Base Class: Druid
The Circle of the wild consists of druids all over the realms who share their knowledge about the many creatures that inhabit them. They rarely meet as an order, but often share new discoveries and research notes about these creatures. Embracing the chaos within the universe is this druids specialty, though this often results in them having to give up control over the forms they take.
Chaotic Forms
You have found a way to assume a wider variety of creatures, granting you the benefits below.
Determining your Form. When you gain this subclass, choose one monster each of the following monster types: Abberations, Beasts, Dragons, Elementals, Monstrosities and Oozes. To choose a creature, its CR must be equal to or lower than your Druid level divided by 3 (round down), and it cant be able to speak a standard language other than draconic. When you assume your wild shape, instead of choosing your form as usual, you can assume a chaotic form and roll on the Chaotic Forms Table. The number rolled determines the creature type of your form, as shown on the Chaotic Forms table. You then assume the form of the monster that you chose for that creature type. The form follows the rules for your wild shape as usual, but you can only stay in this form for 1 minute. Whenever you gain another druid level, you can change the monsters for each type.
Armor Class. Until you leave the chaotic form, your AC equals 10 plus the number rolled on the Chaotic Forms Table and your Wisdom modifier if that total is higher than the Monster's AC.
Temporary Hit Points. When you enter the chaotic form, roll a number of d6s equal to your druid level and add them together. You gain a number of temporary hit points equal to the total.
Chaotic Forms Table.
| d6 | Creature Type |
|---|---|
| 1 | Dragon |
| 2 | Elemental |
| 3 | Abberation |
| 4 | Monstrosity |
| 5 | Beast |
| 6 | Ooze |
Level 6: Wild Protection
When you take damage while in your Chaotic Form, you can take a reaction to expend a spell slot and roll a number of d8s equal to 1 plus the spell slots level and add them together. You reduce the damage you take by the total and if you rolled a 1 on any of the d8s, you can roll on the Wild Magic Surge table to create a magical effect.
Level 10: Chaotic Ward
At the end of every long rest, roll twice on the Chaotic Ward Table. Until your next long rest, you gain resistance to 2 damage types, as shown on the table. If both rolls land on the same number, you instead gain immunity to that damage type.
| d12 | Damage Type |
|---|---|
| 1 | Fire |
| 2 | Lightning |
| 3 | Thunder |
| 4 | Radiant |
| 5 | Necrotic |
| 6 | Cold |
| 7 | Acid |
| 8 | Poison |
| 9 | Bludgeoning |
| 10 | Piercing |
| 11 | Slashing |
| 12 | Psychic |
Level 14: Unleash chaos
You have learned to focus your chaotic magic into a burst of chaotic energy. When you take damage while in your Chaotic Form and are bloodied, you can end your wild shape early to roll on the unleash chaos table an create the listed effect. Once you use this feature, you cant do so again until you finish a long or short rest or expend a level 4+ spell slot to regain a use of this feature (no action required).
Unleash Chaos Table
| d6 | Effect |
|---|---|
| 1 | Every creature of your choice within a 20 feet of you has to succeed on a dexterity saving throw against your spell save DC or take 8d8 fire damage. |
| 2 | Every creature of your choice within a 20 feet of you has to succeed on a strength saving throw against your spell save DC or take 6d8 thunder damage and be pushed 20 feet away from you. |
| 3 | Every creature of your choice within a 20 feet of you has to succeed on a wisdom saving throw against your spell save DC or take 6d8 psychic damage and be charmed by you for 1 minute or until you deal damage to it. |
| 4 | Every creature of your choice within a 20 feet of you has to succeed on a constitution saving throw against your spell save DC or take 6d8 cold damage and have its speed reduced to 0 until the end of its next turn. |
| 5 | Every creature of your choice within a 20 feet of you has to succeed on a constitution saving throw against your spell save DC or take 6d8 radiant damage and be blinded until the end of its next turn. |
| 6 | Every creature of your choice within a 20 feet of you has to succeed on a dexterity saving throw against your spell save DC or take 6d8 acid damage and take 4d8 acid damage at the start of its next turn. |
Previous Versions
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10/1/2024 2:23:57 PM
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10/5/2024 9:27:54 PM
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1.1
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1/18/2026 2:58:57 PM
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1.2
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Coming Soon
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