Field note 2 · Class
Druid: Circle of the Sun
The sustaining and radiant light of the Sun illuminates this D&D 5e Druid subclass I designed for one of my players.
The Arklights of Evermeet once served as the keepers of the Circle of the Sun, safeguarding the sacred bond between their druids and the Sun itself. This bond was embodied by the Claíomh Solais, the Sword of the Sun, an ancient relic entrusted to their care.
When the sword was stolen, the Arklights’ connection to the Circle was severed, and their ancient teachings faded into obscurity. With the recent return of the Claíomh Solais, the Circle has been restored, and the Arklights once again walk the path of the Sun.
Druids of the Circle of the Sun draw upon this renewed bond to become conduits for the Sun’s power, bringing its warmth and light to those in need and unleashing its searing wrath upon their foes.
Circle Spells
When you join this circle at 2nd level, your renewed bond to the Sun grants you access to some spells when you reach certain levels in this class, as shown on 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.
| Spell Level | Spells |
|---|---|
| 2nd Level | Faerie Fire, Healing Word |
| 3rd Level | Flame Blade, Lesser Restoration |
| 5th Level | Daylight, Plant Growth |
| 7th Level | Aura of Vitality, Hallucinatory Terrain |
| 9th Level | Dawn, Tree Stride |
Sun’s Steadfastness (2nd Level)
Solar Resilience. Once per long rest, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead. This feature can be used while in Wild Shape to prevent that form from falling unconscious. Changing forms or reverting to your normal form does not grant an additional use.
Unyielding Dawn. When you fail a saving throw, you can reroll the save and must use the new result. You can use this feature a number of times equal to half your proficiency bonus (rounded up), regaining expended uses on a long rest.
Steady Light (6th Level)
When a creature you can see within 30 feet would be reduced to 0 hit points, you can use your reaction to instead allow it to drop to 1 hit point. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). Once a creature benefits from this feature, it can’t do so again until it finishes a long rest.
Sun-Blessed Recovery (10th Level)
When you restore hit points to a creature with a druid spell, you and the target gain temporary hit points equal to 1d4 + your Wisdom modifier. Temporary hit points do not stack with other temporary hit points. If you are in Wild Shape, the temporary hit points apply to your beast form.
High Noon (14th Level)
As a bonus action, you can enter a Radiant State for 1 minute (or until incapacitated). Once used, you regain the ability to enter this state after a long rest.
While Radiant State is active:
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- You gain resistance to bludgeoning, piercing, and slashing damage.
- Your speed cannot be reduced.
- Radiant Burst. At the start of your turn, each hostile creature of your choice within 10 feet takes 1d6 + your Wisdom modifier radiant damage, scaling to 2d6 at 17th level.
- Solar Exposure. Hostile creatures within 10 feet cannot benefit from invisibility, and if they attempt to hide, they automatically fail.
- You have advantage on Constitution saving throws to maintain concentration.
- Kind
- Class
- No.
- 2
- Filed
- May 2026
- Length
- ~600 words