Druid
Base Class: Druid

druids that harness the primordial force of all life, the sun.

Partial Wild Shape

When you choose this circle at the 2nd level, you gain the ability to partially wild shape yourself. 

Partial Wild shape gives you the ability to add on an ability ( trait, action, or reaction ) from any beast of your choice ( you do not have to witness the creature before ). At the 2nd level, you can have two abilities at once ( increases by 1 at the 6th and 14th level. ), from a beast of CR equal or lower than 2 ( increases by 1 at the 6th, 10th, and 14th level ). Abilities that require another ability to activate ( such as charge or pounce ) uses unarmed strike's damage instead if the required action is an attacking move, if not, you must have the required ability. The ability cannot give you bonus abilities, for example : you cannot use bite as your bonus action if you pounce on a target as a saber toothed tiger unless you have the tiger's bite. You cannot choose Multi-Attack.

Abilities that grant you spellcasting ( such as Cult Fanatic ) gives you the spells, and half of the spell slots the ability gives.

You use your wild shape feature to add, replace, or dispel your abilities. You may also receive physical features when you get your ability, though they do not deal damage or serve as utility, for they are only for cosmetic purposes.

 

CircIe Adaptation

At the 3rd level, when you gain an ability, you can choose one of the creature's movement type to receive. You get 15ft  (5ft for burrowing) of additional movement speed in the type each time you pick it ( classify hover and flying as different movement types ). If you pick a type of movement twice, you gain the benefits :

  • Swim - you receive water breathing
  • Fly - you receive immunity to the effects of level 1 - 2 exhaustion, you get exhausted slower.
  • Hover - you can now teleport anywhere within 30ft, once per long rest
  • Walk - you receive 20ft each time you pick the movement type
  • Burrow - you can breathe while burrowing, and you can sense direction and distance relative to where you started digging.
  • Climb - you get the ability to climb in webs easily ( web walker trait ).

Solar Harness

Starting at the 6th level, you gain the ability to draw on the powers of the sun, healing for 2d10 with your action twice per long rest ( as long as you are in the sun ), this also gives you enough food to last one day.

Additionally, you may have two abilities at once, and the beast can be of CR 3.

Light Eruption

When you reach level 10, you gain the ability to shed bright light. This light could either be for utility, helping you see ( 90ft range ), or be used to blind foes that are looking at you. You can activate your light with your action, creatures that are looking at you take 1d10 damage, if they are within 10ft of you, they become blinded until the start of their next turn. You can use this feature to blind foes once per short rest, though the utility one may be used indefinitely.

Additionally, you may have abilities from CR 4 monsters now.

Primordial Life

At the 14th level, you are able to harness the powers of the origin of life, giving you the power to heal any living creature to it's full ( treated as giving them a long rest ). You can do this once a long rest.

Additionally, you may use 4 features of wild shape at a time, and with a CR of 5.

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