Base Class: Druid
You gain access to the Circle of Light. Orosol the Goddess of the Sun and Light communes with you and readies your body as a vessel for her divine light.
Light
When you choose this circle at 2nd level, you learn the [light] cantrip and the [sacred flame] cantrips. These cantrips don't count against the number of druid cantrips you know.
Shimmering Light
Starting at 2nd level, your body, like light, is not entirely tangible. You gain a bonus to AC equal to your Wisdom modifier.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. You gain access to circle spells.
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.
| Level Required | Spells |
|---|---|
|
3 |
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|
5 |
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|
7 |
freedom of movement, [Tooltip Not Found] |
Lights Conduit
Starting at 6th level, all your attacks now deal additional radiant damage equal to your Wis modifier including your cantrips and spells. As your body attunes and channels light with more efficiency.
Lights Immunity
When you reach 10th level, you can’t be charmed or frightened and you are immune to poison and disease. As divine Light burns away the impurities in your body and soul.
You also can no longer be Blinded.
Champion of the Light
When you reach 14th level, radiance flows from you allowing you to use a Wild shape to take on a Form of Light.
Form of Light (costs a Wild Shape): Activated as a bonus action.
Your form shifts into a being a pure Light for the next minute. You gain the ability to make attack rolls with Wisdom as your modifier. As well as a fly speed of 60ft for the following minute. You gain resistance to [necrotic], [Force], and [cold] damage types and immunity to [Radiant], [Fire], and [Bludgeoning, Piercing, and Slashing from non silvered Nonmagical attacks]. When you take the attack action on your turn you can make 2 attacks and can expend spell slots to Smite dealing 1d8 [Radiant] damage for every spell slot level expended. In addition all enemies must make a WIS saving throw against your spell save DC, and upon failing become frightened of you as your form of light terrifies those who oppose you.
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