Base Class: Druid
In deep forest groves, far from even the slightest hamlets; in dense woodlands so dark and twisted that you might lose your mind or your life before you find a way out; can be found: The Maenads. While they run freely through the undergrowth unbound as like their animal companions, they have not become animals themselves – rather Maenads have an alternative philosophy.
“A person is never truly free while bound by civil expectation”
These philosophers of freedom do not care for the civilised world and spread their ecstatic delirium with anyone who crosses their path. Madness is inevitable only when you strive to maintain rigidity in the chaos of the natural order.
Additional Proficiencies
As a Maenad, you are able to harness the herbal powers of nature to affect body and mind.Able to forage the right ingredients and blend them in the right way for your needs
You gain proficiency in brewers supplies and herbalism kits.
Distilled Delirium
When you take this subclass at second level your philosophy has guided your mind and you understand that a madman and a drunk are truly, freely themselves. Using your proficiency in brewing and herbalism to purify madness into a consumable liquid. Distilled delirium take 1 hour to brew and can be during a long or short rest. Ingredients must be collected from in the wild and require a success on a DC-10 wisdom (survival) skill check to forage the ingredients.
These brews are highly intoxicating to both body and mind - when a creature drinks a Maenad’s distilled delirium, they must succeed on a CONSTITUTION saving throw against your Druid spell save DC. On a fail the creature becomes poisoned. On both a success or a fail, the effects of an activated Distilled Delirium still take hold.
You use your wildshape ability to activate one of your distilled deliriums, and you can only have one delirium activated at any given time, with a new one deactivating the old. It requires an action to consume a distilled delirium in your possession.
The effects of the Distilled Delirium last for 1 hour unless otherwise specified in the description or the Distilled Delirium or: until dispelled by you, the creature falls unconscious, or restorative magic from greater restoration or a wish.
The distilled delirium induces an affect as listed below. You choose two at 2 and at 6level, and one more at 10 and 14 level. When you gain another level in druid you can swap out a learn delirium for any other of a level you can use.
Aware Mind
You gain advantage on wisdom (perception) checks and are under the effects of the See Invisibility spell.
Beautiful Mind
You throw this to an enemy within 20 feet of you. They must succeed on a wisdom saving throw against you Druid Spell DC or be affected by the Modify Memory spell. You must program the new memory before throwing at the target.
Broken Mind
When consumed a creature takes on the physical characteristics of a lycanthropic hybrid form. The creature gains the STRENGTH, DEXTERITY, and CONSTITUTION of the hybrid form, as well as any natural weapons or racial abilties gained through the hybrid form except for trasmitting the curse of lycanthropy.
You choose the lycanthrope hybrid form before consuming the delirium.
Fertile Mind
The creature which consumes the distilled delirium has advantage of wisdom (insight) and intelligence (investigation) skill checks.
Hidden Mind
For 10 minutes, the creature which consumes this is immune and unaffected by spells of effects that would detect your alignment, nature or motives such as: Detect Evil and Good, Detect Thoughts etc.. If the spell or effect requires you make a saving throw (such as Zone of Truth) you have advantage on the roll.
Additionally you have advantage on Charisma (deception) ability checks.
Lost Mind
You throw this at another creature within 20 feet of you where it becomes a vapor absorbed through the skin or inhaled. The target must make a charisma saving throw against your Druid Spell DC or their Intelligence, Wisdom and Charisma drop to that of any creature you are able to wildshape into, similar to the effects of polymorph without the physical transformation.
Master Mind
A creature which consumes this is able to communicate with plants and animals within 30 feet, being able to communicate on an emotion level. Additionally you can communicate with a number of sentient creatures equal to your wisdom modifier within 30 feet of you in their own language so long as they are able to speak at least one language.
Mind become Matter
You are able to cast one of: Investiture of Stone, Investiture of Flame, Investiture of Ice or Investiture of Wind requiring no concentration or material components.
Sharpened Mind
A creature which consumes this develops natural weapons in the form of claws and fangs. You can make an unarmed strike with proficiency using your strength modifier, dealing 2d4 damage: 1d4 piercing + 1d4 acid
Split Mind
You give the delirium to another creature who must drink it to gain the following benefits:
You can communicate telepathically and act on the same initiative order (lower of the two).
During combat one can sacrifice their action and the other gains an action once per round.
This extends to 120 feet.
Tetherless Mind
A creature which consumes this distilled delirium comes under the effect of the Blink spell for 10 minutes or until dismissed.
Transcended Mind
A creature which consumes this distilled delirium understands freedom. As a bonus action they can cast etherealness on themself a number of times equal to their wisdom modifier (minimum of once).
Unshackled Mind
A creature which consumes this distilled delirium gains immunity to charm and fear effects. Their alignment also shifts one step towards the chaotic version of their morality.
Brewed Secrets
You have developed your ability to distill ecstatic madness enough to no longer risk poisoning the consumers of these concoctions. The requirement to roll for a CONSTITUTION save is no longer necessary. Additionally through constant influence and experimentation you have built up your tolerance to poisons.You are immune to poison damage and the poison condition.
Mastered Forager
You no longer need to roll wisdom (survival) to locate ingredients for your distilled delirium. Additionally your accustomed nature to poisoned and nutrient rich resources mean you gain advantage on any skill check to locate resources such as food, water, spell or potion components etc and advnatage on skill checks in treating the adverse effects of consuming too much toxic things. You can also end an effect of poison on another creature rolling a medicine check against the poison save DC.
Intoxicating Aura
As an action you can invoke this energy to protect you and force any enemy creature that starts it’s turn within 10 feet of you to make a Wisdom saving throw against your Druid spell DC or come under the effects of the Confusion Spell, with the first effect commencing at the start of each creatures turn. They re-roll at the end of their turn and must keep rolling until they leave your aura, or the aura dissipates.
The intoxicating aura lasts 10 minutes or until you use an action to dismiss it.
Revelry
You gain proficiency is a music instrument of your choice to play and enjoy revelry.
Extra Spells
You learn and have always prepared:
Detect Poison and Disease
Locate animals and plants
Id Insinuation
Previous Versions
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