Druid
Base Class: Druid

Unlike most druids, those of the Circle of the Sun wander the plains of the world, giving freely of their gifts to tribes and nomads across the realm.

Giver of Life

When you choose this circle at 2nd level, you learn the light cantrip, if you do not know it already. 

In addition, when allies stand inside the full light of a light or daylight spell, they receive your Wisdom modifier in extra healing when they are magically healed.

Fury of the Sun

When you join the Circle of the Sun at level 2, you have advantage on all attack rolls against creatures that are below you. Creatures that are shorter than you do not count - your feet must be at a higher elevation than the creature's feet and your head must be at a higher elevation than the creature's head in order for this feature to work. This feature also does not function in environments where gravity has been manipulated or the definition of "up" and "down" is called into question.

Summer Wind

Starting at 6th level, a warm wind bears you up when you take the dash action, giving you temporary flight. During the movement granted by the dash action, you may levitate and fly. At the end of your dash action, if your feet are not planted on solid ground, you fall.

Sunrise

At 10th level, you can use your light and daylight spells as a beacon of hope for your allies. When you cast light, you deal 1d10 radiant damage to to enemies in its radius and heal 1d4 damage to your allies. When you cast daylight, you deal 3d10 radiant damage to enemies in its radius and heal 3d4 damage to your allies. The bonus from Giver of Life applies to the healing portions of this feature. Creatures damaged by this ability may make a Constitution saving throw equal to your spell save DC to only take half damage.

Wings of Hope

At 14th level, you have flying speed equal to your walking speed, though you must have your feet on solid ground at the end of your turn or you fall.

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