Druid
Base Class: Druid

The Circle of Sunlight is a well respected branch of druidic culture known for its happy and kind members. Often druids of sunlight are seen as bright and as vibrant as the sun they draw their power from. Carefree and gentle, most Circle of Sunlight druids enjoy peaceful lives spreading cheer and wisdom throughout the lands. However, much like the magnificent ball of fire in the sky, it is unwise to test the limits of a sunlight druid. Eventually, you will get burned.

Circle Spells

2nd-level Circle of Sunlight feature

Your connection to the sun and the bounty of life energy that it brings to the world grants you access to certain spells. At 2nd level, you learn the word of radiance cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Sunlight Spells table. Once you gain access to one of these spells, 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.

Circle of Sunlight Spells
Druid Level Spells
2nd word of radiance
3rd scorching ray, blur
5th fireball, daylight
7th sickening radiance, fire shield
9th dawn, wall of light

Solar Powered

When you join the Circle of Sunlight at 2nd level, you become empowered by the mighty rays of the sun. You now gain various benefits while in direct sunlight. You can also generate your own sunlight, though it is considered weak compared to genuine light from the sun.

As a bonus action, you may consume a charge of your Wildshape to summon a small orb of sunlight that floats above your head and lasts for 1 minute. This orb sheds bright light up to 50 feet and dim light up to another 50 feet. While in direct sunlight, whenever you or an allied creature within 10 feet of you deal damage to a creature for first time in a turn, that creature takes additional radiant damage equal to 1d4 plus your proficiency bonus. This damage is only 1d4 radiant damage in weak sunlight.

Solar Flare

At 3rd level, the brilliance of the sun has infused itself into your druidic transformations. Whenever your Wildshape ends and you are in direct sunlight, you produce a flash of intense light in a 15 foot radius centered on you.

Creatures caught in this flash must make a Constitution saving throw against your spell DC, taking 2d8 radiant damage and becoming blinded on a failed save, and taking only half on a success without becoming blinded. In weak sunlight, this damage is only 2d4 radiant damage.

Chlorophyll

Starting at 6th level, you have become so empowered by the sun that your skin is now able to perform photosynthesis.  As a bonus action, you may restore a number of hit points equal to your Druid level while in direct sunlight and half your Druid level in weak sunlight. You may use this ability a number of times equal to your Proficiency bonus per long rest.

Golden Glow

Starting at 10th level, your connection to the sun is now to the point that you glow softly as a conduit of its immense power, constantly radiating solar energy. You and allied creatures within 10 feet of you may add 1d4 to attack rolls and saving throws while in direct sunlight. In weak sunlight, instead add a static +1 bonus.

Supernova

At 14th level, you have so much built up energy from the sun that you can now release it in magnificent explosions. As an action, you may create a small supernova centered on yourself. All creatures within a 20 foot radius of you take 4d8 fire and 4d8 radiant damage.

Using this feature causes your whole body to shine bright white, producing your own direct sunlight for 1 hour. For the duration, you shed bright light up to 100 feet and dim light up to another 100 feet. This light dispels all darkness, magical or otherwise. You may use this ability once per long rest.

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