Druid
Base Class: Druid

Although sun worship has been used frequently as a term for druids, it is, in fact, relatively rare. Though almost every circle uses solar motifs, only a relatively few circles developed a true devotion to the sun. Sun druids have a uniquely strong ideology of sacred kinship, truth and hatred for creatures of shadowy origin.

Circle of the Sun druids believe the sun is the bestower of light and life to the totality of the cosmos; with its unblinking, all-seeing eye, it is the stern guarantor of justice; with the almost universal connection of light with enlightenment and illumination.

These qualities—kinship, power of beneficence, justice, and wisdom—are central to this group, and it is within these contexts that a highly developed solar ideology is found. Druids of this circle may revere Solar deities and gods personifying the sun.

Solar Constant

When you choose this circle at 2nd level, you learn the Sacred Flame and the light spell

Coronal flare

  • You cast Spirit Guardians from a sunburst pendant.
  • You have the Spirit Guardians spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
  • You can cast Spirit Guardians without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Circle Spells

Your mystical connection to the sun infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sun where you became a druid.

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.

Sun
Druid Level Spells

3rd

Branding Smite, Pyrotechnics

5th

Daylight, Pulse Wave

7th

Sickening Radiance, Aura of Purity

9th

Wall of Light, Dawn 

 

Coronal Mass Ejection

Starting at 6th level, the area of effect from Spirit Guardians spell cast from your Coronal flare increases to 60ft but only lasts until the start of your next turn. In addition the 10ft area around you becomes a highly magnetised orbit. Each creature in the 60ft aura wearing metal armor is pulled towards you and becomes stuck in your 10ft orbit, as does any metal weapon or object that isn’t secured or being held. Any creature stuck in the orbit is restrained until the spell ends.

Any ranged attack made in the chamber that uses ammunition made wholly or partly from metal has disadvantage on attack rolls against you; if the attack misses, the ammunition becomes stuck in the orbit.

Solar Winds

When you reach 10th level, you are resistant to radiant damage and can add your wisdom modifier to your damage rolls which cause radiant damage.

Supernova

When you reach 14th level, you can use your bonus action to emits the magical, divine energy of the sun. Each creature of its choice in a 10 -foot radius must make a Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. You can use this ability equal to your wildshape.The light cantrip  and daylight spell now produces sunlight.

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