Circle of Catclysm, a Druid subclass with 3 distinct forms to mix and match!
Circle of Cataclysms
Druids of the Circle of Cataclysms wield nature’s most destructive forces. Earthquakes, storms, wildfires, and floods. They are harbingers of change, ensuring that destruction paves the way for renewal.
Level 3: Cataclysmic Form
You can harness nature’s destructive power, transforming into a force of devastation.
As a Bonus Action, you can expend a use of your Wild Shape to enter a Cataclysmic Form, which lasts for 1 minute or until you are incapacitated.
While in this form, you gain Temporary Hit Points equal to your Druid level.
When you activate this feature, choose one Cataclysmic Form.
You can’t use another form while one is active, unless you dismiss it (no action required).
- Raging Storm
A chaotic tempest of wind and lightning surrounds you, granting the following benefits.
Storm Flight. You gain a flying speed equal to 10 feet + 5 times your Proficiency bonus (hover).
Defensive Winds. When you are hit by an attack roll, you can use a Reaction to summon protective winds. Until the start of your next turn, you have a bonus to AC equal to your Proficiency bonus, including against the triggering attack.
Tempest Resilience. You have resistance to lightning and thunder damage.
- Seismic Titan
You shake the ground with each step, causing tremors that disrupt your foes.
Shaking Presence. An Emanation that is 5 times your Proficiency bonus in feet surrounds you. Creatures of your choice in the Emanation have their movement halved while within the area.
Primal Impact. When you enter this form, and as a Bonus Action on each of your turns, you can force creatures of your choice in your Shaking Presence to make a Strength saving throw against your spell save DC. On a failed save, they are pushed a number of feet equal to 5 times your Proficiency bonus. You can choose to stop a pushed creature within the area of your Shaking Presence. Moreover, you can choose to push a creature either outward or towards you.
Unyielding Resilience. You have resistance to bludgeoning, piercing, and slashing damage.
- Scorching Wraith
You become a living inferno, spreading fire with every movement.
Heat Wave. An Emanation that is 5 times your Proficiency bonus in feet surrounds you. You can designate a number of creatures that are immune to this Emanation when you enter this form. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Constitution saving throw. On a failed save, the creature gains 1 Level of Exhaustion. Levels of Exhaustion gained in this way are removed after 10 minutes.
Flame Trail. When you move, you leave behind a trail of fire in each 5-foot space you move through. The fire ignites flammable terrain and unattended objects in those spaces. Each space remains hazardous until the start of your next turn. A creature that enters the trail for the first time on a turn or starts its turn in it must succeed on a Dexterity saving throw against your spell save DC or take fire damage equal to your Druid level + your Wisdom modifier, or half as much on a successful save.
At the end of your turn, each hazardous space from this trail that isn’t on a solid surface falls straight downward. Choose one creature directly beneath each falling square. That creature must make a Dexterity saving throw. On a failed save, it takes fire damage equal to your Druid level + your Wisdom modifier, or half as much on a success. If the square lands on a solid surface, it continues to function as part of the trail until the start of your next turn.
Heat Resilience. You have resistance to fire damage.
Level 3: Cataclysm Spells
You always have certain spells prepared, which don’t count against the number of spells you can prepare.
- 3rd: Absorb Elements, Thunderwave, Scorching Ray, Rime's Binding Ice
- 5th: Call Lightning, Fireball
- 7th: Ice Storm, Wall of Fire
- 9th: Commune with Nature, Maelstrom
Level 6: Force of Nature
Nature bends to your will, and its destructive forces answer in kind. When you cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage, you can choose to change its damage type to one of those five types. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 10: Empowered Cataclysm
When you activate your Cataclysmic Form, you can gain the effects from two Cataclysmic forms instead of one.
Level 14: Avatar of Disaster
You become the living embodiment of nature’s fury.
As an Action, you can unleash a Natural Disaster for 1 minute, gaining the following benefits:
Cataclysmic Defense. You gain a bonus to AC equal to your Wisdom modifier (minimum of +1).
Natural Disaster. Choose one of the effects below when you activate this feature: Once you use this feature you can’t use it again until you finish a Long Rest, unless you expend a 5th-level spell slot or higher to use it again.
- Eye of the Tempest
Storm Chains. When you cast a spell that deals lightning or thunder damage, one creature within 15 feet of one of the targets of the spell is also affected by the spell.
Vindictive Typhoon. Ranged attacks have disadvantage against you. Moreover, when a creature hits you with a melee attack, it takes lightning damage equal to your Druid level + your Wisdom modifier.
Storm Incarnate. You have resistance to lightning and thunder damage, or immunity if you are also using Raging Storm.
- Heart of the Earth
Unyielding Titan. You become one size larger, and gain advantage on Strength and Constitution checks and saving throws.
Earthquake Incarnate. At the end of your turn, each creature of your choice within 20 feet of you must succeed on a Strength saving throw against your spell save DC. Creatures that aren’t on the ground have advantage on this saving throw. On a failed save, the creature takes bludgeoning damage equal to your Druid level + your Wisdom modifier and is knocked prone. On a success, it takes half as much and isn’t knocked prone.
Body of Diamond. You have resistance to bludgeoning, piercing, and slashing damage. If you are also using Seismic Titan, you reduce all damage taken by your Wisdom modifier (minimum of 1); this reduction is applied after resistances.
- Soul of the Fire
Exhausting Heat. When you deal fire damage to a creature, you can force it to make a Constitution saving throw against your spell save DC. On a failed save, it gains one level of Exhaustion. A creature can only gain one level of Exhaustion from either this feature or Heat Wave per turn. Levels of Exhaustion gained in this way are removed after 10 minutes.
Eruption. At the end of your turn, choose one creature within 20 feet of you. The creature must make a Dexterity saving throw. On a failed save, it ignites and takes fire damage equal to your Druid level + your Wisdom modifier. On a success, it takes half as much and isn’t ignited.
While ignited, a creature takes fire damage equal to your Druid level + your Wisdom modifier at the start of each of its turns, and has disadvantage on Constitution checks and saving throws. An ignited creature makes a Dexterity saving throw at the end of each of its turns, ending the effect on a success. It can also use an action to douse the flames.
Wildfire Incarnate. You have resistance to fire damage, or immunity if you are also using Scorching Wraith.
Posted Aug 1, 2025, 5:51 AM UTC