Druid
Base Class: Druid

Most life on the planet owes it's existence to the sun. Plants reach towards the sun and grow large. These in turn are eaten by animals, who also rely on the sun for heat. Druids of the circle of the sun realise this, and dedicate their magic to the light of the sun.

These druids can also use the energy from the sun's light and warmth to strengthen their magic. This connection keeps them rejuvenated and healthy, ready to continue their vigil over the natural world.

Solar Absorption

Druids of this circle can absorb energy from the light and warmth of sunlight, rejuvenating their spirits and renewing their magic.

Starting at 2nd level, during a short rest, you can regain spell slots equal to your druid level, as long as you are resting in the presence of sunlight, including magical sources of it. You can only regain slots up to 5th Level.

For example, a druid of 3rd level could restore one 2nd level spell slot and one 1st level spell slot, or three 1st level spell slots.

Volatile Heat

Starting at 6th level, when struck by an enemy, a druid who has absorbed the sun's energy may be able to release it, bathing their foe in burning light.

When struck by an enemy using a melee attack, you can use your reaction to force the enemy that struck you to make a constitution saving throw to resist the energy that pours from you. On a fail, the attacker take 2d4 fire damage and is blinded until the end of their next turn. On a success, the attacker just takes half the damage.

This increases to 2d6 damage at 10th level, and 2d8 damage at 14th level.

This feature can be used twice per long rest.

Solar Toughness

At 10th level, your dedication to the sun grants you a resistance to it's effects.

You can choose a resistance to either fire damage or radiant damage.

You also have advantage on any saving throw against being blinded.

Fire Resistance

You gain a resistance to fire damage.

Radiant Resistance

You gain a resistance to radiant damage.

Withering Heat

At 14th level, you can maintain a pulse of solar energy for a short amount of time, disorientating your enemies and overwhelming them with heat.

Using a bonus action, you can maintain an aura of hot sunlight which lasts for turns equal to your wisdom modifier. This aura has a 20ft radius emanating from yourself.

If a creature you deem to be an enemy enters the aura, they must make a constitution saving throw. If they fail, they take 3d8 fire damage and have disadvantage on attack rolls whilst they are in the aura. Passing the saving throw means they only suffer half of the fire damage.

Enemies only take the damage once, after which they are considered immune to this source of damage. For each of their turns they remain in the aura, enemies must remake the saving throw at the start of their turn, retaining the disadvantage if they fail.

This feature can be used twice per long rest.

Bonus Spells

You gain a bonus 2nd level spell of your choice from the druid spell list. This spell is always prepared, and does not count against your number of prepared spells.

You also get a bonus 3rd level spell at level 6, which is also always prepared, and does not count towards your number of prepared spells.

2nd Level Spell

You gain a second level druid spell of your choice.

3rd Level Spell

You gain a 3rd level spell of your choice.

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