Base Class: Druid
Druids of the Circle of the Sun are dedicated to protecting all which lies beneath the sun's warm embrace. They focus their magic training upon fire and radiance, often being very powerful druids. They call down bursts of sun to smite enemies, conjure light where only dark lays, and protect themselves with shields of fire.
Fire Warding
When you choose this circle at 2nd level, you gain resistance to fire damage.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the sun infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sun. Consult the list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
|
3rd |
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5th |
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7th |
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9th |
Power of the Sun
Starting at 6th level, if you would be reduced to zero hit points as the result of fire damage, you are instead reduced to one hit point by the fire.
Sun's Protection
When you reach 10th level, you can’t be charmed or frightened by fiends or celestials, and you are immune to poison and disease.
Sun’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a celestial or fiend attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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