Druid Circles

Circle of Debauchery

Druids of the Circle of Debauchery, known as the Maenads or the Bacchae, are the followers and adherents of the God of the vine, Dionysis. Possessed by the unusual strength that came from their bacchic frenzy, they would roam the contryside and tear apart whoever or whatever came in their way.

They are characterized by maniacal dancing to the sound of loud music and crashing cymbals, in which revelers and celebrants whirled, screamed, became drunk and incited one another to greater and greater ecstasy.

As chaotic and frightening as the diety they worship, a druid of this circle might be seen resting blissfully in the forest, feasting on milk, honey and wine while music played, singing and dancing with joy. But at the slightest provocation, they will fly into a murderous rage and tear apart anyone or anything in sight, regardless of prior relations.

Circle Spells

Your archaic connection to the Bacchic Rites infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to spells of madness and the mind.

Once you gain access to a circle spell, 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

Spells of Debauchery

Druid Level Circle Spells 3rd crown of madness, phantasmal force 5th fear, hypnotic pattern 7th confusion, phantasmal killer 9th dominate person, modify memory

Bacchic Frenzy

When you choose this circle at 2nd level, you gain the ability to enter a Bacchic frenzy as a bonus action.

While in this frenzy, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.

All incoming damage from any source is reduced by your druid level. In addition, if the amount of incoming damage is reduced to 0, then as a reaction you may make a melee weapon attack against the source of the damage if it is a creature.

All hostile creatures within 10ft must make a Wisdom saving throw aginast your druid spell save DC. The creatures that fail their saving throws are all frightened by you for 1 minute. At the end of each of it's turns, the creature can make another saving throw. On a success, the condition ends and the creature is immune to being frightened by this feature for the next 24 hours.

Melee weapon attacks against creatures frightened by this feature have adavantage

Your Frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. Damage reduced by this feature counts for whether or not you have taken damage. You can also end your frenzy on your turn as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Fearful Gaze

Beginning at 6th level, melee weapon attacks against hostile creatures that have succeeded against your Bacchic Frenzy feature must make another Wisdom saving throw as apart of your Bacchic frenzy feature.

Mind Strike

By 10th level, you are so suffused with intoxicated ecstasy that all your melee weapon strikes are permeated with the mind-numbing effects of strong drink. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 psychic damage.

Restorative Madness

As apart of a melee weapon attack against a creature, you can gain temporary hitpoints equal to half of the damage inflicted.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

Flight of the Maenads

Beginning at 14th level, your ecstatic fervour has reached it's most terrifying. As a bonus action, all creatures that are frightened by you as a result of your Bacchic Frenzy feature within 30ft must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute. At the end of each of it's turns, the creature can make another saving throw.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30ft of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from the effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action.

Until your next turn, if you successfully hit a turned creature with an Attack of Opportunity, that attack does not use your reaction and you may immediately move up to half your speed in a direction of your choice. If you have already successfully hit a turned creature with an attack of opportunity, any further attacks of opportunity against the target are made normally.

You must finish a long rest before you can use this feature again.