Druid
Base Class: Druid

You have witnessed madness. Perhaps you were exposed to the influence of a Mind Flayer and were lucky enough to escape with your brain. Maybe you were always insane, and it has finally manifested into a magical power for all to witness.

Regardless, you were twisted.

Broken.

And there's no going back once you succumb to your inner Delirium.

Sinister Transformation

At 2nd level, your Wild Shape reflects the chaotic nature of Delirium. You can transform into a creature that embodies your deepest fears or the nightmares you have faced. Choose aberrations or creatures from the Shadowfell as your forms.

Illusory Echo

Starting at 2nd level, you can create illusory duplicates of yourself as a reaction when targeted by an attack. Roll a d20: on a roll of 10 or higher, an illusion appears and the attack misses you. This ability recharges after a short or long rest.

Nightmarish Influence

At 6th level, you can cast the spell "Fear" without using a spell slot. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.

Corruption of Mind

At 10th level, your connection to the chaotic energy of Delirium allows you to inflict madness on enemies. Once per long rest, you can force an enemy within 60 feet to make a Wisdom saving throw against your spell save DC. On a failure, that creature is affected by the "Confusion" spell for 1 minute. 

Eldritch Tide

At 14th level, you can tap into the chaotic energies of Delirium. As an action, you can create a wave of energy that affects all creatures within a 30-foot radius. Each creature must make a Dexterity saving throw or take 6d10 psychic damage and be stunned until the end of their next turn. On a successful save, they take half damage and are not stunned. You can use this ability once per long rest.

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