Druid
Base Class: Druid

Of all the forces of nature none are as powerful as the sun itself. This enormous sphere of fusing gas outputs enough energy to put all the magic of gods and mortals to shame. Druids who call upon it are only able to harness a tiny fraction of this energy, due to the immense distance and difficulty in drawing on such raw untamed power, however even a tiny fraction is enough to unleash destructive flames and radiance to destroy their enemies. This is however extremely dangerous, and the first thing they learn is how to defend themselves from the energy they channel lest it destroy them in the process.

Circle Spells

3rd-level Circle of the sun feature

Your ability to channel solar energy grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the sun 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. You also know the cantrip word of radiance and it doesn't count against the number of cantrips known.

In addition whenever you cast a spell that deals fire damage you can swap it to radiant damage and you gain resistance to radiant damage.'

Circle of the sun Spells
Druid Level Spells
 2nd guiding bolt, divine favor
 3rd flaming sphere, flame blade
5th fireball, blinding smite
7th fount of moonlight, fire shield
9th flame strike, destructive wave

 Some of these spells are not available because I couldn't share it with them.

Solar form.

You take on a form of solar energy which lasts for 1 minute. Expend one use of your wildshape and gain the following benefits:

You shed bright light for 30 feet and dim light for an additional 30, any spell that creates darkness within this area is dispelled if its level is equal to or lower than 1/2 your druid level rounded down.

Your melee attacks deal an extra 1d10 radiant damage.

Any enemy who attacks you within 5 feet must make a con save before attacking (save DC = your spellcasting save DC) or be dazzled by the glow, having disadvantage on the attack roll

Any spell you cast that deals radiant damage has advantage on the attack roll, or targets have disadvantage on saving throws against it.

Solar radiance

At 6th level you increase the amount of solar energy you can channel, enhancing your radiant spells and your solar form.

Spells you cast that deal radiant damage deal extra damage equal to your wisdom modifier. This bonus can only be added once per damage roll, multiple spells dealing damage on the same hit, such as fount of moonlight and divine favour both buffing the same melee attack, do not stack  this buff.

While your Solar form is active every enemy within 10 feet of you must make a con save (DC = your spell save DC) or take 2d6 radiant damage, you have resistance to cold, necrotic and fire damage and the damage bonus to melee attacks increases to 2d10.

Dwarf star

Also at 6th level you have learned to summon radiant energy to harm your enemies or heal your allies.

As an action you can summon radiant energy, it appears as a glowing sphere of power 5 feet across in a space you can see within 30 feet of you, when the sphere appears and at the end of each of your turns, every enemy within 5 feet of it has to make a constitution save or take 2d8 damage, you can move it up to 30 feet in any direction as a bonus action and it cannot be more than 120 feet away from you. You can also use a bonus action to restore 1d8 hit points to every ally within 5 feet of it. The sphere vanishes when it has taken and/or restored a total amount of health equal to 10 times your druid level. You can summon this once per long rest and can resummon it by expending a use of your wildshape feature.

radiant soul

At 10th level the energy you channel has left you permanently imbued with a spark of solar energy, you gain the following benefits:

You can use a bonus action to shed bright light in a 20-foot radius and dim light for an additional 20 feet or to douse the light. This light dispells all darkness spells within its area if their level is equal to or lower than your proficiency bonus

All your melee strikes deal an extra 1d6 radiant damage.

Your gaze can pierce the darkest shadows, you gain darkvision to 120 feet or increase existing darkvision by 60 feet. You can see colours and through magical darkness with this.

Solar flare.

As an action you can call down the energy of the sun to destroy your enemies. Choose a point within 1 mile, every creature within 150 feet of that area must make a constitution saving throw (DC = your spell save DC), a creature takes 5d6 fire and radiant damage and is blinded for 1 minute on a fail or takes half damage and isn't blinded on a success.

You can use this ability once per long rest and can reactivate it by expending a spell slot of 7th level or higher.

Supernova.

This is an optional replacement for Solar flare, discuss with the DM before using this.

At level 14 the solar energy that boils within you can be released when you die, exploding outwards in a massive blast of energy. Once per long rest when you are reduced to 0 hit points you can drop to 1 instead and every creature within 30 feet of you (so be careful about allies) takes radiant and fire damage equal to ½ your druid level rounded down d8s each. They also have to make a con save against your spell save DC and are blinded on a fail.

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