Circle of the Sun

Druids of the sun believe that the sun is the untimate source of all energy in this world. Without its life-giving heat, nothing could survive the frigid cold of deep space. Druids who join this circle believe that harnessing the energy of the sun, which is the most pure and natural form of energy, will allow one to bring light and warmth to even the darkest and coldest of places.

Circle Spells

Your mystical connection to the land 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 land where you became a druid.

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.

Circle of the Sun Spell List

Druid Level Circle Spells 3rd Heat Metal, Skywrite 5th Fireball, Plant Growth 7th Aura of life, Guardian of Nature 9th Dawn, Wall of Light

Solar Channeling

When you join this circle at 2nd level, you learn to harvest a tiny fraction of the sun's infinite power. When you complete a long rest, or when you finish a short rest during which you did not leave an area of sunlight, you gain temporary hit points equal to 2 X your Druid level. Additionally, Whenever you regain hit points while in sunlight, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Thermal Senses

Beginning at 6th level, you are able to sense heat in the area around you. You can tell the relative temperature of any creature or object that you can see within 60 feet of you. Creatures and objects colder than the surrounding area appear with a bluish hue to this sense. Creatures and objects hotter than the surrounding area appear with a reddish hue to this sense. The further away from the temperature of the surrounding area the creature or object is, the brighter it appears when using this sense. This sense cannot determine exact temperatures, only a general range.

Thermal Transfer

Also beginning at 6th level, your body temperature is much higher than normal, though it causes you no ill effects. As an action, you can force a creature whos body heat you can sense with your Thermal Senses feature to make a Constitution saving throw. On a failed save, you transfer some of your own body heat into them. The target takes a number of d10s of fire damage equal to half of your Druid level (rounded down), and you take half of the damage dealt as cold damage. You can do this a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest, or when you finish a short rest, if you spent all of the rest in sunlight.

Sun Block

Beginning at 10th level, the energy of the sun protects you from harm. You gain resistance to cold and fire damage, and immunity to the blinded condition.

Solar Conduit

Starting at 14th level, you are able to pull the power of the sun even when you are not directly exposed to it. You always count as being in sunlight and gain immunity to cold damge. Additionally, any light emitted from a spell you cast counts as daylight.

As an action, you can emit 120 feet of bright light and another 120 feet of dim light from your body. This light counts as sunlight. When you do so, you may force any number of creatures of your choosing that are within the area of bright light to make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. It can repeat the saving throw at the end of each of its turns, and ending the effect on itself on a success. You continue to emit light for 1 hour or until you end it as a bonus action. You can do this one time, and regain the ability to do so after completing a short rest or long rest.