Base Class: Druid
Druids of the Circle of the Sun have accustomed themselves to gathering underneath the heat of the beating sun, often in deep meditation, trading knowledge of surviving in the trials and tribulations of what the wilderness offers. Through this interaction they have learned to harness the energy of the sun and gain strength in their perseverance.
Members of this circle may differ. Some believe in healing nature and bringing life in even the harshest of areas. Others take a position that surviving the harshest conditions helps nature the most as adaptation is the key. Whatever the case may be, while these druids are often in harsh environments, they can be found in any environment where sunlight is prevalent and believe that healing and adaptation is key.
Blazing Strikes
Starting at level 2, your attunement and contact with the sun’s rays has led to your wild shape becoming strengthened as flames engulf your forms strikes.
As a bonus action, you cause your attacks while in wild shape to deal an additional 1d4 fire damage as they are engulfed in flames for one minute. This damage increases to 1d6 at level 10 and 2d6 at level 14. You can do this a number of times equal to your wisdom modifier.
Bonus Cantrips
When you choose this circle at 3rd level, you learn the light and firebolt cantrips, both cantrips count as druid cantrips.
Healing Radiance
Starting at 6th level, your exposure to the sun’s energy has gifted you the ability to recover from damage and heal those whom have taken damage.
As an action, you can regain hit points equal to 2 times your druid level. You may also as an action touch another creature and cause them to regain that same number of hit points. If a creature (including you) regains hit points in this way, you can also end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. You may do this once per long rest.
Nature's Test
Starting at 10th level, your exposure to the sun’s heat has built up your endurance against the punishment of the wild.
You gain resistance to fire damage and are not subject to the effects of exhaustion due to harsh environments.
The Power of the Sun
Starting at 14th level, you gain the ability to summon the power of the sun down upon you and your enemies.
A ray of light becomes cast down upon you in a 30-feet-radius cylinder. You can also designate any number of creatures you can see within range to be damaged by it, these creatures must make a constitution saving throw. On a failed save the creature(s) take(s) 4d8 radiant damage and their speed is halved. On a successful save, the creature takes half as much damage. You can also choose up to 4 creatures of your choice within range to regain 2d8 hit points.
You may use this ability once per long rest.
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