Thaedros Subclasses

Druid: Circle of the Shattered

Druids who commune with the wounded, fragmented nature of Thaedros, seeking to heal or harness its broken magic.

Druid: Circle of the Shattered

Druids of the Circle of the Shattered walk among Thaedros' wounded landscapes, learning to channel the world's fractured magic. These druids serve as bridges between the chaotic forces that tear at reality and the natural balance that seeks restoration. Through careful study and dangerous communion with wild magic storms, they become living conduits of untamed power, wielding chaos with reverence and restraint.

Circle of the Shattered Spells

When you reach a Druid level specified in the Circle of the Shattered Spells table, you thereafter always have the listed spells prepared.

Druid LevelPrepared Spells
3rdchaos bolt, detect magic
5thdispel magic, meld into stone
7tharcane eye, elemental bane
9thdispel evil and good, wall of force

3rd Level: Shattered Form

When you assume a Wild Shape form, you channel the fractured energy of Thaedros' wild lands. While transformed, you gain the following benefits:

Manifested Magic. Your attacks deal an additional 1d6 force or psychic damage (your choice when you transform).

Resilient Form. You have advantage on saving throws against magical effects.

Unstable Presence. When you Wild Shape, roll a d6. On a 6, you release a burst of untamed magic affecting an area within 10 feet of you. Roll on the Wild Magic Surge table (if available) or the DM determines an appropriate magical effect.

6th Level: Tamer of Chaos

Your connection to Thaedros' untamed nature strengthens, allowing you to influence chaotic magic.

Controlled Chaos. When you trigger an Unstable Presence effect, roll twice on the Wild Magic Surge table and choose which result occurs. Additionally, you can touch a Thaedrosian ruin, unstable magical anomaly, or site of past magical disaster to gain insight into its history. The DM provides you with a brief vision of significant events that occurred at the location.

Channel the Storm. When a wild magic effect occurs within 60 feet of you, you can use your reaction to redirect its area of effect or change its target (subject to DM approval). Once you use this feature, you can't use it again until you finish a long rest.

10th Level: Warden of the Fractured Land

Your mastery over Thaedros' unstable magic deepens, granting the following abilities:

Arcane Anchor. As a bonus action, you can create a 10-foot radius field centered on yourself that moves with you and lasts for 1 minute. While in this field, you and friendly creatures have advantage on saving throws against magical effects, and wild magic surges that would occur in the area are suppressed. Once you use this feature, you can't use it again until you finish a long rest.

Shattered Adaptation. While in Wild Shape, you gain resistance to one damage type of your choice (chosen when you transform). Additionally, when you cast a spell while not in Wild Shape, you can change its damage type to force, lightning, or psychic damage.

14th Level: Form of the Primal Storm

Your connection to Thaedros' chaotic magic reaches its peak, allowing you to become an avatar of untamed power.

Primal Storm Form. As an action, you can expend two uses of Wild Shape to assume a Primal Storm Form for 1 minute. While in this form:

  • You gain a flying speed of 30 feet and hover 5 feet above the ground.
  • Once on each of your turns when you hit with an attack, you can deal an extra 1d10 force, lightning, or psychic damage (your choice).
  • You have advantage on saving throws against spells and other magical effects.
  • When a creature within 15 feet of you casts a spell, you can use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failure, the spell fails and the slot is expended. You can use this reaction a number of times equal to your Wisdom modifier (minimum once) while in this form.

Still the Tempest. Once per long rest, you can attempt to calm a wild magic storm or similar chaotic magical phenomenon as an action. Make a Wisdom (Nature) check (DC determined by the DM based on the phenomenon's intensity, typically 15 + storm severity level). On a success, the phenomenon is suppressed for 1 hour. On a failure, a magical surge erupts in a 30-foot radius around you.