Base Class: Druid
Induce Chaotic Weather Anomalies
Druids of the Circle of the Butterfly know that even the smallest of changes to nature can lead to massive, unpredictable consequences. By amplifying this inherent chaos, they can alter the weather in a myriad of ways.
Level 3: Feedback Loop
You always have the Druidcraft spell prepared. When you create a Sensory Effect using Druidcraft, you can force each creature in the effect to make a Dexterity saving throw against your spell save DC. Roll on the Local Disruption table to determine its effect.
Local Disruption
| d4 | Effect |
|---|---|
| 1 | Cold Snap. Failed Save: 1d8 Cold damage. Successful Save: Half as much damage. |
| 2 | Heat Wave. Failed Save: 1d8 Fire damage. Successful Save: Half as much damage. |
| 3 | Static Pulse. Failed Save: 1d8 Lightning damage. Successful Save: Half as much damage. |
| 4 | Upheaval. Roll twice and apply both effects, rerolling any 4. |
The spell's damage increases by 1d8 when you reach Druid levels 5 (2d8), 11 (3d8) and 17 (4d8).
Level 3: Wings of Disruption
When you cast a Druid spell, you can expend a use of your Wild Shape to trigger a cascade of weather alterations around you in a 5-foot Emanation for 1 minute or until you use this feature again. Roll on the Weather Anomaly table to determine the effect produced.
At the start of each of your turns, the Anomaly increases in size by 5 feet, up to 15 feet in size. The maximum size of your Anomaly increases when you reach Druid levels 5 (20 feet), 11 (25 feet), and 17 (30 feet).
Weather Anomaly
| d4 | Effect |
|---|---|
| 1 | Blazing Wildfire. At the end of each of your turns, each creature and object that isn't being worn or carried in the Anomaly takes 1d6 Fire damage and starts burning. |
| 2 | Heavy Snowfall*. At the end of each of your turns, each creature in the Anomaly takes 1d6 Cold damage and has its Speed reduced by 10 feet until the start of your next turn. |
| 3 | Strong Wind*. The Anomaly is Difficult Terrain. Each creature that ends its turn there takes 1d6 Bludgeoning damage. |
| 4 | Heavy Rain. The Anomaly is Heavily Obscured. Each creature in the Anomaly has a 1d4 penalty to D20 Tests. |
*pg. 69, 2024 DMG
Level 6: Lorenz Attractor
As a Bonus Action, you can bring your surrounding air currents into an unstable equilibrium for 10 minutes. For the duration, you have a Fly Speed of 30 feet, and creatures of your choice in your Anomaly are unaffected by its effects, which harmlessly circulate around them.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 10: Exponential Divergence
When you create your Anomaly, you can cause it to produce an additional effect. Roll on the Anomalous Surge table to determine this effect.
Anomalous Surge
| d4 | Effect |
|---|---|
| 1 | Rolling Thunder. As a Bonus Action, you can force each creature in the Anomaly to succeed on a Strength saving throw against your spell save DC or take 1d12 Thunder damage and be pushed up to 10 feet away from you. |
| 2 | Flashing Lightning. As a Bonus Action, you can make a melee spell attack that targets one creature in the Anomaly. On a hit, the target takes Lightning damage equal to 2d6 plus your Wisdom modifier, and it can't take Reactions until the start of its next turn. |
| 3 | Pelting Hail. Each creature that enters the Anomaly for the first time on a turn or starts its turn there must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 1d6 Bludgeoning damage and 1d6 Cold damage and has the Prone condition. |
| 4 | Breaking Dawn. Sunlight fills the Anomaly. The sunlight's area is Bright Light. Whenever the Anomaly enters a creature’s space and whenever a creature enters the Anomaly or ends its turn there, the creature must make a Constitution saving throw against your spell save DC, taking 2d6 Radiant damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. |
Level 14: Chaos Storm
You always have the Storm of Vengeance spell prepared. You can cast it once without expending a spell slot by reducing its radius to 30 feet, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, roll 1d6 + 1 at the start of each of your turns while the spell is active. The spell produces the effect associated with the turn number rolled alongside its normal effects.
Comments