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## Druid Circle At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in the *Player's Handbook*: the Circle of the Sun. ### Circle of the Sun Druids of the Circle of the Sun live in adoration of the Green. In forests, gardens, and jungles, these druids both cultivate and venerate the sun's gift of plant life. Druids of this circle can be as unique and fickle as the myriad of flowers, fruits, and trees they cherish. In brightest day, they can grow tall and confident. In darkest night, they can wilt away and sulk. Despite how they vary, these druids are often found to embody the sincerity and generosity that plants display. But woe to those who desecrate the Green: Roses always bear thorns. ##### Circle of the Sun Features | Druid Level | Feature | |:---:|:-----------:| | 2nd | Bloom, *Thorn Whip* Flourish | | 6th | Firmly Planted | | 10th | Benevolent Topiary | | 14th | Witherless | \columnbreak #### Bloom Starting at 2nd level, you choose a flower to celebrate for the day and invoke its intrinsic magic. Whenever you finish a long rest, choose one spell not from the school of necromancy from any class, including this one, that's effects are emblematic to that flower. The spell you choose must be of a level you can cast, as shown on the druid table, or a cantrip. You can expend a use of your Wild Shape feature to cast your bloom spell, rather than assuming a beast form. If the spell isn’t a druid spell, it counts as a druid spell when you cast it. You follow the normal rules for casting the spell, including its casting time and expending a spell slot. When you reach 10th level, you can cast a bloom spell of a 1st or 2nd level at its lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. > ##### Choosing a Bloom Spell > As a druid of the Circle of the Sun, the flower you choose to celebrate is special and deeply personal. The spell you choose as its manifestation may have meaning in floriography or have cultural or personal significance. For example, you may celebrate the daisy by choosing the spell *disguise self*. Instead of symbolizing innocence and love, you may focus on the daisy as an expression of dissembling, like in the play *Hamlet*. Work with your DM to choose a spell appropriate for your game. #### *Thorn Whip* Flourish At 2nd level, you learn the *thorn whip* cantrip if you don't already know it, and it can perform the following tasks instead of its normal effects: - You can target and pull a willing creature using the whip without damaging it. - You can use the whip to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can't activate magic items or carry more than 10 pounds. - If the bloom spell you choose deals damage, you can substitute your *thorn whip's* piercing damage with that spell's damage type. #### Firmly Planted At 6th level, you can extend roots into the earth to fortify your stance. If you end your turn on solid ground without expending any of your movement, you gain advantage on Strength and Constitution saving throws and your speed is reduced to 0 until the start of your next turn. In addition, you develop a photosynthetic integument. If you spend at least 1 hour in sunlight and have access to potable water, you do not need to eat to survive. #### Benevolent Topiary Starting at 10th level, when you cast a spell that creates or manipulates plants, such as the *entangle* spell, you can protect some creatures from its effects. Choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell and moving through the spell's difficult terrain costs it no extra movement. #### Witherless At 14th level, your blooms help you defy even the most dire situations. When you expend a use of your bloom with fewer than half of your hit points remaining, you can regain a number of hit points equal to your druid level. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.