Base Class: Druid
Druids from the Circle of the Sun draw their powers from the photonic energy of the day star. Their powers goes from the accelerated growth of plants to the burning of creatures. They meet on hills where the sun shines bright. These Druids are more powerful in the Day but their powers lessens the Night.
Bonus Proficiency
When you choose this circle at 2nd level, you gain proficiency with the Jeweler's Tools and the Glassblower's Tools.
Beacon of the Sun
Starting at 2nd level, you can channel the energy of the sun, if you are in a place where the sun shines, you use an action to recover your spells slots of the three betters levels of slots you have and heal up to 5D10 hit points to one or more creatures at 60ft or less, also you shine bright light in a 60ft radius for 5 minutes, each time a creature enters or starts is turn in the Bright Light you can inflicts him a number of Radiant Damage equal to D8 x your Druid level halved. You can’t use this feature again until you finish a long rest.
For example, when you are a 7th-level druid, you can recover all your spells slots of level 2, 3 and 4, and you can deal 3D8 damage to the creatures in range.
Circle Spells
The power of the sun grants you Circle Spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells that you can use only on the Day.
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.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Emissary of the Sun
Starting at 6th level, your walking speed increases of 20ft and you gain an advantage on saving throws against being charmed, frightened or paralyzed.
In addition, when you inflicts damage with a cantrip you can use your reaction to inflicts 1d8 extra radiant damage.
Chase Darkness
When you reach 10th level, you gain Immunity to Necrotic Damage and undead creatures have a disadvantage against saving throws you cause
When Day breaks.
When you reach 14th level, the power of sun, punish creature that hit you, when a creature hit you, you shine bright on 15ft and dim light on 15ft after, each time this effect activates choose one : enemies that hit you takes 1D8 radiant damage or you can cast a cantrips with a reaction while it's to your turn or you can blind a creature you can see for one round, all these effects lasts for 10 minutes.
You cannot triggered this effect while you shine this light.
Previous Versions
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6/1/2021 10:15:51 AM
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Coming Soon
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