Druidic Circle - Circle of the Sun

A man looks up at the sky and transforms into a giant eagle. As he soars high above the sandy dunes of the desert, his eyes seem to be aglow with the light of the sun itself. Basking in the rays and heat of the midday sun, he swiftly follows the footprints in the loose sands of the people that invaded the lands which he calls his home.   A kind faced gnome woman walks down the street, her blonde hair waving in the soft morning breeze. As the day’s first light hits her face, she smiles with the knowledge that today will be a wonderful day for her garden.   The hands of a halfling touch the back of their dwarven friend. A soft flash of light with the color of the setting sun glows in the eyes of the dwarf as their wounds are mended.

Children of the Sun

Druids of the circle of the sun carry the light of the sun itself within them. Druids of the sun believe that the sun is the source of all life as it is the sunlight which makes the plants grow, which in turn feed the creatures of the world. As a druid of the sun you may bring warmth, light and life wherever you go, or blind, scorch and burn whatever stands in your way.

Solar Spells

Starting at 2nd level, you gain access to spells that harness the power of the sun. You learn the Light cantrip and at 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Sun Spells table.   Once you gain access to one of these spells, 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.   Plagueborn Expanded Spell List
Sorcerer Level Spells
2nd Light
3rd Cure Wounds, Shield of Faith
5th Beacon of Hope, Daylight
7th Arcane Eye, Wall of Fire
9th Flame Strike, Mass Cure Wounds

Life Light

Starting at 2nd level, you have the ability to harness the power of the sun to empower the endurance of a creature. You can use an action to touch a creature and grant them an amount of temporary hit points equal to twice your level. These temporary hit points last for 1 hour. You can use this feature once per long rest.

Aspect of the Sun

Starting at 6th level, the power of the sun courses through you while you are transformed into a beast. While you are Wild Shaped, you have resistance to Radiant damage. Additionally, whenever a creature hits you with a melee attack while they are within 5ft., they take 2d4 Radiant damage.

Solar Supernova

At 10th level, you gain the ability to have radiant energy that damages your enemies and heals your allies burst forth from you. You can use this ability while you are Wild Shaped. You can use an action to expend a 3rd level spell slot to create a burst of radiant energy in a 30ft. sphere centered on you. All (hostile) creatures of your choice within the sphere have to make a Constitution saving throw. On a failed save they take 6d6 Radiant damage. A creature that rolls a 1 on the save is also Blinded until the end of their next turn. On a successful save they take half damage. All allied creatures of your choice within the sphere regain 3d6 hit points. When you use this ability by expending a spell slot of 4th level or higher, the damage increases by 2d6, the healing by 1d6 and the the size of the sphere increases by 10ft. You can use this feature a number of times equal to your Wisdom modifier.

Shining Beacon

At 14th level you become fully attuned to the power of the sun. While you are Wild Shaped, you gain the following benefits. Your attacks deal 2d4 extra Radiant damage. You gain resistance to Fire damage and immunity to Radiant damage. You can see in darkness out to 90ft. like you would be able to in sunlight and have advantage on Perception checks that rely on sight.
  Related Articles


Please Login in order to comment!
Powered by World Anvil