Druid
Base Class: Druid

For some Druids, the sun holds power. For others, the moon. The Circle of Balance, however, believes that both hold equal power. They believe that it is not through worship of one, but the balance of both that awakens ones mind to the true potential of nature. By embracing the ways of the cycle of day and night, these Druids have become adept at both divine and arcane magic. They have become the timeless protectors of the sun and the moon, as well as all creatures that they shine down upon.

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Celestial Alignment

At 2nd level, you become aligned with the magical forces of the Sun and the Moon. You no longer need to sleep during the night. Additionally, you have a pool of Astral Power equal to your druid level.

When you successful hit an enemy with a spell attack, you can expend one Astral Power to deal an additional d8 of damage. The type of damage differs based on whether the sun or moon is visible to you, being Radiant damage when the sun is visible and Force damage when the moon is visible. In any situation where the sun or moon are not visible (such as during a storm or in a cave), you may choose which damage type it deals.

Your Astral Power is restored after a long rest.

Omen of Clarity

at 6th level, you become clear of mind and mystic, adding half of your proficiency bonus to your spell DC as long as you can visibly see the sun or the moon in the sky.

Balance in All Things

At 10th level, you have the power to enforce the forces of balance and fate upon those around you. When a creature makes an attack roll while within 60ft of you, you may, as a reaction, use two points of Astral Power to replace the roll with a 10 (all modifiers are still applied after the effect). You must be able to see the creature making the attack in order to use this effect and the creature may attempt to resist fate by making a Wisdom save (Using your Spell DC).

Night and Day

at 14th level, you become fully attuned with the passing of time. You always know what time of day it is, no matter where you are in the world.

As a Bonus Action, you may alter the perception of day and night to those around you. All creatures within 60ft of a sphere around you (including yourself) will see night as day and day as night. While under this effect, light becomes darkness, darkness becomes light, warmth becomes cold and cold becomes warmth. While under the effect of the illusion, all Radiant damage is converted to Force damage, Force converted to Radiant, Fire to Cold and Cold to Fire. Any creature may attempt a Wisdom saving throw against your Spell DC every round in order to free themselves from the alteration and they illusion falls off if they spend 1 round outside of the sphere. This effect lasts until for 1 minute, until you turn it off or you lose consciousness

You may use this 3 times per long rest

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