Tag: druid

  • Chaotic Wild Shape Table

    Druid Feat.

    1-2: Roll on this table at the start of each of your turns for the next minute.

    3-4: Your wild shape also grows small wings unsuitable for flight.

    5-6: Your wild shape grows an extra pair of horns.

    Gain ram action of the Giant Goat or Charge action of the Giant Elk.

    7-8: Your wild shape grows an extra pair of tentacles. Gain the Tentacles action of the Giant Octopus.

    9-10: Your wild shape is now one size smaller.

    11-12: Your wild shape leaves tracks of clovers in its steps

    13-14: All creatures within 20 feet grow a tail. A remove curse spell can end this effect.

    15-16: Your sense of smell becomes unnaturally keen for one minute granting you blindsight to 30 feet and an advantage on perception checks dependent on smell.

    17-18: A plant growth spell affects the area around you and spawns 2d4 twig blights

    19-20: For the next minute any attempt to speak becomes impossible to understand animal growls of various species. Spells involving verbal components automatically fail.

    21-22: Thorny protrusions grow from your back causing melee attacks to deal an additional for the duration of wild shape.

    23-24: You glow with bright light in a 30-foot radius around you for the next minute, any creature that comes within 5 feet of you is blinded until the end of their next turn.

    25-26: Your wild shape skin features are replaced with one from this list with a d4 roll.
    1. Scales, 2. Feathers, 3. Fur, 4. Hide (if your beast features are already what is rolled, roll again.)

    27-28: Your wild shape grows an extra pair of appendages. Your speed increases by 10’ for the duration.

    29-30: You cast Mirror Image.

    31-32: A tiny copy of your wild shape forms at your feet. After one turn the copy becomes a large copy. After two turns the copy is giant and is under the DM’s control.

    33-34: You gain resistance to all damage except psychic for one minute.

    35-36: You gain Speech of Beast and Leaf for 1 day.

    37-38: Your tail grows thorns and can cast Thorn Whip as an action. If your beast does not have a tail it grows one.

    39-40: Hybrid beast. Roll 1d6 on the hybrid list.  (if your beast features are already what is rolled, roll again.)

    1. Beak and feathers: Gain a flight speed equal to half your movement.
    2. Sight and Scales: Gain blindsight and 1d6 poison damage to attack damage.
    3. Think Fur: Add +4 to your AC.
    4. Arachnid: Gain the Web action of the Giant Spider.
    5. Tentacles: Grow 4 tentacles and gain the Tentacles action of the Giant Octopus.
    6. Horns: Gain ram action of the Giant Goat. 

    41-42: Your wild shape is now one size larger.

    43-44: Elemental hybrid. Roll 1d4 on the hybrid list.

    1. Earth: Gain Earth Glide of the Earth Elemental.
    2. Air: Gain the Air Form of the Air Elemental.
    3. Fire: Gain the Fire Form of the Fire Elemental.
    4. Water: Gain the Water Form of the Water Elemental.

    45-46: Hydra: grow another head and gain an extra attack with head-based actions.

    47-48: Choose any option from this list.

    49-50: Hybrid beast. Choose 1 option from the list.

    1. Beak and feathers: Gain a flight speed equal to half your movement.
    2. Sight and Scales: Gain blindsight and 1d6 poison damage to attack damage.
    3. Think Fur: Add +4 to your AC.
    4. Arachnid: Gain the Web action of the Giant Spider.
    5. Tentacles: Grow 4 tentacles and gain the Tentacles action of the Giant Octopus.
    6. Horns: Gain ram action of the Giant Goat. 

    51-52: Wild shape does not expend its use.

    53-54: Your wild shape is brightly colored for shape duration.

    55-56: You summon many frogs. The area around you in a 20’ radius is filled with frogs and has become difficult terrain.

    57-58: Any beasts in the immediate area (500’) become awakened for one day.

    59-60: Skin becomes bark-like increasing AC by 1 for 1 day

    61-62:  A swarm of insects crawl out of your skin and then launch themselves at a target within 30 feet. Take 2d6 piercing damage and cast Insect Plague on the target.

    63-64: Wild shape is cast on 6 random targets and lasts for one round. The creature they become is determined by rolling a 1d6.
    1. cow
    2. chicken
    3. giant crab
    4. wolf
    5. pony
    6. hawk

    65-66: A loud growl centers on the druid and every creature within 15 feet must make a DC 14 Constitution saving throw or be deafened for one minute, they repeat the save at the end of their turn.

    67-68: Within 100 feet of you the area around you turns to the next season.

    69-70: 4d10 mushrooms appear in a circle around you. Roll a d4 to determine the effects of consuming a mushroom.

    1. healing 1d4 hp per mushroom.
    2. poisonous 1d4 poison damage per mushroom.
    3. alchemical can be brewed into various potions.
    4. A hallucinogen causes the eater to receive hallucinations.

    70-72: For the next 24 hours, any creature within a 30-foot radius from you, including yourself, that speaks a deliberate lie must succeed on a Constitution saving throw against your spell save DC or vomit up a slug, a toad, or a poisonous snake

    73-74: The next time you see the moon you will wild shape into a Dire Wolf for 1d4 hours.

    75-76: 1d12 goodberries grow from your hair.

    77-78: Poison ivy grows around your body. You take 1d6 poison damage every round as do any melee attackers that hit you. The vines wither and die after a minute.

    79-80: Any undead creatures or corpses nearby immediately burst into flowers dealing 5d8 damage to each affected creature. The ones that survive are treated as prone until the flowers are removed or they die. If there are no undead creatures or corpses nearby then a single rose will grow in the Druid’s hair dealing 1d4 damage to whoever picks it.

    81-82: Open a portal to the Beastlands for 1d4 hours. This acts as a 5th-level Conjure Animals spell. The spell cancels any current concentration spell in use.

    83-84: You generate a large amount of static electricity. You deal an additional 1d10 lightning damage on your next melee attack.

    85-86: You gain 20 temporary hit points.

    87-88: It begins to rain cats and dogs causing any creature not undercover to take 1d6 bludgeoning or slashing damage from having a dog or cat fall on them.

    89-90: Fungus. Your melee attacks deal an additional 1d6 of necrotic damage for shape duration.

    91-92: Chameleon. You blend into the environment and have advantage on stealth checks and enemies have disadvantage on perception checks to notice you.

    93-94: An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

    95-96: Blinkdog. For the next minute, you can blink up to 20 feet as a bonus action on each of your turns.

    97-98: Your hair falls out but grows back within 24 hours. All wild shape forms are hairless.

    99-100: All uses of wild shape regenerate.