Druid
Base Class: Druid

Druids of the Circle of the Sun have spent many hours meditating with the trees beneath the light of the sun. The trees whom they serve in turn taught them how to harness the power of the sun. Their senses become one with the forest. Their bodies even able to take the shape of those who stand in silent meditation beneath the sun. They have learned how to finely tune their control over nature to an even greater degree than most druids. Plants especially heed their call for aid. 

These druids are especially protective of ancient trees and forests. However, they are just as likely to be planting forests that one day will outlive countless civilizations. Their affinity for light magic also means they are often called upon to fight against decay and the undead. 

Despite whatever race they might have been, their skin tones normally turn a shade of green, though some also turn the color of leaves in the fall. Particularly powerful sun druids might begin to have plants growing on them. 

Their eyes too might also glow like the sun. 

Their circles center around ancient groves. They also sometimes work with the Circle of Stars to build monuments to the Sun. Solar Eclipses are seen as a bad omen and they loose all their magic power during one. 

Though they hold no greater hatred for undead than most other druids, vampires and other undead fear them especially due to their connection to the Sun. The greatest curse a sun druid could face is becoming a dhampir or vampire. 

Friend of Nature lvl 3

Tree Whisperer

Once per long rest you can cast speak with plants without using a spell slot. Once you are able to cast this spell normally, you can do it as a ritual instead. 

Shaped Nature

You can expend a use of wild shape when you cast a druid spell to make yourself and your wisdom modifier number of creatures immune to the effects of the spell. If it is a concentration spell, they are immune until you stop concentrating on the spell. 

Form of Plants

Years of communion with nature has not only taught you how to take the shape of animals, but also now of plants and plant creatures as well.

You can now use wild shape to turn into a plant or plant creature with a CR of 1/2 your druid level rounded down or lower instead of beast. You retain your mental stats and your hit points. Your other stats become that of the plant creature. You gain two times your druid level in temporary hit points plus your wisdom modifier. 

Additionally, while wild shaped if in sunlight you gain extra movement of five times your wisdom modifier as you use vines or roots to speed up your movement.

Circle of the Sun Spells lvl 3

Circle of the Sun Spell list. these spells are always prepared for you and don't count against your prepared spells. (2nd Spells for 2014 druid)

Cantrips: Thorn Whip and Light

2nd: Ensnaring Strike, Entangle, Hail of Thorns, Shield. 

3rd: Heat Metal, Spike Growth, Melf's Acid Arrow. 

5th: Blinding Smite, Daylight, Plant Growth. 

7th: Grasping Vine, Conjure Woodland Beings. 

9th: Wrath of Nature, Dawn. 

 

Gift of the Sun lvl 6

Boon of the Sun

While in sunlight or bright light you can use your wisdom modifier for weapon attacks, natural weapon attacks and unarmed strikes.

Additionally, while wild shaped you can cast your Circle of the Sun spells if you are in sunlight or bright light. 

Rising Sun

You can cast daylight as a bonus action with a use of wild shape or anytime you use a use of wild shape you can expend a second use to cast daylight as well. It counts as sun light but it is not natural sunlight. 

Vicious Vines

Thorn whip now qualifies as a weapon attack. Thorn whip's range and pull are doubled.  If in sunlight it is tripled and also trips an opponent knocking them prone if they fail a strength check against your spell dc. Additionally when you hit with thorn whip you can use a bonus action to cast hail of thorns, ensnaring strike or blinding smite. While wildshaped into a plant or plant creature you can also cast thorn whip as a bonus action.  

Power of the Sun lvl 10

Blessings of Light

If in sunlight or bright light, piercing damage dealt by thorn whip, hail of thorns, spike growth and wall of thorns can become radiant damage instead. Additionally, primal strike can now also deal radiant damage instead. 

Sunlight now helps you maintain focus and empowers your spells further. While you are in sunlight or bright light and you are concentrating on a spell, you can also cast either spike growth or wall of thorns without needing to concentrate on them. If you stop concentrating on the previous spell then spike growth or wall of thorns also ends. You can overlap spike growth/ wall of thorns with itself to affect a wider area, but damage dealt where they overlap remains the same. You can do this your proficiency bonus times per long rest. 

When you cast healing spells while in bright light, they are upcasted by one level. While wild shaped you can also cast healing spells if they do not consume a component cost. 

Hard Wood 

While wild shaped into a plant creature or a plant, you can add your proficiency bonus to your ac. 

 

Toxic Plants

When a target is restrained by  by entangle, ensnaring strike, wrath of nature, or grappled by grasping vine (or similar plant based spells up to DM discretion) caused by you, they take your choice of 1d12 of poison damage or 1d6 acid damage times the spell level  on the end of their turn if they are still restrained or grappled by the spell. This damage is also added to hail of thorns.

Once per turn, those damaged by your hail of thorns, spike growth or wall of thorns (or similar spells approved by your DM) while you are in sunlight must succeed a constitution saving throw against your spell save dc or have the poisoned condition.

Glory of the Sun lvl 14

Photosynthesis

So long as you can get four hours of sunlight you no longer need to eat food to survive, though you do still need water. If you wild shape into a plant you can complete a long rest in just four hours while in that form. 

While in wild shape and in sunlight you benefit from the effects of the bless spell. 

Greater Sun Beam, Dawn & Sunburst. 

Your mastery over the power of the sun allows you to cast Sun Beam, Dawn & Sunburst at their fullest potential.

Sun Beam’s base damage becomes 6d10. It can be up or down cast doing 1d10 per spell slot level used. 

If you are in sunlight or bright light when the spell is cast, its range and area of effect are doubled. If a target of the spell is in sunlight or bright light, they have disadvantage on their con save for this spell. 

If you are in sunlight or bright light, Dawn’s damage becomes 5d10. Yourself & those you choose inside of the radius of the spell gain the effect of the bless spell instead of taking damage. It can now be upcasted, increasing in radius and height by ten feet per spell slot above fifth. 

You can now cast Sunburst as a 7th level spell. If the target point is in sunlight or bright light, instead of damaging those you choose can be healed by the light equal to half the damage rolled.   If it is cast at 8th level the damage becomes 20d6. If cast at 9th it becomes 28d6.

Nature's Sanctuary

You yourself are now like the sun to the plants around you as they draw strength from you.

Once per day you can cast Druid Grove as one magic action, if you are in sunlight. If you are not in natural sunlight, the spell has to draw more power from you. You sacrifice half of your current hit points to cast it instantly. This ability resets at dawn. 

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