Base Class: Druid
Druids of the Circle of the Sun have a very strong spiritual connection to the wilds. They consider the sun to be the origin of all life and energy and are deeply devoted to it, believing that spending time communing with nature and strengthening their spirits is the way to honor the time alive they´ve been given.
Fierce as the sun, a druid of this circle will defend the weakest of animals and shed a light to any lost travelers. They can also often be found sunbathing.
Inner Warmth
When you choose this circle at 2nd level, you learn the Shillelagh cantrip if you don´t know it already, which doesn't count against the number of druid cantrips you know. For you, it can be cast as a bonus action.
Circle Forms
The devoutness of your circle grants you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 4, rounded down.
Solar Empowerment
Starting at 2nd level, you can cast the Shillelagh cantrip while in a beast shape and apply its effects to your melee weapon attacks. You can choose to use a d8 as the damage die or the attack´s original die.
Solar Breath
Starting at 6th level, your devotion to the sun grants you special abilities:
- You gain access to the Fireball spell and always have it prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
- You can cast Fireball without expending a spell slot at its lowest level. Once you use this feature, you can´t do so again until you finish a long rest.
- You can cast any spell that deals fire damage while in a beast shape.
Blazing Body
Starting at 10th level, you gain resistance to fire damage. When you use your Wild Shape ability, you can now choose to engulf yourself in sun fire, causing your body to shed bright light in a 30-foot radius and dim light for an additional 20 feet. Additionally, at the start of each of your turns, each creature you choose within 10 feet of you takes fire damage equal to your druid level.
Solar Core
At 14th level, you can expend two uses of Wild Shape at the same time to transform into a fire elemental, ignoring the CR limit to your beast shapes. Additionally, whenever you cast a spell or make an attack that deals fire damage, you can choose to deal radiant damage instead.
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Posted Dec 20, 2024Woah... That's nice. My one can turn fire damage into radiant from level 2 or 3 depending on whether it's 2014 or 2024. I really like this take on it, a counterpart to circle of the moon. I think the level 10 feature may be a little OP, that's quite a lot of damage, however my one has a wildshape that by level 6 adds 2d10 to all melee attacks, gives you fire cold and necrotic resistance, forces enemies to make a con save when attacking you at melee range and have disadvantage on a fail and has a 2d6 damage aura. However I balance all that by giving no HP or temp HP shield. I like it but damage equal to your druid level, with no save to avoid it and without the risk of hitting your allies all on top of a buffed wildshape attacking using wisdom that can cast fire spells might be just... A bit OP. I really like this class but I do think it might need a small nerf. The lower CR is good but at level 12 you can turn into a spotted lion which deals 12 damage to every enemy within 10 feet every turn while hitting with a a +10 modifier and advantage if you knock them down with the first hit and multiattack dealing 4d8+10 damage every turn.