Druidic Circle - Circle of the Sun

The sun is the great lifegiver - to plants, to animals, and to people, and reverence of the sun goes back to time immemorial. Some druids choose to dedicate themselves to the sun over other Circles as one of the many paths to connecting to the natural world. Those who do so find themselves given radiant powers and a closer connection to plantlife than perhaps some other druids do, manifesting even as both calling the sun and creating new plants from seemingly nothing.

Rising Sun

When you join this circle at 2nd level, you are granted the power of the sun, which manifests when you are in combat and are not Surprised. This takes the form of a glowing mote of power that appears over your right shoulder in the Dawning phase. At the start of each subsequent turn it proceeds through the sun's phases, as per the table below, cycling through them in until the battle ends.

Sun Phase Effect
Dawning The light appears at your right shoulder heralding the new dawn and all the vigor it brings with it. When you cast a spell, roll a d10. On a 9-10 you do not expend the spell slot.
High Sun The sun at its full power rises above your head. You shed bright light within 10' and dim light a further 10' beyond that. This area counts as sunlight. Any spells you cast that deal fire or radiant damage deal one extra damage of dice.
Setting The sun darkens, shifting to your left shoulder beckoning people to rest and recover. Any spells or effects you perform that heal or grant temporary hit points are increased by your Wisdom Modifier.
Dark Sun The sun sets behind your back, bringing the night. You receive no benefits while the sun is set.

From 12th level, the sun's strength grows. Dawning's effect now takes place on a roll of 8-10, the light areas of High Sun are doubled and it adds an additional damage dice, and the healing boon of Setting Sun is now increased to your Wisdom Modifier twice. Dark Sun continues to have no benefit.

Circle Spells

When you join this circle at 2nd level, you gain additional spells from your connection to the natural world around and above you. Your link with nature grants you access to some spells when you reach certain levels in this class, as shown on the table below.

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.

Druid Level Spells
2nd Entangle, Guiding Bolt
3rd Aid, Spike Growth
5th Daylight, Plant Growth
7th Grasping Vine, Guardian of Nature
9th Dawn, Wall of Light

Botanical Magic

From 6th level you gain the ability to utilise your wild powers to grow magical fruit. As an action on your turn you can expend a use of your Wild Shape to create one of the following three fruits. These fruits last for one hour, or until consumed. Fruit can be consumed as a bonus action, or fed to another creature as an action.


Restoration Fruit. Eating this fruit restores hit points equal to 1d8 + your druid level. If this would heal past their maximum hit points, they gain half the 'overheal' as temporary hit points that last for 1 hour.


Spellbound Fruit. Consuming this fruit restores a spell slot equal to 1/4 of your druid level (rounded down). A creature can only benefit from a spellbound fruit once per long rest. Instead of restoring a spell slot, a DM may permit it to restore another class feature such as a use of Barbarian Rage, an amount of ki equal to 1/4 your druid level, or a use of Action Surge or similar.


Cleansing Fruit. Eating this fruit grants the effect of the Lesser Restoration spell. From 13th level in this class, it can instead grant the effect of the Greater Restoration spell.

Blooming Form

By reaching 10th level you've gained a greater understanding of the natural world. You gain the ability to cast Speak with Plants a number of times equal to your wisdom modifier (minimum one) and Commune with Nature once, without expending spell slots. Once you have done so, you must complete a long rest before being able to do so again.

In addition, you gain resistance to poison damage, advantage on saves against spells or effects that cause the Poisoned condition, and immunity to diseases.

Full Bloom

Your natural connection reaches its peak at 14th level granting you a number of bonuses. Your AC can no longer be lower than 17, whether in your natural or your wild shape form. In addition, your greater grasp of the natural world has widened your awareness allowing you to add your wisdom modifier to any concentration saves.