Druid
Base Class: Druid

A Druid subclass dedicated to chaos incarnate

Here Because It Has To Be

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Chaos Incarnate

2nd-level Circle of The Wildebeast feature

As a bonus action, you can expend a use of your Wild Shape feature to draw upon the power of chaos, temporarily granting yourself the magical essence of unpredictable forces rather than transforming into a beast. Upon doing so, you must roll on the Wild Magic table (d10) to determine the random effect that overtakes you. This transformation lasts for 1 hour, or until you choose to end it (no action required).

Wild Magic

D10 Effect
1

 Wendigo. A chilling aura surrounds you as the spirit of the Wendigo takes hold. You gain resistance to cold damage, and creatures within 10 feet of you must make a Wisdom saving throw or become frightened of you until the end of their next turn. If a creature is already frightened of you, it is instead paralyzed for 1 round.


Bonus: You gain a hunger for the hunt; after successfully hitting a creature, you regain hit points equal to half the damage dealt (rounded down).

2

 Nymph. A radiant beauty radiates from you as you embody the essence of a Nymph. You gain advantage on Charisma (Persuasion) checks and your presence causes creatures within 30 feet of you (other than hostile creatures) to feel charmed. Additionally, you can cast Charm Person once without expending a spell slot, targeting a creature you can see within 30 feet of you.


Bonus: You may add your Wisdom modifier to any Charisma (Persuasion) or Charisma (Performance) checks for the duration of the effect.

3

 Wanderer. A strange, restless energy fills your body, and your movement becomes unpredictable. Your movement speed increases by 10 feet, and difficult terrain doesn’t slow your movement. As a reaction to being hit by an attack, you can use Misty Step without expending a spell slot.


Bonus: When you roll for initiative, you can choose to move up to half your speed before the first round of combat begins.

4

Fairy. You shrink to a diminutive size and gain the ability to fly. You gain a flying speed of 30 feet and can move through the space of other creatures without difficulty. Your size becomes Small, and you gain advantage on Stealth checks.


Bonus: You can cast Invisibility once without expending a spell slot (self only), using your Wisdom modifier as the spell's DC.
 

5

Sheperd. You call upon the spirit of nature's protectors, gaining the ability to channel the power of the wild. For the duration, you can cast Healing Word as a bonus action without expending a spell slot. Additionally, you can summon a spirit animal to aid you; it can take the form of a wolf, hawk, or other appropriate creature (as a summonable Conjure Animals spell, though the creature will remain until the effect ends).


Bonus: You can use your Wild Shape to heal allies in the area. Once per transformation, you can use a bonus action to heal creatures within 10 feet of you for an amount equal to half your Wisdom modifier (minimum of 1). 

6

Herbalist. The powers of nature and healing surge through you. You gain proficiency in herbalism kits, and you can craft potent healing salves or poisons (as per Herbalism Kit rules). You can use a bonus action to grant an ally within 30 feet of you temporary hit points equal to your Wisdom modifier * your Proficiency Bonus (minimum 1).


Bonus: You can immediately create a dose of Healing Draught, restoring hit points equal to your Wisdom modifier to a creature you touch, once per transformation.

7 

 Spirit. An ethereal, ghostly presence surrounds you, granting you the ability to phase in and out of the material plane. You can use your reaction to impose disadvantage on an attack roll targeting you. Additionally, you gain resistance to necrotic damage.


Bonus: You can pass through walls and solid objects (up to 5 feet thick) once per transformation as if using the Gaseous Form spell for 1 round.

8  Elementalist. 

The primal forces of fire, water, earth, or air are now under your command. Choose one of the following elements, which you can control for the duration of the effect:

    • Fire: Your melee attacks deal an additional 1d6 fire damage.
    • Water: You can cast Control Water without expending a spell slot once.
    • Earth: You gain advantage on Strength checks & saving throws, and you ignore the effects of difficult terrain.
    • Air: You gain resistance to lightning damage and can cast Call Lightning once without expending a spell slot.
Bonus: You can use your action to produce an elemental blast in a 15-foot cone. All creatures in that area must make a Dexterity saving throw, taking 2d6 elemental damage (fire, cold, bludgeoning, or lightning) on a failed save, or half as much on a successful one.
9

Wildebeast. The wild, primal energy of the wilderness surges through you. You grow in size, gaining temporary hit points equal to your Druid level * your Wisdom modifier. You can make a special ram attack with your horns (1d10 piercing damage, Wisdom modifier for attack and damage rolls) as a bonus action.


Bonus: When you hit with your ram attack, you can push a creature up to 10 feet away from you.
 

10

Chaos Incarnate. The true force of wild magic overtakes you. Roll twice on the Wild Magic table, ignoring duplicate results, and gain both effects.


Bonus: Once per transformation, you can trigger an uncontrolled magical effect—roll a d100 on the Sorcerer's Wild Magic Surge table and you gain the effect .

Chaotic Bloom

6th-level Circle of The Chaos Wilds feature

You can cause wild magic to bloom around you, distorting the fabric of nature itself. As an action, you can cause a burst of chaotic magic to spread over a 20-foot radius centered on you. The effect lasts for 1 minute and creates one of the following random effects (roll on the Wild Magic table d10, using the result to determine the outcome):

  • Fertile Chaos: All plants within the area grow wildly, causing difficult terrain for enemies, but difficult terrain is advantageous to your allies, granting them extra movement speed and hiding opportunities.
  • Storm Surge: A sudden rainstorm or wind gusts swirl around, causing creatures within the area to take 2d6 lightning damage or 2d6 thunder damage (depending on the result of the Wild Magic table).
  • Elemental Infusion: The area becomes infused with elemental energy, and all creatures within it must succeed on a Dexterity saving throw or take 2d6 elemental damage (fire, cold, lightning, or acid, chosen randomly).

Once you use this feature, you must finish a long rest before using it again.

Level 10: Chaotic Rebirth

10th Level Circle of The Chaos Wilds Feature

You can use the chaotic energies within you to rejuvenate yourself or others when the need is greatest. When you drop to 0 hit points, you can use your reaction to channel the chaotic forces and avoid falling unconscious. Instead of dropping to 0 hit points, you regain hit points equal to half your hit point maximum and immediately roll on the Wild Magic table to gain one of the effects. This ability can be used once per long rest.

Lord of The Wilds

14th-level Circle of The Chaos Wilds feature

The power of chaos has fully merged with your spirit, allowing you to embody the primal force of nature and chaos itself. You gain the following benefits:

  • Unstoppable Chaos: When you roll on the Wild Magic table, you can choose to reroll the result once per transformation. The new roll must be accepted.

  • Chaotic Empowerment: When you roll on the Wild Magic table, you gain the ability to channel some of the chaos into your allies. You can grant a creature you can see within 30 feet of you a benefit based on your Wild Magic result. This benefit lasts for 1 minute.

    • Wendigo: The creature gains resistance to cold damage and the ability to cause fear with its attacks, forcing a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) on hit. On a failed save, the creature is frightened until the end of its next turn.
    • Nymph: The creature gains advantage on Charisma (Persuasion) checks and can cast Charm Person once without expending a spell slot.
    • Wanderer: The creature’s movement speed increases by 10 feet and it can move through difficult terrain without penalty.
    • Fairy: The creature can fly for the duration of the effect, gaining a flying speed of 30 feet.
    • Shepherd: The creature gains the ability to cast Healing Word once without expending a spell slot.
    • Herbalist: The creature can create a dose of Healing Draught, restoring hit points equal to 10 + your Wisdom modifier to a creature it touches once per transformation.
    • Spirit: The creature gains resistance to necrotic damage and can phase through solid objects (up to 5 feet thick) during the duration.
    • Elementalist: The creature gains a temporary ability based on one of the following elements (chosen by you):
      • Fire: The creature's attacks deal an additional 2d6 fire damage.
      • Water: The creature can cast Control Water without expending a spell slot.
      • Earth: The creature gains advantage on Strength checks & Saving Throws.
      • Air: The creature gains resistance to lightning damage.
    • Wildebeast: The creature gains temporary hit points equal to your Wisdom modifier and can make a special ram attack (1d10 piercing damage, Wisdom modifier for attack and damage rolls) as a bonus action.
    • Chaos Incarnate: The creature becomes a chaotic conduit, gaining a random effect from the Wild Magic table, as though it were rolling for Wild Magic itself.
  • Wild Beast Form: Once per long rest, you can assume a Wild Beast Form for 1 minute. This form represents the pinnacle of chaos, mixing aspects of various creatures (such as wings, horns, claws, and elemental features). While in this form you gain the following benefits:

    • You gain temporary hit points equal to your Druid level * your Wisdom modifier.
    • You can make one special melee attack each turn, dealing 2d8 + your Wisdom modifier of a damage type of your choice (fire, cold, lightning, etc.).
    • Your movement speed increases by 30 feet.

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