Circle of the Sun

by Jadeor

Search GM Binder Visit User Profile
Circle of the Sun

Circle of the Sun

Wthout the Sun there can be no forest, no farms, no family. Without the Sun there is no warmth, no joy, no peace. Without the sun, there can be no life. We are the children of the Sun, and we will spread its warmth.

-Mantra of the Circle of the Sun

A Druidic Circle

Druids of the Circle of the Sun recognize that the Sun is the source of all life and the greatest power in nature. They have learned how to harness its light and produce it, so that they can bring its warmth and power to every corner of the world. For these druids, the Sun is not a deity, but rather the pinnacle of nature, without which nothing living could exist.

Circle Spells

When you join this circle at 2nd level, you have learned to harness the power of the sun. Your mastery of light grants you access to some spells when you reach certain levels in this class, as shown on 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.

Circle of the Sun Spells
Druid Level Spells
2nd color spray, guiding bolt
3rd branding smite, continual flame
5th crusader's mantle, daylight
7th aura of life, guardian of faith
9th dawn, wall of light

Lightbringer

Starting when you choose this circle at 2nd level, your light shines brighter than others. You learn the light and sacred flame cantrips. These count as druid cantrips for you but don't count against the number of cantrips you know. Additionally, the bright light you create with the light cantrip counts as sunlight and causes flowers to bloom and plants to grow.

Sun's Favor

Also at 2nd level, you are capable of bestowing the power of the sun. As a bonus action, you can expend a use of your Wildshape to imbue a willing creature you can see within 60 feet of you with radiant energy. The chosen creature gains the following benefits for 10 minutes, or until you use your wildshape feature again:

  • It gains a number of temporary hitpoints equal to three times your Druid level.

Katilda' Rising Dawn by Manuel Castañón

  • It sheds bright light in a 15 radius, and dim light for another 15 feet. This radius increases to 30 feet of bright light and 30 feet of dim light when you reach level 10 in this class.
  • The first time on each of its turns that it hits a creature in bright light with a weapon attack, that attack deals an additional 1d6 radiant damage. This damage increases as you level up in this class, to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Dawn's Strength

Starting at 6th level, you spells are stronger in the sun's light. Whenever you cast a spell that restores hitpoints or deals damage to a creature within bright light, that creature regains an additional 1d6 hitpoints or takes an additional 1d6 radiant damage.

Blinding Radiance

Starting at 10th level, your light is even brighter. Once on each of your turns when you deal radiant damage to one or more creatures you can see with a spell, you can force one of those creatures to make a Constitution saving throw against you spell save DC. On a failure the target is blinded until the end of its next turn.

Sun's Avatar

Starting at 14th level, you are a true avatar of the sun. All bright light shed by your spells and by your Sun's Favor feature increases by 30 feet, and counts as sunlight.

Additionally, friendly creatures within sunlight you created gain the following benefits for as long as they are within this light:

  • They have advantage on saving throws they make against being frightened or blinded.
  • They add 1d6 to initiative rolls and Wisdom (perception) rolls they make.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.