This is the third iteration of my original homebrew. The last version was said to be a bit underpowered and the flavor was off, so I revamped a couple abilities. Here is the new version:
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.
When you choose this circle at 2nd level, you learn the Spare the Dying cantrip. This cantrip counts as a Druid cantrip for you, but does not count towards your number of cantrips known.
A cantrip that is situational, but very good in said situation.
At 2nd level, when you cast a spell, roll a d20. On a 1, you use your Wild Shape feature without expending a use immediately after the casting of the spell.
A page from the Wild Magic sorcerer's book (though usually only wizards get books XD), as per suggestions given to me earlier. Free Wild Shape is quite good, but there is a VERY low chance of this happening.
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: Crown of Madness, Shatter
- 5th level: Bestow Curse, Vampiric Touch
- 7th level: Death Ward, Greater Invisibility
- 9th level: Dawn, Destructive Wave
I took a suggestion to re-theme these, and I also made them A LOT more tuned towards damage output.
Life From Chaos
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 long rest.
Not overwhelming, as Druids aren't so great at killing things, but this Circle might be a bit better than average. A potential 5 times per long rest might be too many uses, but this feature isn't overwhelming.
Aura of Chaos
At 10th level, you have attuned yourself to chaos so much that you are ready for most things that magic can throw at you. You have advantage on saving throws against spells and their effects. Additionally, when a hostile creature's movement provokes an opportunity attack from you, you can cast a druid cantrip that you know as a reaction.
I essentially re-worked this entire feature to make it more powerful. I may have overdone it with (essentially) Magic Resistance, but there is a race that lets you get that at level 1.
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 may take one additional action this turn. If you choose to use this action to cast a spell, you do not roll the d6 again.
I changed this up. It used to grant additional slots, but that doesn't quite fit the style of this chaotic circle. Essentially what this grants is a chance at an action surge, which may be too powerful.
No offense to those who say that this class needs a way to recover spell slots, but that doesn't quite fit the flavor that I am going for. The cost of a high-damage druid will be the rapid expending of spell slots, and this will be the trade-off.
Is this balanced against other circles? This may or may not be the final iteration, depending on the answers I receive.