Circle of the Sun
HIPPOCAMPER
The sun watches over all life, gifting its energy to the growth of the smallest plankton and the widest wealds; and from there its light is spread from the very bottom to the very top of the animal food chain. Druids of the Circle of the Sun venerate its power and cultivate its gift by nurturing the plants that first receive it. They gather when the dawn's touch first warms the ground and work through the day until sunset, absorbing every last ray of light they can and observing the bounty from the days before. Over time, trusting in the constant growth given by the sun's radiance, these caretakers can restore even a blighted landscape into a verdant kingdom of cultivated light.
Circle Spells
2nd-level Circle of the Sun feature
Absorbing the sun's power like the plants you care for grants you access to certain spells. At 2nd level, you learn the light cantrip. When you cast it, the light has the natural qualities of sunlight.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in 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 | bless, entangle, light |
| 3rd | moonbeam (appears as sunlight), spike growth |
| 5th | daylight, hypnotic pattern |
| 7th | aura of life, grasping vine |
| 9th | awaken, dawn* |
Wild Growth
2nd-level Circle of the Sun feature
The gift of solar nourishment is yours to offer. As an action, you can expend one use of your Wild Shape feature to imbue a seed with the enriching energy of the sun, rather than assuming a beast form.
You can throw the seed to an unoccupied space you can see on the ground within 60 feet of you, where it magically sprouts into a plant with a challenge rating as high as 1 that you have seen before. Alternatively, you can cause the seed to sprout into an empowered plant of your own devising. See
of the Sun
this creature’s game statistics in the Sunbloom Plant stat block, which uses your proficiency bonus (PB) in several places. Whenever you do so, choose a form: Flower, Tree, or Vine. The plant resembles a large flora specimen of your choice in the chosen form, which determines some of the traits in its stat block.
A plant you sprout using this feature in an area of sunlight adds an extra 1d10 to its hit points and hit point maximum. The plant regains hit points equal to your druid level at the start of its turn if it has at least 1 hit point and is in sunlight or running water.
In combat, the plant shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the plant can take any action of its choice, not just Dodge.
A plant sprouted using this feature withers when it drops to 0 hit points, or becomes inanimate after 1 hour.
Starting at 6th level, you can choose to sprout a plant with a challenge rating as high as your druid level divided by 3, rounded down.
Solar Symphony
6th-level Circle of the Sun feature
You and your plants share a glimmer of solar magic that empowers your spells when you work together. Hostile creatures within 15 feet of plants that you have magically created or manipulated, such those created by the entangle spell or your Wild Growth feature, have disadvantage on saving throws against your circle spells.
In addition, you can use a bonus action to cause a plant creature you have magically created that is on the ground within 60 feet of you and has not moved since the start of its last turn to vanish into the earth and reappear in an unoccupied space on the ground within 15 feet of you or another plant you have magically created within range. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Megaflora
10th-level Circle of the Sun feature
When you magically create a plant using your Wild Growth feature, it can now gain any number of the following benefits:
- It's size category increases by one.
- The reach of its attacks increases by 5 feet.
- Once on each of its turns, one of the plant's attacks can deal an extra 1d4 damage to a target on a hit.
In addition, the area affected by your druid spells that magically create or manipulate plants is increased by 5 feet.
Sundrenched
14th-level Circle of the Sun feature
You have become saturated in life giving energy from bathing in the sun's rays. You no longer need to eat, and you and any plants you create gain resistance to slashing, radiant and necrotic damage. In addition, although you emit no light, the area 30 feet around you in all directions counts as an area of sunlight while you have at least one Hit Die remaining.
Listed here are examples of plant creatures you can sprout using your Wild Growth feature, noted with the environment they might be seen in. A monster with an asterisk ( * ) next to its name appears in Volo's Guide to Monsters.
Large plant Protective Shade (Tree only). Whenever a ranged attack that deals fire, lightning, or radiant damage is made against a target within 10 feet of the plant, the plant becomes the target of the attack instead. Rooted. The plant has advantage on saving throws against any effects that would move it involuntarily. Trailing Tangle (Vine only). When a creature moves within 15 feet of the plant, the plant can use its reaction to make a Lashing Whip attack against it. Highfever Pollen (Flower only). Ranged Spell Attack: your spell attack modifier to hit, range 20/30 ft., one target. Hit: 1d6 + PB poison damage, and the target must succeed on a Constitution saving throw (DC = 11 + PB), or become poisoned until the end of its next turn. Lashing Whip (Vine only). Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: 2d4 + PB slashing damage. If the target is a creature, it is grappled (escape DC = 11 + PB). Soporific Scent (Flower only). The plant can cast the charm person and sleep spells at will. The maximum level at which it can cast the spells equals half of your proficiency bonus, rounded up. Whalloping Limb (Tree only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d10 + PB bludgeoning damage.
Wild Growth Sprouts
LEVELS 2+
Gas Spore (underdark); Myconid Adult (underdark); Needle Blight (forest); Shrieker (underdark); Thorny* (forest, swamp); Twig Blight (forest); Vegepygmy* (forest; swamp); Vine Blight (forest).
LEVELS 6+
Awakened Tree (forest); Myconid Sovereign (underdark); Vegepygmy Chief* (forest, swamp).
LEVELS 15+
Shambling Mound (forest, swamp); Wood Woad* (forest, mountain)
Sunbloom Plant
STR
DEX
CON
INT
WIS
CHA
16 (+3)
9 (-1)
16 (+3)
4 (-3)
15 (+2)
10 (-1)
Actions
Credits
Art
'Sun of Life' from Wildwood Tarot, art by Will Worthington
and 'One Sunflower' by Marion Rose https://fineartamerica.com/featured/one-sunflower-marion-rose.html
Design by
u/Pixel_Engine