Circle of Madness Organization in Aegimius | World Anvil

Circle of Madness

Back when the gods still roamed the material plane. Back when the madness of the wilderness was still dominant, a druid circle existed, reveling in the madness, in the unpredictability of the natural world.

A circle that has long since been lost to but a few. Those few that stumble upon it, with a much closer connection to that hysteria in their veins. Those who unknowingly get lost in their pursuit, who can see those pursuits and help others get lost in them.

Druids who are members of the Circle of Madness acknowledge and seek to reveal the hysteria hidden deep within nature.

Divine Origins

The Circle of Madness is one of a few magical subclasses that are able to tap into the magical energy of the Zumren Family. As this magic is not "natrual" to these individuals it results in aberrational wild shapes and distored magic.

Granted Divine Powers

Bonus Proficiency

At 2nd level, you gain proficiency in Intimidation. If you are already proficient, add double your proficiency bonus to any checks made using that skill.

 

Twisted Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

 

When you use this feature to summon a spirit that assumes an animal form the familiar is an aberration instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Aberration Circle Forms

The rites of your circle grant you the ability to transform into more dangerous forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

When you use Wild Shape, the creature you turn into superficially resembles a Material Plane beast, but is obviously not of this world. For example, it may have eyes all over its body, more or fewer limbs than normal, or bizarre growths. Although you use the statistics of beasts, your type is aberration when you use Wild Shape.

Circle Spells

Madness Spells
DRUID LEVEL SPELLS
3rd
Crown of Madness, Dissonant Whispers
5th
Hunger of Hadar, Enemies Abound
7th
Confusion, Banishment
9th
Contagion, Synaptic Static

Aberration Wild Shape

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Secret Thoughts

Beginning at 6th level, your connection to the madness gives you the power to detect thoughts and suggest certain courses of action. You are constantly affected by the spells Detect Thoughts and Suggestion. They do not count as concentration spells.

You gain proficiency in Persuasion and Insight.

You have 5 uses of Detect Thoughts to cast each day.

You have 5 uses of Suggestion to cast each day.

Spreading Hysteria

Beginning at 10th level, your descent into madness is noticeable to those around you. You are immune to being charmed or frightened and resistant to poison and psychic damage.

 

Demented Delusions

Beginning at 14th level, when an enemy makes an attack against you they must succeed on a Wisdom Saving throw (against your spell save DC), or be frightened of you until the end of your next turn.

GM
Which organization do you belong to?
Type
Religious, Druidic Circle
Parent Organization
Deities


Cover image: by MandoMc Designs

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