This is the second iteration of my homebrew Circle of Chaos druid. I debuffed and buffed in (hopefully) all the right places, and added an expanded spell list as per popular demand.
Circle of Chaos
Druids of the Circle of Chaos hail the chaos of fire and rain as the forces that revitalize nature. They believe that nature itself is chaotic, and from the ashes of destruction there can be regrowth. These druids are especially chaotic, and channel chaos itself into their spells.
At 2nd level, when you cast a spell, you may use your bonus action to use your Wild Shape.
Same as last time, the weak combat Wild Shape feature, but wait, there's more:
Chaos druids believe that damage eventually will help their comrades, and take the time to learn spells that do both. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
Once you gain access to a circle spell, 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.
Circle Spell List
- 3rd level: Gentle Repose, Blindness/Deafness
- 5th level: Life Transference, Revivify
- 7th level: Death Ward, Aura of Life
- 9th level: Dawn, Destructive Wave
Hopefully all spells that fit the life/death theme. They also give the Druid much more powerful offensive capabilities.
Death to Life
At 6th level, when you kill a creature, you may regain a number of hit points equal to that creature's number of hit dice. You may use this feature a number of times equal to your Wisdom modifier before regaining all uses after a short or long rest.
Some not-on-demand healing. Not particularly powerful with the cap on usage.
Aura of Chaos
At 10th level, your spells seem to emanate from the chaos surrounding you rather than you yourself. You may ignore the Verbal components of spells you cast. Additionally, when a creature hostile to you exits your reach, you may cast a Druid cantrip that you know as a reaction.
I took away the part about eliminating both verbal and somatic components because of the counterspell issue. I also made the Cast a cantrip as a reaction thing essentially an opportunity attack.
At 14th level, your power seems to be flow without stopping. When you cast a spell using a slot of 5th level or lower, roll a d6. On a roll of 6, you cast the spell at the level you wished to cast it at without expending that spell slot.
I cut the chance of this happening in half.
All in all I think that this version is more balanced. Is this homebrew druid subclass balanced vs. the other official Circles?