Base Class: Druid
You wield the raw power of the wild through a curse that changes your magic.
rules
rules
Embodiment of the wild
Starting when you choose this origin at 2nd level, your spell-casting can unleash surges of untamed magic. Immediately after you cast a druid spell the DM can have you roll a d100 and compare it to your curse rating. your curse rating is your druid level x 3 + 5 or another way if you would like. If you roll below or equal to it, roll on the Wild Magic Surge table to create a random magical effect.
Additional, when you choose this circle at 2nd level, you learn two additional druid cantrips of your choice. Additionally you are able use your wild shape to become a plant type creature.
Shape of the wildwood
When you reach 6th level, you are able to wild shape into plants thats cr is your level cut in half, additionally you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Surge of the Wild
Starting at 10th level, you are able to create difficult terrain in a 60 ft circle centered on yourself for one minute, you and your allies are unaffected by this.
In addition, Creatures in this area must roll for wild magic using your percentile halfed (up to 20%) when casting spells. Allies are also affected by this.
Force of the wild
When you reach 14th level, as a bonus action you can force an enemy to make a con save against you spell save dc, dealing 6d6 force damage on a failed save or half as much on a successful one. In addition, on a failed save the target must roll on the wild magic table. you can do this an amount of times equal to your wisdom modifier (minimum of 1), all uses recharge on a long rest.
Previous Versions
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4/2/2020 3:58:17 PM
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