Circle of the Eclipse
The world changes as the sun rises and sets, as does the magic of the Circle of the Eclipse. These druids intensify the light or darkness around them in order to reveal secrets, or hide behind them.
Druid Level | Feature |
---|---|
2nd | Bonus Cantrips, Circle Spells, Dawn and Dusk |
6th | Cloak of Luminescence |
10th | Twilight Gleam |
14th | Cosmic Reversal |
Circle of the Eclipse Spells
Druid Level | Feature |
---|---|
2nd | faerie fire, sleep |
3rd | mind spike, moonbeam |
5th | aura of vitality, blink |
7th | shadow of moil, sickening radiance |
9th | dawn, dream |
Bonus Cantrips
At 2nd level, you learn the magic of day and night. You learn the cantrips chill touch and sacred flame, and they count as druid cantrips for you.
Dawn and Dusk
Also starting at 2nd level, you change with the sun and moon, gaining different abilities depending on whether it is day or night. As a bonus action you can expend a use of your Wild Shape to enter Blazing Light form if it's day, or Crippling Dark form if it's night. This change lasts for one minute or until you end it as a bonus action.
Day: Revealing Light
Soft light shines forth from you, granting friendly creatures within 15 feet of you advantage on attack rolls made against targets also within that radius.
Additionally, invisible creatures within this radius are not invisible.
Blazing Light: Attacks made against friendly creatures within your Revealing Light must subtract 1d4 from the attack roll.
Cloak of Luminescence
At 6th level, you are able to influence light levels around you, and gain an extra edge from matching your surroundings.
Day: Sunspot
At will, you can increase the illumination within 15 feet of you by one category, from darkness to dim light or dim light to bright light. When you start your turn in bright light, you gain a number of Temporary Hit Points equal to your Wisdom Modifier.
Blazing Light: While in bright light, your Spell attack bonus and Spell Save DC increase by 1.
Night: Penumbra
At will, you can decrease the illumination within 15 feet of you by one category, from bright light to dim light or dim light to darkness. When you start your turn in darkness, you gain a number of Temporary Hit Points equal to your Wisdom Modifier.
Crippling Dark: While in darkness, your Spell attack bonus and Spell Save DC increase by 1.
Twilight Gleam
Starting at 10th level, you are able to debilitate your enemies with primal light. Your spells ignore resistance to radiant damage and treat immunity to radiant damage as resistance.
Day:
When a creature within your revealing light makes an attack roll, you can use your reaction to force it to make a Constitution Saving throw against your druid Spell Save DC. On a failed Save, the creature is Blinded and has disadvantage on all Ability checks, attack rolls, and Saving throws made with Intelligence, Wisdom or Charisma until the end of its next turn.
Blazing Light: When a creature is blinded in this way, it is blinded for 1 minute. At the end of each of its turns, it can repeat the Saving throw, ending the effect on itself on a success.
Additionally, a creature blinded in this way takes an amount of radiant damage equal to your druid level at the start of each of its turns.
Night:
When a creature makes an attack roll against you, you can use your reaction to force it to make a Constitution Saving throw against your druid Spell Save DC. On a failed Save, the creature is Blinded and has disadvantage on all Ability checks, attack rolls, and Saving throws made with Strength, Dexterity, or Constitution until the end of its next turn.
Crippling Dark: When a creature is blinded in this way, it is blinded for 1 minute. At the end of each of its turns, it can repeat the Saving throw, ending the effect on itself on a success.
Cosmic Reversal
At 14th level, your control over day and night reaches it's pinnacle. As an action, you can reverse the time of day in a circular area with a diameter of up to 100 miles centered on you. In this area, the sky appears as it would in 12 hours, such as appearing to be midnight when it's really noon, and you gain the features of the time of day it appears to be.
This change lasts for 2 hours or until you end it as an action. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 5th-level or higher to use it again.
When does it change from day to night?
Ultimately, that is for you and your GM to decide, as no answer perfectly fits every player or campaign. The answer that makes the most sense in the world of the game is that it changes over at sunrise and sunset, or maybe at a set time every day, such as 8 AM and 8 PM.
Consider having a grey area in between day and night, maybe just a minute or two where you gain the features of both day and night, or maybe neither, or pick and choose which abilities you want from each.
Alternatively, if you don't want to track exact time, you can change it so that you remain in the same form no matter the time of day, and switch between the two whenever you finish a long rest.

