Druid
Base Class: Druid

Druids of the Aurora hail from the northern frozen regions, accustomed to the dire cold and dark nights, they grew fond of it, for only in those dark hours could they truly see the beauty of the aurora borealis. This wonder of nature guides these druids, its light shining through them. They are known to use the northern lights to charm recalcitrant creatures and intend to bring the beauty of this light across the realms.

Circle Spells

Your connection to the aurora borealis grants you access to certain spells. At 2nd level, you learn the sacred flame cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed in the Circle of the Aurora 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.

Druid Level Spells
3rd  moonbeam, suggestion 
5th  sleet storm, hypnotic pattern 
7th   phantasmal killer, dominate beast
9th   cone of cold, geas

Mesmerizing Light

At 2nd level, as a bonus action, you can attempt to charm an enemy within 60 ft of you with the beauty of the aurora. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes charmed for one minute. While charmed by this feature, the creature is incapacitated and has a speed of 0.

The effect ends for the affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. 

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. 

Embodiment of Frozen Light

At 2nd level, if you're not wearing medium armor, as an action you can expend a use of your wild shape feature to let the aurora shine through you, rather than transforming into a beast form. While in this form you gain the following benefits:

  • Your form, just like the aurora, becomes fleeting, making it hard to discern you, you can add your Wisdom modifier to your AC.
  • Your speed increases by 10 ft. 
  • Once per turn if you deal radiant or cold damage you can add your Wisdom modifier to the damage roll. 

These effects end after 10 minutes, or immediately if you don medium or heavy armor or are incapacitated.

Beguiling Aurora

Starting at 6th level, you get advantage on saving throws against charm effects. 

In addition, your spells and abilities ignore immunity to the charmed condition and instead, those creatures have advantage on saving throws against your charm effects. 

Guiding Light

You are accustomed to the longest days and the longest nights. At 10th level, you gain resistance to radiant and cold damage. In addition, you always know which way is north and cannot get lost by non-magical means.

Boreal Dancer

At 14th level, you are ephemeral like the aurora. While you are using the Embodiment of the Frozen Light feature, you can use your bonus action to teleport up to 30 ft. 

In addition, if you roll initiative and have exhausted all uses of Mesmerizing Light, you regain one use of that feature. 

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