Druid
Base Class: Druid

These druids have made agreements with two gods for blessings to protect the denizens of the forest. On a general note any god or goddess of the Moon and Sun or fire will do. Embracing both a balance of Good and evil the druids of the eclipse believe they have found true balance in nature between good and evil. Harnessing the powers of Winter and Death magic to deal with the aggressors to nature and the power of Radiance and Life to give back to the victims of those that would attack nature. The Circle of the Eclipse druids start small circles than encourage their circle to spread out and teach more. Before a Druid of the Eclipse can start their own grove they must destroy an unbalance in the world be it good or evil. Because of this task it is a low percent that succeed in creating a new circle. 

Eclipse

At 2nd level, you have embraced the phases of eclipse from Solar to Lunar. After a Long rest you decided which Phase you want to be in. As a bonus action you can change your phase from Lunar to Solar Eclipse or vise versa. While under the effects of the eclipse you have an added benefit

  • Solar: You have an affinity for FireHealing, and Radiance Spells add your Wisdom Modifier to the result be it damage or healing. 
  • Lunar: You have an affinity for ColdNecrotic, and Poison spells and effects add your Wisdom Modifier to the result of the damage of your spells

Because of your unique affinity to both night and day When you cast spells that share the same type as the Affinity you may add your Intelligence to the spells that have attack rolls.

You may change your Eclipse a number times a day equal to your Int Modifier 

Expanded Spell List

The Expanded spells for Eclipse Druids

Druid Level 

Spells 

3rd 

Healing Word, Ray of Enfeeblement 

5th 

Dawn, Gaseous Form 

7th 

Death Ward, Cloudkill 

9th 

Fire Storm, Insect Plague 

 

Clarity of the Cycles

Starting at 3rd Level, the druid now gains the ability to utilize the power of the night and day. 
You may now use the hide action while in shadows 
Alternatively you may cast the light spell 
You may use these effects equal to your Wis Modifier per a day

Solar Radiance

At 6th level, the radiance of the Sun is more than warmth and light, regardless of where you are at and weather the Sun is showing you can call down a 15 foot cylinder of Daylight, this daylight produces true daylight for any creature that is weak against daylight. Any ally in the field of light for two rounds have 1d6 Regeneration per a round, This can benefit from Eclipses Affinity bonus. This ability rests on a short rest.

Lunar Rage

Starting at 10th level, you have embraced one of the greatest evils of the night, an evil that is controlled by their primal urges and moon in the sky. Any allies affected by the rage may make a WIS Save to not change. The Druid can change himself and 3 others, all that are changed use the stats of Werewolf with the following changes

  • you retain all your mental Abilities
  • Ac is 13
  • Multi Attack Two Claw One Bite

While under the transformation you do not transmit the Lycanthropy virus, but if you take more than half your health you must make a DC 15 Wisdom saving throw, on a failed save you attack the nearest target to you. The transformation last for 2 rounds, at the end of the time all Allies revert to their normal form. If an Ally falls to 0 Hit Points while under the effects of Lunar rage, they revert back to their normal form and can not act to end of your Next turn

Lunar Grove

At 14th level, the magic of both Good and Evil converge in one major effect. Two things happen when this ability happens, One effect is a cold effect and another is a healing. The Lunar grove creates a 30 foot Cylinder, any of your allies in the circle are blessed with a burst of healing equal to 5D8. 

All creatures that are hostile to you they must make a Constitution Saving throw, on a failed save they take 6D8 Cold damage. On a Successful save take half damage. 

The Eclipse ability does the Healing and damage of this ability. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Clairvoyance.

Once you use this feature, you can’t use it again until you finish a long rest.

Circle Of The Eclipse  Image