Circle of Cataclysms
Seen as the most destructive of druid circles, many mistake these druids as omens of destruction and harbingers of civilizations. In reality, druids of the Circle of Catalysms seek to maintain balance between nature's order and chaos. Through their ability to channel nature's most destructive capabilities, they bring change to untouched landscapes and danger to those who wish to harm nature, but also security and tranquility to regions overly touched by natural disasters.
Circle Spells
When you join this circle at 2nd level, you have formed a connection with the chaos of nature, allowing you to replicate its power. This connection grants you access to choose two of four elemental spells when you reach certain levels in this class, as shown on the Circle of Cataclysm Spells table.
| Druid Level | Spells |
|---|---|
| 2nd | Burning Hands, Earth Tremor, Frost Fingers, Thunderwave |
| 3rd | Aganazzar's Scorcher, Blur, Maximillian's Earthen Grasp, Warding Wind |
| 5th | Erupting Earth, Sleet Storm, Thunder Step, Tidal Wave |
| 7th | Blight, Storm Sphere, Wall of Fire, Watery Sphere |
| 9th | Cloudkill, Cone of Cold, Flame Strike, Insect Plague |
Once you gain access to these spells, you always have them prepared, and they don'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.
Disastrous Form
At 2nd level, you possess the ability to harness nature's chaotic energy and infuse it into yourself. As a bonus action, you can expend a use of your Wild Shape feature to take on an disastrous form, rather than transforming into a beast.
While in your disastrous form, you retain your game statistics, but your body becomes infused with chaotic elemental energy; your hair may become a crackling whirlwind, your eyes and joints may glow like hot magma, and your skin may harden and shudder whenever you move. This form increases your movement speed by 10 feet, and lasts for 5 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your disastrous form, choose which of the following natural disasters you embody; your choice gives you certain benefits while in the form:
- Earthquake. Your body becomes a manifestation of the quaking tectonic plates. You gain a bonus +1 to your AC, and the ground within a 15-foot radius around you becomes difficult terrain to anyone but you moving across it.
- Tornado. Your body becomes a manifestation of roaring winds and thunderous storms. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can force any creatures one size larger than you or smaller within 20 feet of you to make a Strength saving throw. On a failed save, they are pushed 10 feet away or towards you (your choice).
- Tsunami. Your body becomes a manifestation of crashing waves and the overwhelming sea. Whenever you use a spell slot to cast a spell you can push a creature affected by the spell up to 10 feet. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Wisdom modifier.
- Wildfire. Your body becomes a manifestation of hungry flames that devour all. Each time you cast a spell and damage creatures, one affected creature of your choice takes an amount of fire damage equal to your Wisdom modifier at the start of its next turn.
Bubble of Mitigation
Starting at 6th level, you can ward off nature's dangers. As an action, you create a 15-foot-radius dome of protection above and around you. This bubble moves with you, centered on you, and lasts until you lose your concentration (as if you were concentrating on a spell). While within the radius of this dome, a creature is immune to the effects of weather and wilderness hazards, and as well as the harmful effects of your spells. The atmosphere inside this dome is comfortable and dry, regardless of the weather outside.
Secondary Calamity
At 10th level, you can channel an additional natural disaster tied to the one you adopt. Whenever you take on a Disastrous Form, you can embody one of the following Secondary Calamity, gaining its benefits while in your Disastrous Form.
- Blizzard. You channel razor winds and freezing snow. You gain resistance to fire damage, ignore the penalties induced by lightly and heavily obscured areas, and spells and other magical effects cannot reduce your movement. You must be embodying Tornado or Tsunami to choose this benefit.
- Drought. You channel overbearing heatwaves and dryness. You gain resistance to cold and necrotic damage, and cannot gain any levels of exhaustion. You must be embodying Tornado or Wildfire to choose this benefit.
- Eruption. You channel flowing lava and scorching fumes. You gain resistance to thunder and poison damage, and have advantage on saving throws against being poisoned. You must be embodying Earthquake or Wildfire to choose this benefit.
- Landslide. You channel flowing landmass and sinking mud. You gain resistance to bludgeoning damage, cannot be unwillingly moved, and are immune to being restrained. You must be embodying Earthquake or Tsunami to choose this benefit.
Cosmic Cataclysm
Starting at 14th level, you can harness the chaotic energy of otherworldly disasters. You gain one of the following benefits, which you can use once per long rest.
- Meteor Shower. You can cast Melf's Minute Meteor's at 4th level once without using a spell slot. Whenever you cast this spell, you gain an additional meteor, and damage can't break your concentration on this spell.
- Planar Tear. As a bonus action, you can make attempts at banishing creatures. For the next minute, you can use your bonus actions, including the one used to start this, to choose a creature within 60 feet of you and roll a d20. On a roll of 12 or higher, you banish them to a random plane. At the start of your next turn, they return in the space they left or in the nearest unoccupied space if that space is occupied.
- Arcane Flare. You can cast Counterspell or Dispel Magic at 3rd level once without using a spell slot. When casting this spell in this way, you can target a 30-foot-radius sphere, centered around the target of the spell, to be affected by this spell.

