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**|
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 \columnbreak
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.