LUCIDITY HOLDS NO EFFECT ON CREATURES THAT DO NOT REQUIRE SLEEP
Starting at 2nd level your knowledge of Druid Ancestry has lead you to discover the euphoric as well as trance inducing properties within the strange ancient herbs that reside deep within the wild forests that surround you throughout your adventures and are granted 2 lucidity point slots. During a long rest you are provided the choice of consuming these stimulants via smoking pipe in order to fill 2 lucidity points, short rests will allow the fulfillment of 1 lucidity point. Lucidity Point slots and their effects increase as your druid level advances (see below) Upon consumption the player must make a DC 15 Wisdom Saving Throw (15th level saving throw no longer required) . On a failed save, the player instantly falls unconscious for 1-6 hrs (1D6 to determine) and has disadvantage on all Strength, Dexterity, Charisma rolls for the next 24hrs but retains the amount of Lucidity points equivalent to the corresponding rest.
The player may then choose to spend up to their maximum (4) lucidity point count during combat as a bonus action (but is put into a dream state in which they are not permitted movement/communication and may be interrupted by death or damage) after choosing the creature(s) they can see.
1 Lucidity Point - The player chooses one creature they can see that and attempts to enter the creature's mind in a lucid form to project an illusion within a 30ft square centered on the Dreamer's position for 3 Turns. The creature must make a wisdom saving throw against the Dreamer's spell casting ability . If failed, the Dreamer as well as any allies within the 30ft square appear as allies to the creature. Any enemies of the Dreamer appear as enemies to the creature. At the beginning of each turn the creature must succeed a DC 10 Wisdom Saving Throw to regain control of it's mind. Upon succeeding the creature suffers 5 points of psychic damage and ends it's turn.
2 Lucidity Points - The player chooses up to two creatures they can see and attempts to enter the creature's mind in a lucid form to project an illusion within a 60ft square centered on the Dreamer's position for 4 turns. The creatures must make a wisdom saving throw against the Dreamer's spell casting ability. If failed, the Dreamer as well as any allies within the 60ft square appear as allies to the creatures. Any enemies of the Dreamer appear as enemies to the creature. At the beginning of each turn the creatures must succeed a DC 15 Wisdom Saving Throw to regain control of their mind. Upon succeeding the creatures suffer 10 points of psychic damage and ends their turn.
3 Lucidity Points 1 extra slot gained (15th level) -The player chooses up to two creatures they can see and attempts to enter the creature's mind in a lucid form to project an illusion within a 90ft square centered on the Dreamer's position for 4 turns. The creatures must make a wisdom saving throw against the Dreamer's spell casting ability. If failed, the Dreamer as well as any allies within the 90ft square appear as allies to the creatures. Any enemies of the Dreamer appear as enemies to the creature. At the beginning of each turn the creatures must succeed a DC 18 Wisdom Saving Throw to regain control of their mind. Upon succeeding the creatures suffer 25 points of psychic damage and ends their turn. If the creature(s) attempt a wisdom saving throw and result in a critical failure the creature(s) mind or minds are flooded with either vivid horrors of their darkest dreams (D4 1-2) and become frightened and attempts to flee for 3 turns or vicious mockery (D4 3-4) of their shame the creature is then sent into a tremendous rage for the next 3 rounds in which it attacks the nearest ally or enemy, all attacks have advantage.
4 Lucidity Points 1 extra slot gained (20th level) The player chooses up to four creatures they can see regardless of cover and attempts to enter the creature's mind in a lucid form to project an illusion within a 120ft square centered on the Dreamer's position for 4 turns. The creatures must make a wisdom saving throw against the Dreamer's spell casting ability . If failed, the Dreamer as well as any allies within the 120ft square appear as allies to the creatures. Any enemies of the Dreamer appear as enemies to the creature. At the beginning of each turn the creatures must succeed a DC 18 Wisdom Saving Throw to regain control of their mind. Upon succeeding the creatures suffer 40 points of psychic damage and ends their turn. If the creature(s) attempt a wisdom saving throw and result in a critical failure the creature(s) mind or minds are flooded with either vivid horrors of their darkest dreams (D4 1-2) and become frightened and attempts to flee for 5 turns or vicious mockery (D4 3-4) of their shame the creature is then sent into a tremendous rage for the next 5 rounds in which it attacks the nearest ally or enemy, all attacks have advantage.
If the player fails to consume this highly addictive herb at least once a day they must make a DC 15 Constitution saving throw regardless of their Druid Class Level. Upon failure the player has disadvantage on all Charisma, Dexterity, Strength, and Constitution rolls until proper dosage consumption for a total of 72 hrs before they are free from the addiction. 15th and 20th level players must make an additional DC 20 Constitution saving throw to ensure they do not collapse from the shock of withdraw. If failed the player is treated as if they were knocked unconscious and proceed to make their Death Saving Throws.
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