Base Class: Druid
Herald the Morning Sun
Druids of the Circle of the Scarab worship their namesake as a symbol of renewal and the light of dawn. Some of these Druids even claim that one such insect pushes the sun through its daily voyage across the sky. Whether myth or reality, the spheres of solar magic they conjure carry the dawn’s radiance all the same.
Level 3: Circle of the Scarab Spells
When you reach a Druid level specified in the Circle of the Scarab Spells table, you thereafter always have the listed spells prepared.
In addition, when you cast a Druid spell that deals Fire damage, you can change its damage type to Radiant.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Bless, Chromatic Orb, Fire Bolt, Lesser Restoration, Scorching Ray |
| 5 | Fireball, Revivify |
| 7 | Death Ward, Fire Shield |
| 9 | Flame Strike, Greater Restoration |
Level 3: Solar Mote
As a Bonus Action, you can expend a use of your Wild Shape to call forth a 5-foot-diameter mote of radiance within 30 feet of yourself that lasts for 10 minutes. It ends early if you dismiss it (no action required), call it forth again, or have the Incapacitated condition.
Flammable objects that aren’t being worn or carried start burning if touched by the mote, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is sunlight. As a Bonus Action on your subsequent turns, you can move the mote up to 30 feet.
Whenever the mote enters a space within 5 feet of another creature and whenever another creature enters a space within 5 feet of the mote or ends its turn there, the creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 1d6 Fire or Radiant damage (your choice). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
The damage increases by 1d6 when you reach Druid levels 5 (2d6), 11 (3d6), and 17 (4d6).
Level 6: Daybreak
As a Bonus Action, you can embody the irrepressible dawn until the start of your next turn. For the duration, your movement does not provoke Opportunity Attacks, your Speed is doubled, and you have Immunity to the Grappled and Restrained conditions. If you take this Bonus Action while your Solar Mote is active, you can cause it to reappear within 10 feet of yourself and move the mote with you for the duration.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 10: Light of Revelation
While your Solar Mote is active, you can designate creatures to be unaffected by its effects. The light of your Solar Mote also gains the following properties:
Clear Skies. You can stop the light from being Lightly or Heavily Obscured, such as by the Darkness spell.
Dawn's Watcher. Creatures of your choice in the light can’t be surprised and have Advantage on saving throws against effects that cause the Blinded condition.
Night’s Retreat. You can suppress the Invisible condition on any targets in the light’s area, and you can cause visual illusions to appear transparent within it.
Level 14: Rising Sun
You always have the Sunbeam spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Damage can’t break your Concentration on Sunbeam, and whenever you cast this spell, you can regain a use of your Daybreak feature.
In addition, each Line you create using this spell can originate from your Solar Mote, and you can choose a creature in the Line to regain Hit Points equal to the spell’s damage roll instead of making a saving throw.







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