Lost in Siriande Druidic Circle of the Sun Druids that fight against those who dare not stand in the light

Ivae'ess clutched his focus, channeling the energy of the sun's rays into these dark wretched halls of the Underdark. The raw diamond in his hand flickered and sputtered as the Duergar were already looking to land more of their brutal strikes on his allies. A cosmic roar echoed through the halls hewn out of the stone, the druid's eyes turned a golden yellow as the sun's light touched the stonework for the first time since creation. His friends felt the familiar soothing energy wash over them and clasped their weapons with renewed vigor. The fighter's sword created a flaming arc as it cleaved throuthrough the stale air. The hunter's arrow left a trail of flame behind it as it made its way to its target. The searing heat and blinding light were painful and alien to the grey skinned dwarves. It quickly became abundantly clear, though, that they couldn't stay in the searing heat for long. The hairs of their black and grey beards curling back as if trying to get away from the sweltering heat. Those still standing after the flare had learned a valuable lesson, even though they were miles underground, the harsh revealing light of the sun decided who was worthy and who would wither.



For the past five-hundred years Siriande has been battling against seemingly endless hordes of Demons. Ever since the Fall the veil between their world and ours has weakened, allowing the stronger, or more cunning, ones entry into the material plane. In the fight against this overwhelming darkness some of the Siriande druids turned to the most powerful source of light they knew. The Sun. Sominor’s Lantern traverses the astral ocean every day and warms the world with its protective glow. The Sun Druids are a small group that sought strength with deity Sominor, the lightbringer, rather than Lifesower, the goddess Amska'ir. Their powers allow them to control their battlefields; empowering their allies and weakening their foes. Basking in the radiance of a sun druid makes no obstacle insurmountable. 1

Druid of the Sun Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Druidic, Spellcasting 2 2 — — — — — — — — 2nd +2 Wild Shape, Druidic Circle 2 3 — — — — — — — — 3rd +2 2 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 4 3 — — — — — — — 5th +3 Additional Radiance 3 4 2 2 — — — — — — 6th +3 Walking on Sunshine 3 4 3 3 — — — — — — 7th +3 3 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 4 3 3 2 — — — — — 9th +4 Additional Radiance 3 4 3 3 3 1 — — — — 10th +4 High Noon 4 4 3 3 3 2 — — — — 11th +4 4 4 3 3 3 3 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 3 1 — — — 13th +5 Additional Radiance 4 4 3 3 3 3 1 1 — — 14th +5 Fata Morgana 4 4 3 3 3 3 1 1 — — 15th +5 4 4 3 3 3 3 1 1 1 — 16th +5 Ability Score Improvement 4 4 3 3 3 3 1 1 1 — 17th +6 Additional Radiance 4 4 3 3 3 3 1 1 1 1 18th +6 4 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1 20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Radiance When choosing this archetype in second level you can choose to use your wild shape feature to cast Radiance. Radiance is a category of spells that influence creatures within a certain area, this area is always centred on the druid casting radiance. Radiance affects friends differently from foes. If a non-hostile, non-friendly creature is present in the aura, the DM determines which effect to apply. Radiance always has the following characteristics outlined on the right. When choosing this archetype at second level you gain access to three Radiance spells of your choice. You gain one additional radiance when you reach 5th, 9th, 13th and 17th level in druid. You can choose from the following list: Radiance of the Aurora

Radiance of the Comet

Radiance of the Dawn

Radiance of the Eclipse

Radiance of the Equinox

Radiance of the Flare

Radiance of the Orbit

Radiance of the Solstice

Radiance of the Stars







Radiance Druid of the Sun Class Feature Casting Time: 1 action

1 action Target: Self

Self Range: 15 foot radius

15 foot radius Components: M, S, V (Druidic Focus)

M, S, V (Druidic Focus) Duration: Concentration, up to 10 minutes A radiant aura spreads from the target, creating a sphere with a fifteen foot radius. Any creature, other than yourself, that is within the area of the radiance when it is active applies the effects appropriate to the radiance cast. The effects are only applied once per round. In order to cast radiance you have to have a druidic focus that includes an element that either reflects, refracts or creates light. Examples include mirroring surfaces, gemstones or lit candles. 2

Radiance of the Aurora When magic fills the air sometimes it can be seen with the naked eye. A stunning display of colourful lights fill the night's sky. Allies: The energy of the aurora wraps itself around the weapons of your allies. Any attacks made by your allies while they are within the radiance's area of effect are considered magical for the purposes of overcoming resistances. Foes: Ribbons of green energy dance around the radiance's area. All enemies within the area have to make a dexterity savind throw against your spellcasting DC. On a failed save they are hit by one of the energy ribbons and start to gently glow. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Other: Any objects that are currently not being worn or held and that are of an arcane nature within the radiance's area of effect start to gently glow green. Radiance of the Comet Not all the lights in the night's sky are eternal. Sometimes they streak across it in a short burst of radiant glory. Allies: All friendly creatures within the spell's area of effect double their movement speed. When they leave the radiance's area of effect their movement speed returns to normal at the end of their own turn. Foes: The trail of dust is whipped up by the spell and travels around the area. Any hostile creatures within the radiance's area have to make a dexterity saving throw. On a failed save they are blinded. To end this effect they can use a bonus action to wipe their eyes clean. If they stay within the area of effect they will have to roll another dexterity save at the start of your next turn. Radiance of the Dawn Your skin glows magestically from an inner light. Allies: You have advantage on any Persuasion (Charisma) rolls you make on creatures that are neutral or friendly and within the radiance's area of effect. Foes: Any hostile creature, that is within the radiance’s area during any moment of their turn, must make a wisdom saving throw against your spellcasting DC. Upon a failed save the creature are considered charmed. This effect ends when the radiance ends (though the creature doesn't have to remain in the area) or when the creature is targeted by yourself or any of your allies. Radiance of the Eclipse The light of the sun is blocked by a celestial body. Your allies can take advantage of this new, dark, circumstance while your foes will be bumbling around in the darkness. Allies: All friendly creatures, within the radiance’s area at the start of their turn, get advantage on stealth checks. Foes: Any hostile creature, that is within the radiance’s area during any moment of their turn, must make a wisdom saving throw against your spellcasting DC. Upon a failed save the creature makes attacks at disadvantage as long as they, or the target of their attack, is within the radiance’s area. If a hostile creature relies on something other than sight to perceive its enemies, or if they can see through magical darkness, they are unaffected by the aura’s effects. Other: Any artificial light sources within the aura’s area no longer give off any light, once the light source exits the aura’s area it continues to produce light as normal. Radiance of the Equinox On the day of the equinox the day is as long as the night. A natural balance between darkness and light. It is said to influence the earth's grip on things Allies: Any friendly creatures within the radiance's area of effect has their rate of descent slowed to 60 feet per round. Upon landing the creature will not take any falling damage and automatically land on their feet. Foes: Any enemies within the radiance's area must make a wisdom saving throw against your spellcasting DC. On a failed save their speed is reduced to 0, and can't benefit from any bonus to its speed. Radiance of the Flare The heat of the sun can be scorching hot. You concentrate the flames around the weapons of your friends, lashing out to your enemies with searing hot blades and arrows. Those enemies that dare venture into your aura are immediately struck by the searing heat. Allies: Any friendly creature within the radiance’s area at the end of your turn has their weapon imbued with the sun's flare. This effect is applied to their next attack. The damage from that attack is considered magical and counts as fire damage instead of the regular damage type. This effect lasts until the end of their next turn. Foes: Any hostile creature, that is within the radiance’s area during any moment of their turn, has to make a constitution saving throw against your spellcasting DC. If failed the searing heat of the radiance damages them for 1d4 fire damage. Higher Levels: Add an additional 1d4 fire damage on 5th, 7th, 9th, 11th, 13th, 15th and 17th level in this class Other: Flammable objects that are not held or worn by a creature also take fire damage and start burning. 3