Circle of Natural Chaos (5e Subclass)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Chaotic wild shape should likely have a table just as the other features do instead of placing the responsibility on the DM as the pool of potential creatures is so large and will fall entirely upon the DMs familiarity with the creatures of those types. Chaotic cards are an exact copy of the deck of many things less the "Jester", "Ruin", "The Void", and "Throne" cards. The "Sun" card is only slightly modified. Only 19 and 20 are original, even going so far as to include "Only ... the magic of The Fates card".


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Scales.png This page is of questionable balance. Reason: You can use every feature, besides consult the cards, without limit. This subclass has unlimited access to a slightly modified deck of many things.


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Circle of Natural Chaos[edit]

Druid Subclass

Druids of the circle of chaos are immensely powerful beings who lack the innate control of their abilities that other druids have, untrained and overwhelming their magic manifests in unusual and unpredictable ways.

Chaotic Wild Shape

Starting at 2nd level, you begin to embrace the chaotic energy of nature channelling it into your transformations, you can expend all your remaining wild shape charges to transform into a random Beast, Monstrosity or Fiend (determined by the DM), This could be anything from an ant to a dragon, however because of the chaotic nature of this ability you have no choice of which creature you will become.

Consult the Cards

Starting at 6th level You are able to summon a Random card from a chaotic deck, all of which are listed below in the Chaotic Card table. Some are positive others very negative, and could even result in your characters death. Once you use this feature you must finish a long rest before you can use it again.

Chaos Bolt

Starting at 10th level you can channel the chaotic nature of your magic, you are able to cast chaos bolt at level 3 as if it were a cantrip.

Chaotic Field

Starting at 14th level you can create a chaotic field of magic with up to a 10ft radius anywhere within 80 feet of you, and roll a d6 to determine the effect.

1d6 Result
1 Every creature inside the circle takes 10d10 Elemental damage Of your choice.
2 Every creature within the field is polymorphed into a creature of your choice (CR 1 or lower)
3 Every creature within the field gains back all their hit points and gains 50 temporary hit points.
4 Every creature within the field becomes hostile toward the caster with an overwhelming urge to kill them and align with any creatures already hostile toward the caster for 3 turns however if they are already hostile, they become friendly.
5 All the earth and land within the field becomes a natural pond.
6 10 dryads are conjured within the circle controlled by the caster with the express purpose of killing the casters enemy’s.
Chaotic Card[edit]
1d20 Result
1 Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
2 If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
3 You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
4 The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
5 Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
6 A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
7 You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
8 Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
9 Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
10 A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.
11 You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
12 You are granted the ability to cast the wish spell 1d3 times.
13 A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
14 You summon an avatar of death --a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
15 Increase one of your ability scores by 2 The score can exceed 20 but can't exceed 24.
16 You gain a wondrous item (which the GM determines randomly) appears in your hands.
17 Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
18 At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
19 You randomly change race to whichever race the GM decides This change is permanent Unless you find another way to change your race
20 on the first time this number is rolled you multi-class into a class of your choice staring as that class at level 4 if your druid level becomes less than six you loose this multiclass, this has no effect on your current exp or your ability to level up with your druid class, this can only be used once, on the second time this number is rolled; you roll a d 20, whatever number the number is, is the level you and your party become.

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