Druid Circle: Circle of the Sun

Circle of the Sun

Druids of the Circle of the Sun are the watchers over the transition from life and death. The see the rising dawn and the setting dusk as life and death, and concern themselves with with guarding that moment of passing, what they call The Horizon.

Dedicated and attuned, they carry elements of life and unlife with them, and use their affinity with death to aid them in their guardianship of it.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the Spare the Dying cantrip, if you didn't already know it. This spell counts as a Druid spell for you, and uses your Wisdom Modifier.

Balance of the Horizon

Upon adopting this circle at 2nd level, you gain the ability to create an Aura around a choosen creature. As a bonus action you can designate one creature within 60 ft. of you.

This creature is wreathed in an Aura of your choice, either a Sunrise Ward or a Sunset Bane. You may only have one creature affected by an Aura at a time, and this Aura lasts until you are more than 300 ft from the creature, until you fall unconcious, or when you use a bonus action to dismiss or move it to a new Creature. Whenever the Aura is created or moved to a creature, you can choose which form it takes.

Sunrise Ward:

The Aura provides the target creature a pool of temporary hit points equal to your Druid level.

This pool is specific to the Aura, and when moved away, the creature loses these temporary hit points and they carry over to the next target. You can spend an action to restore half of this pool's maximum health.

In addition, when you cast a spell of 1st level or higher, the Aura heals the creature hit points equal to the level of the spell cast.

Sunset Bane:

The first time the creature suffers Radiant or Necrotic damage from a source other than the Aura, it takes additional damage of the same type, equal to your Wisdom Modifier.

This effect is specific to the Aura, and can only occur once before it needs to be renewed. The effect is renewed whenever a creature under the effects of Sunset Bane is killed, or when you use a bonus action to renew this effect.

In addition, when you cast a spell of 1st level or higher, the Aura deals Necrotic Damage to the creature equal to twice the spells level.

Life's Keeper

Starting at 6th level, friendly creatures within 10ft of you have advantage on Death Saving throws whilst you are concious.

In addition, whenever a creature within 60ft of you suffers Necrotic or Radiant damage, you can use your reaction to move your Aura to the target, as if it were there before the damage occurred.

Guardian of Unlife

After you reach 10th level, you can use 2 uses of your Wild Shape feature to become one with the Horizon. You Wild Shape as normal, however for the duration of this Wild Shape you are considered Undead. Your appearance becomes suitably undead, and other creatures will interact accordingly.

When you do so, you gain the Undead Fortitude and Sunlight Sensitivity Traits, and you have advantage on constitution checks to maintain concentration on spells.

Solar Strikes

At level 14 you learn to instill the essence of life and death into your attacks. When you make a melee weapon attack, an attack in Beast Form, or a melee spell attack you can add your Wisdom Modifier to the damage.

This bonus damage is Radiant whilst it is daytime, and Necrotic whilst it is night.