Druid - Circle of the Eclipse

by Soupangel44

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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.

Night: Hidden in the Dark

Your spells thrive on the darkness, once per turn, you can deal an extra 1d8 damage to one creature you damage with a spell if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack.

The extra damage is of the same type as the spell, and increases by 1d8 at 6th level (2d8), 10th level (3d8), and 14th level (4d8).

Crippling Dark: When you damage a creature with Hidden in the Dark, it must make on a Constitution Saving throw against your druid Spell Save DC, on a fail, you are considered invisible to it until the end of your next turn.

Art: Dawn - Noah Bradley

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.

Art: Dusk - Noah Bradley
 

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