Druid
Base Class: Druid

The druids of the Circle of the Summer are a good-aligned faction that reveres life energy. These cultivators of nature believe energy is the most vital component of life, and they utilize the energies of light, heat, and electricity to encourage and stimulate growth, and also to sear away that which must be pruned from the wheel of seasons. Whether controlling powerful fire, light, or storm spells, or using nature's magic to improve the capabilities of other living things around them, the druids of the Circle of Summer believe life to be an energetic dance, and stolid stasis is their bane. Every Summer Solstice, they host a grand revel in their druidic groves:  an enormous, boisterous, party often laden with debauchery during which all ideas like laws, sins, and trangressions are forgotten until the sun finally sets. This all feeds their central "summer flame," a bonfire which is central to the revel and important symbolically to these Druids in much of what they do in the year beyond summer.

Each of these Druids is good, without question, even if really they bear toward neutrality in their public demeanor. All of these druids believe life to be vital and sacred, and holy in the utmost. The Winter Death is a natural event in the wheel of seasons, and summer is the season most removed from it, so as an issue of natural balance, these druids believe it their duty to not only protect life, but to cultivate it, and these druids commonly act as growers, farmers, beastherders, aviary-keepers, swarm-keepers, or some other form of job that is devout to living things.

Circle Spells

2nd-level Circle of the Summer feature

Your attunement to the wheel of seasons and the promotion of life as sacred grants you a wisdom of life magic. At 2nd level, you learn the Healing Word spell and always have it prepared.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Summer 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 the Summer Spells
Druid Level Spells
2nd healing word
3rd aid, Agnazzar's scorcher
5th lightning bolt, mass healing word
7th aura of life, death ward
9th dawn, wall of light

Summer's Light

2nd-level Circle of the Summer feature

At 2nd level when you choose this circle, you gain a knowledge of how to wield burning summer sun better than any other spellcaster. You learn the Eldritch Blast cantrip, and when you cast the cantrip, it deals radiant damage instead of force damage. Additionally, you now have a Life Energy score and whenever you cast this cantrip or cast one of your Circle Spells, you add 1 to your Life Energy score. Whenever you cast a spell that deals fire, lightning, or radiant damage, or a spell that restores hit points, you may spend 1 or more Life Energy points and for each point spent this way, you add 1 to the total points of damage dealt or total hit points restored by that spell.

Energetic Days

6th-level Circle of the Summer feature

At 6th level, you gain an understanding of the powerful energies of life and how to utilize solar energies to empower life and growth with incredible energy. When you finish a long rest, you can choose fire, lightning, or radiant damage, and whenever you cast a spell using Druid spell slots that deals the chosen damage type you may spend Life Energy points to increase that damage by an additional 1d6 for each point spent, to a maximum of a number of points spent equal to your Proficiency Bonus. This benefit lasts until you finish a long rest.

Additionally, you learn the Haste spell and always have it prepared. When you cast Haste, you gain 1 Life Energy point.

Soul of Summer Flame

10th-level Circle of the Summer feature

At 10th level, you learn to access the power of summer's blazing heat and blistering sun, scorching away enemies to life in moments. You learn the Immolate spell and always have it prepared. Whenever you cast Immolate, you gain 1 Life Energy point. Also, when you deal damage with this spell, you add radiant damage to the type of damage the spell deals.

Additionally, you can now emit waves of healing warmth and sunlight in a small zone around you. As an action, you can begin to emit warmth and heat in a 10-foot radius aura. You and creatures in the aura are immune to the environmental effects of cold and have resistance to cold damage for as long as you emanate warmth, and you may use a bonus action while this aura is active and spend any number of Life Energy points, and you and each creature in the aura regains 1d6 hit points for each Life Energy point spent this way. You may also choose to emit a sunlight glow while this aura is active, emanating bright sunlight for 10 feet and dim sunlight for 10 feet beyond that. This aura lasts for a number of minutes equal to your Wisdom modifier, or until you cancel it as part of any action. You may use this feature twice before the sun must rise for you to use it again.

Sun Savior

14th-level Circle of the Summer feature

At 14th level, you gain a connection to the sun's power that makes you as irrefutable as the blazing orb itself. You learn the Crown of Stars spell and always have it prepared, and whenever you make a ranged spell attack with this spell, you gain 1 Life Energy point. You can cast this spell this way once without expending a spell slot before you must finish a long rest to use it again.

Additionally, whenever you deal damage with your Eldritch Blast cantrip, you can add radiant damage equal to your Wisdom modifier to the damage dealt by each bolt.

Lastly, whenever you cast a spell that deals the damage type chosen for your Energetic Days feature, you improve the spell save DC of this spell by 2.

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