Druid: Circle of Wild Magic

by Jigui

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Druid: Circle of Wild Magic

Image Credit: Primal Druid by Tomasz Jedruszek from Magic the Gathering
Created by: u/Jigui26, 2022-12-22

Druid: Circle of Wild Magic

The Circle of Wild Magic is comprised of witches and sages that draw power from the chaotic natural energy of the Feywild instead of the natural energy of the Material plane.
Users of such magic are necessary to the balance of natural energy in the world by slowly releasing their natural chaos into their surroundings. This chaotic energy is necessary for life to blossom.
Practitioners of this art are often cast away not for their intentions or their alignment, but due to the unpredictability of their powers and its destructiveness.

Circle Spells

When you join this circle at 2nd level, you are imbued with wild fey magic. This unusual magic flowing inside you grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wild Magic Spells table.


Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Immediately after casting a spell that is on the Circle of Wild Magic Spells table, the DM can have you roll on the Wild Magic Surge table.


Circle of Wild Magic
Druid Level Spell
2nd Chaos bolt, Color Spray
3rd Enlarge/Reduce, Prayer of Healing
5th Counterspell, Slow
7th Confusion, Vitriolic Sphere
9th Greater Restoration, Seeming

Chaotic Wild Shape

Starting at 2nd level, you learn how to increase the internal chaos in your body allowing you to transform into strange creatures. You can use your Wild Shape feature to transform into any Monstrosity following the same limitations as for beasts. When you transform into a monstrosity, the DM can have you roll on the Wild Magic Surge table.
You can transform into a monstrosity with a challenge rating as high as 2 at 10th level and as high as 3 at 14th level.

Chaos Weaver

Starting at 6th level, you learn how to convert the logical order of nature to pure chaos. When a creature you can see within 30 feet of you is damaged or healed, you can use your reaction to cause the opposite effect at a lesser degree. If a creature is damaged, it is instead healed for half the damage roll and if a creature is healed, it takes instead force damage equal to half the heal roll.
You can use this feature a number of equal to half your proficiency (rounded up) per long rest. When you use this feature, the DM can have you roll on the Wild Magic Surge table.

Orderly Disarray

Starting at 10th level, the brewing chaos of the wild magic that flows through your veins makes you immune to the charmed condition and allows you to see through any illusions within 300 feet of you.

Influencing the Unpredictable

Starting at 14th level, your connection to the Feywild grows stronger and allows to to influence the chaotic energy flowing through you. When you finish a long rest, roll on the Wild Magic Surge Table. You can replace the result of any roll on the Wild Magic Surge Table with the influenced roll. You regain a predicted roll when you cast a 5th-level or higher spell. If you already have a influenced roll, you can roll another one and choose which effect to keep.

Image Credit: Wild Magic by Danyiart on DeviartArt

Wild Magic Surge

d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

Wild Magic Surge

d100 Effect d100 Effect
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You regain all expended wild shapes.
 

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