Circle of Mania
The Circle of Mania is one to which its druids pursue the balance between what one perceives as reality or illusion. While magic can easily create complex lies and fabrications, these druids utilize the fermentations and brews nature can provide to provide themselves a better insight on themselves and the joys nature can provide, while also mastering the ability to render their enemies insane through the hallucinations they manifest while inhibited.
Circle Spells
When you follow this circle at 2nd level, your connection to trickeries of the mind grants you spells that allow you to manipulate one's perception over reality, granting you access to some spells when you reach certain levels in this class, as shown on the Circle of Mania 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.
| Druid Level | Spells |
|---|---|
| 2nd | Detect Poison and Disease, Silent Image |
| 3rd | Nathair's Mischief, Phantasmal Force |
| 5th | Hypnotic Pattern, Major Image |
| 7th | Hallucinatory Terrain, Phantasmal Killer |
| 9th | Dream, Seeming |
Inhibiting Aroma
Also at 2nd level, you can channel your primal connection to unleash intoxicating substances on your enemies. As a bonus action, you can expend a use of your Wild Shape feature to target a point you see within 30 feet of you, rather than transforming into a beast. For the next minute, that point emanates an intoxicating aura in a 15-foot radius around it, and you can spend your bonus action on each of your turns to move it 15 feet. Any creatures who starts its turn in the aura or enters it for the first time must make a Constitution saving throw. On a failed save, they are poisoned and suffer one of the following effects of your choice (you choose when using this feature).
- Hostile creatures treat this area as difficult terrain, while friendly creatures have their movement speed doubled.
- Hostile creatures can only take an action or a bonus action on their turn, while friendly creatures add your Wisdom modifier to their attack and damage rolls.
- Hostile creatures takes poison damage equal to your level in this class at the start of each of their turns, while friendly creatures gain 1d4 temporary hit points at the start of each of their turns.
A friendly creature doesn’t benefit from this feature if they can’t be poisoned.
A creature repeats this saving throw at the start of each of their turns, ending it early on a success.
Intoxicating Ambrosias
At 6th level, you have also learned how to use fermentation to heighten the mind. At the end of a long rest, you produce a number of fermented berries, drinks, or fumes equal to your proficiency bonus. A creature can willingly consume one of these substances as an action, becoming poisoned as a result but gaining one of the following benefits for the next 10 minutes (you choose when they consume the substance):
- Choose between Strength, Dexterity, and Constitution, or Wisdom, Intelligence, and Charisma. They have advantage on any ability checks using those ability scores, rather than disadvantage.
- Creatures can't communicate with them telepathically nor read their thoughts, and magic can't determine if they are being truthful or lying.
- They gain resistance to poison damage, and can't be poisoned again while poisoned in this way.
- They can see into the Ethereal plane up to 60 feet from them, and have advantage on checks made to perceive illusions.
These fermented substances dissolve into nothingness after 24 hours.
Muddled Mind
Starting at 10th level, creatures have a difficult time escaping your intoxications. Your Inhibiting Aroma ignores immunity to being poisoned if the creature isn't a construct or undead. Additionally, creatures have disadvantage on saving throws to remove the feature's poisoned condition while they are inside its radius.
Finally, you gain proficiency in Constitution saving throws.
Manic Aroma
At 14th level, you have become a master a illusion and intoxication, providing you the following benefits:
- You can't be unwillingly poisoned.
- You can cause creatures that fail against your Circle Spells to be poisoned until the spell ends, or until the end of their next turn if the spell was instantaneous.
- Creatures poisoned by your Inhibiting Aroma suffer two of its effects of your choice.
- Hostile creatures you have poisoned have disadvantage on Wisdom saving throws.

