Base Class: Druid
Druids of the Circle of the Inebriated have a unique and profound connection to the natural world, one that embraces the power of altered consciousness and the transformative effects of intoxicants. These druids view mind-altering substances not merely as escapes from reality but as sacred tools for unlocking the hidden mysteries of nature and the cosmos. Through the use of potent herbs, exotic mushrooms, and arcane brews, they transcend the boundaries of ordinary perception, forging a symbiotic relationship with the flora and fauna around them.
Initiates into this circle learn to harness the mystical properties of intoxicants, allowing them to commune with the natural world on a deeper level and influence it in unexpected ways. They are revered for their ability to induce states of euphoria, hallucination, and heightened awareness, both in themselves and others. For these druids, the line between the material and spiritual realms is fluid, and their altered states of mind are a gateway to the divine wisdom of nature.
Through their practices, Circle of the Inebriated druids can conjure intoxicating spores, create protective auras of hallucinogenic energy, and infuse themselves with the resilience of nature’s most tenacious organisms. Their powers reflect a profound understanding of the delicate balance between euphoria and peril, wielding these forces with the finesse of one who dances on the edge of consciousness.
Bonus Proficiencies
At 2nd level, you gain proficiency with the herbalism kit and brewer’s supplies. If you already have proficiency with either of these tools, you gain expertise with them instead.
Intoxicating Spores
Also at 2nd level, you gain the ability to conjure spores that have an intoxicating effect. As a bonus action, you can expend a use of your Wild Shape to release spores in a 10-foot radius around you for 1 minute. Choose one of the following effects when you use this feature:
- Euphoric Vapors: Creatures of your choice in the area must succeed on a Wisdom saving throw against your spell save DC or become euphoric for 1 minute. While euphoric, they are incapacitated and have a speed of 0. A euphoric creature can make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
- Stimulant Mist: Creatures of your choice in the area gain advantage on attack rolls and Dexterity saving throws. This effect lasts for 1 minute.
- Sedative Fumes: Creatures of your choice in the area must succeed on a Constitution saving throw against your spell save DC or become sedated for 1 minute. While sedated, they have disadvantage on attack rolls and Dexterity saving throws. A sedated creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Circle Spells
Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
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3rd |
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5th |
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7th |
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9th |
Symbiotic Intoxication
Starting at 6th level, you can use your knowledge of intoxicants to bolster yourself and your allies. As an action, you can touch a willing creature and administer a powerful substance, granting them temporary hit points equal to 1d8 + your druid level. Additionally, the target gains one of the following benefits for 10 minutes (your choice when you use this feature):
- Calming Blend: Advantage on saving throws against being frightened or charmed.
- Energizing Tonic: Extra movement speed of 10 feet and advantage on Dexterity (Acrobatics) checks.
- Focus Elixir: Advantage on Intelligence and Wisdom checks and saving throws.
Hallucinogenic Aura
At 10th level, as an action you can shroud yourself and your allies in an aura of hallucinogenic spores. You and friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. In addition, any hostile creature that starts its turn within 10 feet of you takes 1d10 necrotic damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
You can use this ability once per long rest.
Fungal Body
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Previous Versions
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11/18/2024 6:09:57 PM
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Posted Nov 24, 2024I feel like this subclass's flavor gives it a lot of potential, whether you want to lean into the hippie aspect or play it as some kind of cult (like Dionysus's mystery cults in ancient Greece). But I think the Hallucinogenic Aura feature should make enemies frightened of you instead of dealing necrotic damage.
Also, I think Fungal Body is still the same as the Circle of Spores feature. You better replace that. My idea for a 14th-level feature in this class would be to make them immune to the poisoned condition, and whenever they would become poisoned, they instead get advantage on something (initiative, saving throws, etc.) or temporary hit points for the duration.