Druidic Circle: Circle of Wild Magic
Druids of this circle treat the Weave of Magic as a state of nature, like the wind. They do not seek to harness it as other mages do, instead gleefully embracing the chaotic tides of its ever-shifting currents, no matter what changes they bring. Wild Magic druids typically establish circles at sites of strong arcane influence, such as a ruined mage’s tower reclaimed by nature, or an ancient ley line nexus.
| Druid Level | Wild Magic Feature |
|---|---|
| 2nd | Wild Die (d6), Wilder Shape |
| 6th | Shared Chaos, Wild Die (d8) |
| 10th | Arcane Tide, Wild Die (d10) |
| 14th | Greater Chaos, Wild Die (d12) |
Wild Die
2nd-level Wild Magic feature
You gain a Wild Die representing the unstable natural power you wield. This die is a d6, and becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
When you cast a spell that deals damage or restores hit points, you may choose to roll your Wild Die and add it to the total damage dealt or hit points restored. If you do so, you must immediately roll 1d20; on a roll of half your Wild Die maximum (3 for a d6, 4 for a d8, etc.) or lower, you must immediately roll on the Wild Magic Surge table from the Sorcerer class.
Wilder Shape
2nd-level Wild Magic feature
Your chaotic affinity for magic can result in unusual transformations. When you transform using your Wild Shape, you may choose to roll your Wild Die against the table below, gaining the features associated with that roll until the transformation ends. This extra feature is always accompanied by some noticeable cosmetic alteration to the chosen Beast’s typical form, for instance a wolf with increased armour class may possess patches of tough scales beneath its fur.
| d8 | Loot |
|---|---|
| 1 | Your animal form’s hit die becomes your Wild Die if it was lower; increase its listed hit points by 2 per hit die it possesses. If its hit die was already equal or larger, its hit point maximum instead increases by one roll of your Wild Die. |
| 2 | Your animal form’s base walking speed increases by 20 feet. |
| 3 | Your animal form’s armour class increases by half the maximum value of your Wild Die. |
| 4 | Your animal form gains a climbing speed of 20 feet. If it already had a climbing speed, it increases by 20 feet instead. |
| 5 | The Reach of your animal form’s melee attacks increases by 5 feet. |
| 6 | Your animal form gains a burrowing speed of 20 feet. If it already had a burrowing speed, it increases by 20 feet instead. |
| 7 | You may add your Wild Die to the damage rolls of your animal form’s attacks. |
| 8 | Your animal form gains a swimming speed of 20 feet, and the ability to breathe air and water. If it already had a swimming speed, it increases by 20 feet instead. |
| 9 | While in your animal form, you may choose to forego moving on your turn to instead teleport up to half its speed. |
| 10 | Your animal form gains a flying speed of 20 feet. If it already had a flying speed, it increases by 20 feet instead. |
| 11 | Your animal form gains resistance to one damage type of your choice. |
| 12 | Roll twice on the table, gaining both results. Reroll any further 12s. |
Arcane Tide
10th-level Wild Magic feature
Your grasp of raw magical power is great enough that you don’t have to worry about losing a spell’s effects, only your control of it. When you would make a saving throw to maintain concentration on a spell you cast, you may use your reaction to automatically succeed on the roll; you must choose to do so before rolling. When you do so, you must immediately roll on the Wild Magic Surge table.
Greater Chaos
14th-level Wild Magic feature
When you add your Wild Die to the damage or healing of a spell, you may choose to add between one and three dice. When you do so, the threshold for triggering a Wild Magic Surge is cumulative; for instance, if you add three dice to the spell, you trigger a surge on a d20 roll of 18 or lower.