```metadata
title: 'Druid: Circle of Catastrophe'
description: ''
tags: ''
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
```css
/* A4 Page Size */
.phb {
width : 210mm;
height : 296.8mm;
}/*=======--- Example CSS styling ---=======*/
/* Any CSS here will apply to your document! */
.myExampleClass {
color: black;
}
```
### Druid: Circle of Catastrophe
___
*Members of the Circle of Catastrophe are often viewed as the black sheep among druids. Some see them as misguided druids who have abandoned their duties to the natural world, while others see them as deranged individuals who glorify death and carnage to the extreme. However, the truth is that most druids of the Circle of Catastrophe simply have a different view on life. To them, change must happen in order for new life to emerge, and in the nautral world there is no greater force for change than natural disasters. Thus they seek to harness the power of these disasters in order to facilitate change. Though they mourn the lives lost in the process, they will also celebrate the new life their sacrifice brings.*
___
#### Drive to Survive
___
Starting at 2nd level, you know what it is like to survive the toughest conditions nature has to offer. You gain proficiency with martial melee weapons and the Survival skill. Whenever you make a Wisdom (Survival) check, you can use double your proficiency bonus instead of any other bonus.
#### Catastrophic Might
___
Additionally at 2nd level, you are able to channel your druidic magic to harness a fraction of a particular natural disaster's power. As a bonus action, you can expend a use of your Wild Shape to channel the power of one of the following disasters and gain its benefits:
___
**Blizzard.** Your melee weapon attacks deal an extra 2d6 cold damage and you have resistance against cold damage.
**Earthquake.** Your melee weapon attacks deal an extra 2d6 thunder damage and you have resistance against thunder damage.
**Volcanic Eruption.** Your melee weapon attacks deal an extra 2d6 fire damage and you have resistance against fire damage.
**Lightning Storm.** Your melee weapon attacks deal an extra 2d6 lightning damage and you have resistance against lightning damage.
**Tsunami.** Your melee weapon attacks deal an extra 2d6 force damage and you have resistance against force damage.
___
You retain these benefits for one hour, and they end early if you die of are incapacitated.
___
#### Inescapable Havoc
At 6th level, you can tap into the chaotic force of the primordial elements to rain down widespread destruction upon your foes. While your Catastrophic Might feature is active, you can use an action to expend a spell slot of 1st level or higher and peform one of the following options:
___
**Air.** You summon a powerful cyclone at a point you can see within 50 feet of you. Each creature in a 25 foot radius centered on that point must make a Dexterity saving throw against your spell save DC. A target takes 5d8 lightning damage on a failed save, or half as much on a successful one. If you expended a spell slot of 3rd level or higher to perform this action, the damage is increased to 8d8 and you gain a fly speed of 30 feet until the end of your next turn.
___
**Earth.** You conjure a devastating rocklisde at a point you can see within 20 feet of you. Each creature in a 40 foot radius centered on that point must make a Strength saving throw against your spell save DC. A target takes 5d8 bludgeoning damage on a failed save, or half as much on a successful one. If you expended a spell slot of 3rd level or higher to perform this action, the damage is increased to 8d8 and you gain a bonus to your AC equal to your Constitution modifier until the end of your next turn.
___
**Fire.** You exhale searing flames from your mouth in a 25 foot cone. All creatures in the cone's area must make a Constitution saving throw against your spell save DC. A target takes 5d8 fire damage on a failed save, or half as much on a successful one. If you expended a spell slot of 3rd level or higher to perform this action, the damage is increased to 8d8 and creatures that fail the Constitution save take additional fire damage equal to your Wisdom modifier from any melee or ranged attack made against them until the end of their next turn.
___
**Water.** You unleash a deluge of water in a 5 foot by 30 foot line. All creatures in the line's area must make a Dexterity saving throw against your spell save DC. A target takes 5d8 cold damage on a failed save, or half as much on a successful one. If you expended a spell slot of 3rd level or higher to perform this action, the damage is increased to 8d8 and you regain a number of hit point equal to half of the total damage dealt.
\page
___
#### Extra Attack
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Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
___
#### Unstoppable Destruction
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At 10th level, you become a juggernaut of pure devastation whenever you wield the might of natural disasters, making it difficult for your foes to stop you in your tracks. When you activate your Catastrophic Might feature, you gain the following benefits:
- You gain a number of temporary hit points equal to twice your Druid level.
- You have advantage on saving throws and ability checks to resist the following conditions: grappled, paralyzed, petrified, poisoned, prone, restrained, and stunned.
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell or an ability/feature when you take damage.
___
You reatin these benefits until your Catastrophic Might feature ends.
___
**Image Sources:**
- The Eruption of Mt. Vesuvius, Pierre-Jacques Volaire
- Moose Forest Fire, Jim Tschetter
___
#### Calamitous Form
___
At 14th level, your bond with nature's more violent side has reached its apex, allowing you to temporarily take on a form representing a world-shaking calamity that draws upon the most destructive aspects of multiple natural disasters. When you activate your Catastrophic Might feature, you can choose to expend two uses of your Wild Shape feature instead of one in order to enter your Calamitous Form and gain the following benefits:
- Your creature type changes to elemental.
- The extra damage your melee weapon attacks deal with your Catastrophic Might feature increases to 4d6.
- You suffer no additional movement penalties when moving through difficult terrain.
- When you use your Inescapable Havoc feature, terrain within its area of effect becomes non-magical difficult terrain until the beginning of your next turn.
- As a bonus action, you can choose to assume the powers of a different disaster of your choice from your Catastrophic Might feature, gaining its benefits.
___
Your remain in this form for 1 minute, and it ends early if you die or are incapacitated. When your Calamitous Form ends, you suffer two levels of exhaustion.