Wild Card Druid Deck Roll (Beast World) (d2)

d2 Result

1

Roll on "Rising"

2

Roll on "Falling"

Subcharts

Rising (d4)

d4 Result

1

Roll on "Spring (R)"

2

Roll on "Summer (R)"

3

Roll on "Autumn (R)"

4

Roll on "Winter (R)"

Falling (d4)

d4 Result

1

Roll on "Spring (F)"

2

Roll on "Summer (F)"

3

Roll on "Autumn (F)"

4

Roll on "Winter (F)"

Spring (R) (1d3)

1d3 Result Effect

1

Flare of Solar Homecoming |

When you use this card as an action, the drunken
haze of a hummingbird eating rotten fruit over-
takes foes you attack for 10 minutes. When you
hit a creature with a natural weapon (including
while in beast form), the target must make a
Constitution saving throw. On a failed save, the
target has disadvantage on Dexterity saving
throws, and attacks against it have advantage for
the duration.
Starting at 11th level, affected creatures also
have their speed halved.

2

Seeds into Earth |

When you use this card as an action, you soften
the earth to plant your enemies like seeds. For a
brief instant, soil, sand and stone within 60 feet of
you become a soupy liquid, while other materials
are unaffected. Small or larger creatures other
than you standing on affected soil must make two
Strength saving throws. A creature who succeeds
on both saving throws is unaffected. The soft earth
might also cause objects and structures to sink, as
the GM deems appropriate.
If a creature fails one save, it sinks 1 foot into
the earth and is restrained until it uses its action to
free itself. If a creature fails both saves, it is com-
pletely buried in soil. The creature is restrained,
blinded, and at risk of suffocating. A creature can
use an action to make a Strength check with a DC
equal to your druid spell save DC, unearthing itself
or another creature within its reach on a success.

3

Budding Life |

When you use this card as a reaction to another
creature within 60 feet of you regaining hit points,
it regains twice as many hit points, and gains any
excess above its maximum as temporary hit points
that last 10 minutes.
Starting at 11th level, you regain the same
number of hit points, gaining any in excess of your
maximum as temporary hit points.

Summer (R) (1d3)

1d3 Result Effect

1

*Sunfire Claws |
*

When you use this card as part of using the Wild
Shape feature, your beast shape’s natural weapons
smolder with glowing embers. Whenever you
hit a creature with a natural weapon, the target
takes an extra 1d4 fire damage, and must succeed
on a Dexterity saving throw or be ignited. Until
a creature takes an action to douse the fire, the
target takes 1d6 fire damage at the start of each of
its turns.
The initial damage increases to 2d4 at 8th level,
and 3d4 at 14th level.

2

*Sustaining Fruits |
*

When you use this card as an action, a small bush
sprouts in the nearest soil at least an inch deep
within 300 feet of you. Six heavy fruits of your
choice ripen instantly on its branches, which rot
1 hour after being picked. A creature can use its
action to eat one fruit. For the next 10 minutes, it
regains the maximum number of hit points possi-
ble from healing spells and gains 1d4 temporary
hit points at the start of each of its turns.
Starting at 11th level, the temporary hit points
increase to 2d4.

3

_Jubilee of the Flock |_

When you use this card as an action while up
to six creatures are touching you, you begin the
Jubilee. For the next hour, if a creature in the
Jubilee makes a saving throw, they can use the
relevant ability modifier of any other creature in
the Jubilee within 60 feet. Additionally, two or
more creatures in the Jubilee within 5 feet of each
other can’t be frightened.
Starting at 14th level, the Jubilee lasts 24 hours.

Autumn (R) (1d3)

1d3 Result Effect

1

_Eye of the Sun |_

When you use this card as an action, you gain
the power to see with the sun’s gaze. For the next
10 minutes, you can see anything illuminated by
direct sunlight within one mile. Your perspective
is from high in the air, and you can discern enough
details to recognize someone’s face. While using
this sense, you are blinded in regard to your own
surroundings. On your turn as a bonus action, you
can switch between this sight and your own

2

_Poison Thorn |_

When you use this card as part of using the Wild
Shape feature, your beast shape grows a tangle
of thorny vines on its body. Whenever you hit a
creature with a natural weapon, the target takes
an extra 1d4 poison damage, and must succeed on
a Constitution saving throw or be poisoned for the
next minute.
The damage increases to 2d4 at 8th level, and
3d4 at 14th level.

3

_Abundant Magic |_

When you use this card as an action, you and up
to six creatures you choose within 60 feet of you
are supernaturally connected to magic through the
basic force of nature. For the next minute, spells
cast by you or the affected creatures are treated
as if cast using a spell slot one level higher (to a
maximum of 9th level).
Starting at 11th level, this card’s effects last for
10 minutes.

Winter (R) (1d3)

1d3 Result Effect

1

Distant Arrow's Star |


When you use this card as a bonus action while
holding up to eight pieces of ranged weapon
ammunition, you imbue them with the faraway
winter sun for the next 8 hours. Creatures have a
+1 bonus to attack and damage rolls made with
this ammunition. On a hit, the target must make
a Wisdom saving throw. On a failed save, for the
next minute the target cannot willingly move to a
space within 30 feet of the attacker. On a success-
ful save, the target becomes immune to this effect
for the next 24 hours.
Starting at 8th level, the bonus to attack and
damage rolls increases to +2 at 8th level, and +3
at 14th level. Additionally, starting at 8th level you
can imbue up to twelve pieces of ammunition, and
sixteen pieces at level 14th level.

2

Limbs of the Slumbering Oak |

When you use this card as an action, your arms or
legs transform into tree limbs for 1 minute. This
alteration persists if you transform with the Wild
Shape feature. Your AC can’t be lower than 16, and
you gain one of the following effects depending on
which limbs you choose to transform:
Arms.Arms. The reach of your melee attacks increases
by 5 feet, and you gain a shield’s +2 bonus to AC
even if you aren’t wielding one. Creatures the same
size category as you have three-quarters cover
when standing behind you.
Legs.Legs. You can’t be moved against your will or
knocked prone as long as two feet are touching the
ground. Additionally, you gain the ability to move
up, down, and across vertical surfaces and upside
down along ceilings, while your hands remain
free. You also gain a climbing speed equal to your
walking speed.

3

Scattering Snow Raven |

You use this card as a reaction to a creature you
can see within 120 feet of you being reduced
to 0 hit points. The creature transforms into a
snow raven with 1 hit point, and can immediately
use its reaction to move up to twice its speed,
without provoking opportunity attacks. It retains
its Intelligence, Wisdom, and Charisma scores
but otherwise uses the raven’s stat block. The
transformation lasts 1 minute, or until the creature
dismisses it as an action.
Starting at 11th level, you can use this card as a
reaction to a creature taking damage.

Spring (F) (1d3)

1d3 Result Effect

1

Lunar Body

When you use this card as an action, your body
takes an incorporeal form for 1 minute. You can
hover up to 10 feet from the ground and your body
passes through solid objects. If you end your turn
inside a solid object, you are shunted out to the
nearest unoccupied space you last occupied.
You can’t make weapon attacks, but you are
immune to bludgeoning, piercing, and slashing
damage that is nonmagical. You emit bright light
out to 10 feet, and dim light for a further 10 feet.
The effect ends if you cast a spell or dismiss it as
an action.

2

Storm's Sharpened Tines

When you use this card as part of using the Wild
Shape feature, your beast shape’s natural weapons
crackle and hum with the energy of a lightning
bolt. Whenever you hit a creature with a natural
weapon, the target takes an extra 1d4 lightning
damage, and you can deal 1d4 lightning damage to
a different creature of your choice that you can see
within 10 feet of it.
Starting at 8th level, both damage rolls increase
to 2d4, and increase again to 3d4 at 14th level.

3

Chill Everlingering

When you use this card as an action, beasts who
failed to live until spring lend enrichment through
death. For the next 8 hours, when you cast a spell
that deals a type of damage other than necrotic,
you can change that damage type to necrotic.
Additionally, necrotic damage you deal with spells
is subtracted from a target’s maximum hit points
for the card’s duration. A creature with 0 maxi-
mum hit points dies

Summer (F) (1d3)

1d3 Result Effect

1

Starless Night

When you use this card as an action, you curse an
enemy with the unease of the hunted. A target you
can see within 60 feet of you must make a Wisdom
saving throw. Superstitious minds have disadvan-
tage on the save. Targets that can’t be charmed
automatically succeed on the save.
On a failed save, for the next minute the target
must roll a d4 at the start of each of its turns to
determine its behavior for that turn. At the end of
each of its turns, the target can repeat the Wisdom
saving throw. If it succeeds, the effect ends for that
target.
Starting at 8th level, you can target up to two
creatures within range with this card.
Starting at 14th level, you can target any crea-
tures you choose within 60 feet.

2

Twist of the Cyclone's Path

When you use this card as a reaction to rolling
initiative, the battle becomes as a tornado, with
combatants as trees in its path. For the next min-
ute, attack rolls, saving throws, and ability checks
rolled by creatures within 300 feet gain a +3 bonus
if their d20 roll is 11 or higher, and a -3 penalty if
the roll is 10 or lower.

3

Intoxicating Touch

When you use this card as an action, the drunken
haze of a hummingbird eating rotten fruit over-
takes foes you attack for 10 minutes. When you
hit a creature with a natural weapon (including
while in beast form), the target must make a
Constitution saving throw. On a failed save, the
target has disadvantage on Dexterity saving
throws, and attacks against it have advantage for
the duration.
Starting at 11th level, affected creatures also
have their speed halved.

Autumn (F) (1d3)

1d3 Result Effect

1

Blade of the Harvest Moon

When you use this card as an action, you summon
a scimitar forged from moonlight for 1 minute.
Melee attacks made with this scimitar deal an
extra 2d6 radiant damage. A creature can swing
it in an arc to expel a radiant crescent, a ranged
attack that deals 1d6 + Dex mod slashing damage
plus 2d6 radiant damage. Its normal range is 20
feet and its long range is 60 feet.
Starting at 11th level, the extra radiant damage
increases to 4d6.

2

Bolt of the Cloud Jumper

When you use this card as an action, a ball light-
ning appears in your hand. As a bonus action, a
creature holding the ball can shoot it at a target
within 120 feet. The target must succeed on a
Dexterity saving throw or take 3d6 lightning
damage. The ball disappears after 1 minute or
after being shot.
A creature can use a bonus action to pass
the ball to a willing creature within 120 feet. A
receiver must use its reaction to catch the ball,
or it disappears. The first three times the ball is
passed, the damage it deals increases by 1d6 and
the save DC increases by 1.
The damage added by passing the ball increases
to 2d6 at level 6, and 3d6 at level 14.

3

Return to Soil

When you use this card as a bonus action, the
approaching death of the season’s end grips you
and your enemy. Choose a creature you can see
within 30 feet of you. Until the end of your next
turn, you and the target have vulnerability to cold
and necrotic damage

Winter (F) (1d3)

1d3 Result Effect

1

Clarity of the Solstice Evening

When you use this card as an action, your allies are joined with you in the fellowship of the sol-
stice. For the next 8 hours, you and creatures you choose within 60 feet can hear each other from anywhere on the same plane of existence as if 5 feet apart. Starting at 11th level, an affected creature can use its bonus action to close its eyes and  step toward another’s voice, instantly appearing 5 feet away from anywhere on the same plane of existence. Each creature can use this ability once during the card’s duration.

2

Footprints in the Snow

When you use this card as an action, tracking
anything is like hunting in fresh-fallen snow. For
the next hour, when you make Wisdom (Survival)
checks to track a creature,you can treat a d20 roll
of 14 or lower as 15.
Starting at 11th level, the roots that run beneath
the world help you see the creature. For the dura-
tion, when you touch a footprint, you can use your
action to close your eyes and mentally receive a
visual of the creature who made the print’s current
surroundings.

3

Halting Freeze

When you use this card as part of using the Wild
Shape feature, your beast shape’s natural weapons
are coated in hoarfrost, inflicting frostburn with
mere touch. Whenever you hit a creature with a
natural weapon, the target takes an extra 1d4 cold
damage and must make a Constitution saving
throw. On a failed save, until the end of its next
turn, the target’s speed is halved, it suffers a -2
penalty to AC and Dexterity saving throws, and it
can’t use reactions. Additionally, it can use either
an action or a bonus action, not both. Regardless
of the creature’s abilities or magic items, it can’t
make more than one melee or ranged attack
during its turn.
Starting at 8th level, the extra cold damage
increases to 2d4, and increases again to 3d4 at
14th level.