Circle of Chaos

# Circle of Chaos (druid subclass)

Most druids take a neutral stance in regards to nature; they submit to the notion that nature is both destructive and constructive, violent and tranquil. The circle of chaos draws its power from the chaotic forces holding the world together and uses it for purely destructive means. Not much is known about the exact teachings of this enclave, but many speculate their alignment with dark entities from beyond this realm (or possibly from within it). The circle of chaos desires to restore the natural world to a state before civilization, and their strange and malevolent powers reflect that.

## Partial Wildshape

When you join the circle of chaos, your wildshape shifts due to your bizarre connections to the outer realm. Whenever you use your wildshape ability, you no longer transform into a beast. Instead, you gain the following benefits:

* You gain temporary hit points equal to 1d10 plus half your druid level (rounded down).
* You have advantage on initiative rolls.
* You choose two of the following attributes of the beast you chose whenever you used he wildshape ability and substitute these attributes for your own: one ability score (only Strength or Dexterity), one ability, one sense, or the movement speed of the creature

While transformed in this way, you can use this feature again, selecting a new beast and replacing one of your current benefits with one from the new beast. You still follow the restrictions of your wildshape feature when selecting a beast to transform into.

## Form of Chaos

Beginning when you join this circle at 2nd level, you can expend a spell slot on your turn to enter your form of chaos. While in this form, hostile creatures within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failure, they are driven mad at the sight of you and become frightened and take 2d6 psychic damage. On a success, they take half that damage and are not frightened. A frightened creature may repeat this saving throw at the end of each of their turns, ending the frightened condition on a success. Also while in this form, your attacks deal extra necrotic damage equal to your Wisdom modifier. On your turn, you can expend another spell slot to force a creature to make the saving throw again. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

## Chaos Improvement

At 6th level, whenever you enter your form of chaos, you can make an extra attack when you take the attack action.

## Chaos Empowerment

At 10th level, you gain the ability to channel nature's chaos into yourself. While you are partially wildshaped, you can expend a spell slot to deal additional elemental damage with your melee attacks. The damage type is determined by the amount shown on the d20 of your attack roll:

 5-8
 9-12
 13-16
 17-20

## Aspect of Disorder

At 14th level, you have mastered the secrets of your druidic order. If a creature of a challenge rating equal to half your level in druid (rounded down) fails the saving throw of your form of chaos, the creature takes a level of exhaustion. If a creature dies from this ability, you gain 40 hit points and one use of your partial wildshape ability.