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 of Sunlight Spells

When you reach a Druid level specified in the Circle of Sunlight Spells table, you thereafter always have the listed spells prepared.

Circle of Sunlight Spells
Druid Level Prepared Spells
3 Bless, Scorching Ray, Word of Radiance
5 Daylight, Fireball
7 Fount of Moonlight, Sickening Radiance
9 Dawn, Jallarzi's Storm of Radiance

Solar Powered

When you join the Circle of Sunlight at 3rd 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 summon a small orb of sunlight that floats above your head and lasts for 10 minutes. 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 deals 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. You can summon this orb once per long rest. You may also consume a charge of your Wildshape to regain a use of this feature.

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 a magnificent explosion. As an action, you may create a small supernova centered on yourself. All creatures within a 20 foot Emanation from you must make a Dexterity saving throw against your spell casting DC or take 4d8 fire and 4d8 radiant damage on a failure, and half on a success.

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

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