Druid
Base Class: Druid

Druids of the Solstice unanimously declare themselves as being from two separate Druidic Circles. This statement is so thoroughly believed that the mere mention of similarity between the two circles is met with indignation. Despite this, most have noted that the abilities and teachings of both Circles are nearly identical. Druids of these sects, as the two paths of the Solstice have come to be known, are adamant that such generalizations are nothing more than arrogant ignorance without even a basic understanding of the intricacies of their lore. What is known is that the rivalry between these two sects has turned the Circle of the Solstice into an exceedingly warlike organization. These druids can be cordial with one another up the slightest opportunity for conflict strikes and leads into immediate bloodshed. Even in this barbarity, the two sects keep each other in check and thus maintain the balance with nature that is integral to basic druidic tradition. Solstice Druids do not often speak of their history, but what has been said leads scholars to agree that the two sects were once one until a great schism irrevocably split the two. While these druids were once known as paragons of the arts of divination, that knowledge has almost all been lost to time. What remains is solely devoted to gaining the upper hand against their fellow druids.

Bonus Cantrip

When you choose this Circle at 2nd level, you add the Create Bonfire cantrip to your list of known cantrips

Mantle of Sunlight

Starting at 2nd level, you learn to shroud yourself in a glimmering shroud that makes you more difficult to hit. While you are not wearing armor, your Armor Class equals 10 + your Wisdom modifier + your Constitution modifier. You can use a shield and still gain this benefit. In addition, you can choose to shed bright light from this cloak for 15 feet as a bonus action, with an additional 15 feet of dim light beyond that. Turning off the light requires another bonus action.

Sect Spells

Your spirit begins to attune to astronomical phenomena. This connection grows as you do. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sect you joined upon once you matured somewhat as a druid. Choose that sect, Estival or Hibernal, and consult the associated list of 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.

Aestival Sect

The druids focus on powers of the flame. 

Hibernal Sect

This sect focuses on the powers of winter. 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. This does not persist while you are in Wild Shape. Instead, while in Wild Shape, you can use your bonus action after taking the attack action in order to add 1d4 damage of the same type to your attack damage roll.

Focused Foresight

At 10th level, you learn one of the ancient arts of your Circle and a remnant of better days when divination was your speciality. As a bonus action, you can spend a spell slot to begin simultaneously concentrating on an enemy within 30 feet of you and opening your mind to the charted path of the heavens. You gain advantage with spell attack rolls made against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. In addition, it has disadvantage on nonmagical melee and ranged attacks made against you. You can only use this feature against one creature at a time and it cannot be ended early unless by the previously mentioned conditions.

Druidic Apsis

By 14th level, you have proven yourself as a true member of your sect and are gifted with some of its more closely guarded wards.

If you are in the Aestival Sect, you gain resistance to cold damage and immunity to necrotic damage. You can also choose to have your weapons deal fire damage instead of the type they would deal normally.

If you are in the Hibernal Sect, you gain resistance to fire damage and immunity to radiant damage. You can also choose to have your weapons deal cold damage instead of the type they would deal normally.

Aestival Resistance and Immunity

You gain resistance to cold damage, immunity to necrotic damage, and you can choose to deal fire damage with your weapons instead of their typical damage type. 

Hibernal Resistance and Immunities

You are resistant to fire damage and immune to radiant damage, and you can choose to allow your weapons to deal cold damage instead of their regular damage type. 

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