Base Class: Druid
The Circle of the Sun represents the radiant force of life, growth, and unwavering vitality. These druids see the sun as the source of all creation, a celestial fire that nurtures the world while also possessing the power to purge darkness. Through their connection to this primal force, they channel sunlight to enhance their allies, strengthening them as the sun strengthens the earth.
By invoking the sun’s power, these druids grant their companions blessings of vitality, speed, and resilience. They can call forth bursts of radiant energy to shield their allies from harm, punish foes with divine brilliance, and even summon a Sun Totem, a beacon of solar might that amplifies healing magic and banishes magical darkness. Whether illuminating the battlefield with their gifts or scorching their enemies with radiant flames, Circle of the Sun druids are living embodiments of the sun’s dual nature—both healer and destroyer.
Circle of the Sun Spells
When you reach a Druid level specified in the Circle of the Sun Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
| Level 3 | Word of Radiance, Light, Chromatic Orb, Scorching Ray |
| Level 5 | Beacon of Hope, Fireball |
| Level 7 | Aura of Life |
| Level 9 | Jallarzi’s Storm of Radiance, Flame Strike |
Level 3: Gift of the Sun
As a Bonus Action, you can expend a use of your Wild Shape to bestow one of the following gifts to a creature you choose within 30 feet of you that you can see. A creature can only benefit from one gift at a time.
Gift of Vitality. For the next minute, the target gains a +2 bonus to their AC.
Gift of Rejuvenation. For the next minute, the target gains 1d6 plus your Wisdom modifier Temporary Hit Points at the beginning of every turn.
Gift of Vigor. For the next minute, the target gains a 1d6 bonus to all attack rolls.
Gift of Valor. For the next minute, the target gains a 1d6 bonus to all saving throws.
Gift of Agility. For the next minute, the target can use the Dash action as a Bonus Action.
Level 6: Radiant Surge
When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing sunlight to flare in the attacker's eyes. You must use this reaction before you know if it hits or misses. An attacker that can't be blinded is immune to this feature. Once you use this feature in this way, you cannot do so again in this way until you finish a Long Rest.
In addition, your allies’ successes cause a comforting radiance to surge through you that you can share with others. Once per turn, when an ally within 120 feet of you rolls a 20 on a d20 test, you can give yourself or another ally within the same range advantage on their next attack roll, ability check, or saving throw made within the next minute.
Level 10: Enhanced Gifts
You can now harness the full power of the sun to aid your allies. Your Gift of the Sun’s features have been improved:
Gift of Vitality. Now also grants resistance to one of the following damage types (you choose each time you use this feature): acid, cold, fire, lightning, necrotic, poison, radiant, thunder.
Gifts of Rejuvenation. The dice bonus is increased to 2d6.
Gifts of Vigor. The dice bonus is increased to 2d6.
Gifts of Valor. The dice bonus is increased to 2d6.
Gift of Agility. Now also grants the ability to make an attack or use a Cantrip as a Bonus Action. If this gift is used to make a weapon attack, the creature can make only one attack. If it is used to use a Cantrip, the Cantrip must have a casting time of one Action.
Level 14: Sun Totem
As a Magic Action, you can summon a 10-foot tall totem made of pure sunlight in a space that you can see within 60 feet of you. The totem emits Bright Light in a 30 foot Emanation, and Dim Light for an additional 30 feet and does not occupy its space. The light emitted by the totem dispels any Magical Darkness created by a spell of 5th level or lower. The totem lasts for 1 minute or until dispelled by you as a Bonus Action.
While you are within 60 feet of the totem, you can use your Gift of the Sun feature once without expending a use of your Wild Shape. Additionally, when you or your allies cast a spell to restore hit points within 60 feet of the totem, any die that rolls a 1 or a 2, is treated as a 3 instead.
Once you use this feature, you cannot do so again until you finish a Long Rest, unless you expend a use of your Wild Shape to do so.
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