Circle of Madness
Nearly all druids consider aberrations to be affronts to nature and threats that must be destroyed. You couldn't disagree more. Of course, some aberrations are dangerous, but does the existence of rabid animals mean all beasts must be slain? Druids who embrace the Circle of Madness (which is what outsiders call it; members call it the Circle of Heavenly Understanding) think that the word "unnatural" reflects a pernicious Material Plane bias. Surely, they insist, we mortals seem as "unnatural" to the strange things that lie between the stars as they do to us. As other druids embrace animals and proclaim that civilization must leave room for them to flourish, you do the same for aberrations.
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.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to make your next attack that hits before the end of your next turn deal an additional 1d8 psychic damage per level of the spell slot expended.
Mutant 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.
Eldritch Strike
Starting at 6th level, your attacks in aberration form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Insane Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. However, your elemental form is warped by essence of the Far Realm. Your statistics change as follows when in an elemental form:
You lose resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Your melee attacks deal an additional 1d6 psychic damage. The air elemental's Whirlwind power and the water elemental's Whelm power also deal this additional damage.
You are immune to being frightened and charmed. If you are frightened or charmed when you enter your elemental form, the effect immediately ends.
Far Realm's Blessing
Beginning at 14th level, you can channel a greater portion of the might of the beings from beyond the stars that you so dearly love. Even when you are in your Wild Shape form, you can expend a spell slot to cast several spells.
If you expend a spell slot of 1st level or higher, you can cast Dissonant Whispers.
If you expend a spell slot of 2nd level or higher, you can cast Crown of Madness.
If you expend a spell slot of 3rd level or higher, you can cast Enemies Abound.
If you expend a spell slot of 4th level or higher, you can cast Confusion.
If you expend a spell slot of 5th level or higher, you can cast Synaptic Static.
In addition, when you cast Conjure Animals or Conjure Woodland Beings, the creatures you summon are warped like your Wild Shape form is. Their creature type is aberration.
Art Credit
Alienist by D. Crabapple
