast a spell of 4th level or lower without spending a spell slot, but you must roll on the sorcerer’s Wild Magic table.
You can only use this feature a number of times per long rest equal to your Druid level divided by 6, rounded down.
You also gain rerolls for this features Wild Magic table rolls equal to your druid level divided by 6, rounded down.
Wild Defense
At 10th level, you learn to use your own magic to manipulate the magic around you. When you roll a saving throw against a spell or spell effect, you can spend a spell slot and add the spells level to your saving throw. When you do so, roll on the sorcerer’s Wild Magic table. You gain rerolls for this features Wild Magic table equal to your Druid level divided by 6, rounded down.
Wild Mastery
By 14th level, you’ve mastered the ability to force your will over the Magic around you.
You gain two abilities:
Wild Counter
As a reaction, you can spend a spell slot, and when someone casts a spell you can see within 60ft of you, they must make a wisdom saving throw against a DC of (10 + Wisdom Modifier + the level of the spell slot spent for this feature). If the target fails, the spell ends. You then roll on the sorcerer Wild Magic table and center it’s effects on you or the the target you countered if it is a creature. You must choose who the effects center on before you roll. You gain rerolls for this features Wild Magic table equal to your Druid level
Wild Dispellment
As an action, you can spend a spell slot, and you can target a creature, item, or magical effect that you can see within 60ft. If there is a spell or spell effect active on the target, roll an ability check using your spellcasting ability. The DC is (10 + the target spells level - the level of the spell slot spent for this feature). On a success, the spell or spell effect ends and you must roll on the sorcerer’s Wild Magic table. You gain rerolls for this features Wild Magic table equal to your Druid level divided by 6, rounded down.
Previous Versions
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