Base Class: Druid
The Legend of Grace
The people of Earth remember times of old, when Faith was offered to Mother Sol.
Loyal servants collect the bounty of light, calling upon its name as Grace.
When the Crown of Sol and her people face peril, their faith will be rewarded.
The light of the sun heralds the gateway to the Golden Age for her servants.
Circle of Sol Spells
When you reach a Druid level specified in the Circle of Sol Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Searing Smite, Guiding Bolt |
| 5 | Daylight, Fireball |
| 7 | Fire Shield, Sickening Radiance |
| 9 | Dawn, Destructive Wave |
Note: Must be added manually.
Wrath of Sol
At third level, you learn to use the energy of the sun to fuel your body's natural ability to move, fight, and even endure punishment. As a Bonus Action, you can expend a use of your Wild Shape to manifest energy from within your core forward for the next hour, causing your eyes to glow with energy. This energy forms a protective layer of heat in front of you; attacks from directions you are facing count as if you had half cover from them. In addition, while your body is cloaked this way, your unarmed strikes may deal radiant damage.
In addition, you gain a Climb Speed equal to your Speed.
Nurturing Light
You also learn to nurture your own protections until they bloom with the light of the sun. When you have temporary hit points, you may expend a bonus action and an amount of hie die equal to your druid level; add that amount to those hit points. When your temporary hit points hit zero, you recover any hit die expended this way.
Solar Affinity
At 6th level, you learn to harness the power of the sun for both nourishment as well as destruction. While in your wildshape, you create an Emanation of sunlight, reaching 10ft away from your body. This emanation empowers magic and magical effects. If a creature would consume an item within the emanation to gain healing, such as a potion of healing or goodberry, the sunlight soaks into and enhances it; they may expend up to 2 hit die and heal for that amount in addition to the healing of the item (including your constitution modifier). Similarly, if you attack a creature with an unarmed strike within the emanation (before knowing if your attack hits or not), you may expend a spell slot of any level to infuse their body with unbearable sunlight that emanates bright light in a 30ft radius around them for an amount of rounds equal to the level of the slot extended (finishing at the end of your turn). If you use this ability multiple times, the duration does not change, but the damage does. Once the duration ends,, the creature explodes from within with sunlight, taking radiant damage equal to your druid hit die times the total levels of spell slots expended.
Solborn
A light shines most brightly while within darkness. Whenever you would deal radiant damage with an ability that requires a saving throw, you deal an amount of additional or fewer dice as listed below for each circumstance applicable. Each listed condition counts as a separate instance (ex if you are bloodied but not critical, you get one die. If all 3 apply, you get 3.):
You are Bloodied, critical, or have lost hit points this turn: 1 additional die, to a maximum of three.
You are in an area of magical or mundane darkness, or in an area of pure sunlight: 2 additional die, to a maximum of two.
You are standing in naturally generated terrain: 3 additional die, to a maximum of three.
You are standing in artificial terrain: 3 less die, to a maximum of three.
The World Only God Knows.
When you activate your emanation, you may expend a bonus wildshape to enhance it into a royal, divine visage of Sol. You gain the following benefits:
- You grow up to huge size, if you were not huge or larger already. Whenever a creature deals damage to you that is not reduced by resistance or another effect, you heal an amount of hit points equal to any damage not rolled with dice (flat damage).
- A grand, spectral tree of divine solar light sprouts upon your back, shining in an emanation 100ft wide in a radius around you. This area dispels all forms of magical darkness, abilities with spectral images such as spirit guardians or illusions, and areas of desecrated ground. Creatures cannot fly or hover within the area. You may treat the ground in this area as hallowed (though it has no effects from the spell hallow), and while hallowed, creatures of your choice that move do so as if the ground had the spell Spike Growth on it. The version of spike growth does radiant damage instead of it's usual type.
- Each turn, you may use an item interaction. If you do so, 1d4 leaves of pure radiance fall from that tree at a rate of 50ft/round. Any creature who is holding one may use a bonus action to empower their next melee attack within a minute. When they hit with an unarmed strike, they may use their bonus action to cast the spell Divine Smite without expending a spell slot (at the lowest level). It deals an amount of extra damage die equal to your druid level. After the creature is hit, they are launched in the air an amount of feet equal to the damage dealt, and then fall that amount.
Comments