Circle of the Solar Crest (5e Subclass)
Circle of the Solar Crest[edit]
Druid Subclass
In the heart of an ancient forest, where the tallest trees part to embrace the sky, there lies a clearing bathed in perpetual sunlight. This sacred grove, known only to those who follow the path of the sun, is the sanctuary of the Circle of the Solar Crest. Here, where the sun's rays touch the earth with loving warmth, the druids of the Solar Crest gather under the open sky, their faces aglow with the light of their celestial patron.
These guardians of the daylight hold a deep reverence for the sun, seeing in its daily journey across the heavens a symbol of life's enduring cycles of growth, decay, and rebirth. They understand the sun's role not just as a giver of light and warmth but as a force of purification, healing, and protection. The Solar Crest druids draw their power from this endless well of solar energy, weaving spells that echo the sun's brilliance and vitality.
As the dawn breaks, a druid of the Solar Crest stands atop a hill, arms raised in salute to the rising sun. The first rays of light illuminate their form, casting long shadows on the ground and setting their robe aglow with a golden hue. This ritual of greeting welcomes the new day, symbolizing the eternal bond between the sun and the natural world. It is a reminder that even in the darkest of times, the sun will rise, bringing hope and renewal.
- Sunlit Infusion
Starting at 2nd level, you can harness the sun's radiant energy to empower your spells and abilities. Whenever you cast a spell that deals damage or restores hit points, you can infuse the spell with the essence of sunlight. Doing so adds an additional effect based on the spell's purpose :
- For Damage Spells : When you cast a spell that deals damage, one target of the spell of your choice takes additional radiant damage equal to your Wisdom modifier (minimum of 1). This radiant light can illuminate the target, causing it to shed bright light in a 10-foot radius and dim light for an additional 10 feet until the end of your next turn.
- For Healing Spells : When you cast a spell that restores hit points, one creature healed by the spell (of your choice) also gains temporary hit points equal to your Wisdom modifier (minimum of 1). In addition, the creature emits a comforting glow that grants it advantage on saving throws against being frightened until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Solar Avatar
At 2nd level, you gain the ability to channel the sun's energy to transform into a beacon of light and power. As an action, you can expend a use of your Wild Shape to envelop yourself in a radiant, solar aura instead of transforming into a beast. This aura lasts for 10 minutes or until you dismiss it (no action required). While this aura is active, you gain the following benefits :
- Radiant Form : Your body emits bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight, which can be beneficial or detrimental to creatures and plants affected by sunlight.
- Solar Empowerment : Your melee attacks deal an extra 1d4 radiant damage. This bonus increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
- Photosynthesis : While in sunlight (direct or through your Radiant Form), you gain temporary hit points at the start of each of your turns. The number of temporary hit points gained equals your Wisdom modifier (minimum of 1).
- Searing Presence : As a bonus action, you can cause one creature within your bright light radius to make a Constitution saving throw against your Druid spell save DC. On a failed save, the creature takes 2d8 radiant damage and is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn't blinded. Once you use this bonus action, you can't use it again until you finish a short or long rest.
- Circle Spells
These spells are automatically added to your list of prepared spells when you reach the level specified, and they don't count against the number of spells you can prepare each day. If a spell isn't on the druid spell list, it's added to your spell list for you.
- Level 4 :
Guiding Bolt and Faerie Fire
- Level 7 :
Flaming Sphere and Lesser Restoration
- Level 10 :
Daylight and Revivify
- Level 13 :
Guardian of Nature and Wall of Fire
- Level 15 :
Dawn and Greater Restoration
- Blazing Sustenance
By the time you reach 6th level, your bond with the sun has deepened, allowing you to draw sustenance and vitality directly from its rays, and you've learned to extend this nurturing power to protect and empower your allies. This connection manifests in the following ways:
- Sunlit Resilience : While you are in direct sunlight, you have advantage on saving throws against conditions caused by spells or abilities that deal necrotic or cold damage, reflecting your enhanced resilience against forces that seek to drain life or freeze the warmth you embody.
- Radiant Healing : When you cast a healing spell on a creature, including yourself, while you are in direct sunlight or within your own Radiant Form light, the spell is maximized, healing the maximum amount possible instead of rolling dice. This feature can be used a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- Aura of Vitality : As an action, you can activate an aura of solar energy that radiates from you in a 20-foot radius for 1 minute. Allies within the aura at the start of their turn gain temporary hit points equal to your Wisdom modifier (minimum of 1), and enemies take radiant damage equal to your Wisdom modifier when they first enter the aura on their turn or start their turn there. Once you use this ability, you can't use it again until you finish a long rest.
- Solar Flare
Reaching the 10th level, your mastery over solar energy allows you to unleash devastating solar flares and harness the sun's protective warmth with greater finesse. Your understanding of the sun's power evolves, granting you the following abilities :
- Flare Eruption : You can call down a concentrated beam of solar energy onto a point you can see within 120 feet. When you do so, each creature within a 10-foot radius of that point must make a Dexterity saving throw against your Druid spell save DC. On a failed save, a creature takes 10d6 radiant damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded. The ground in the area of the flare eruption becomes lightly obscured due to the lingering solar energies, lasting until the end of your next turn. You can use this feature an amount of times equal to your wisdom modifier after you've expended those uses you can't use it again until you finish a short or long rest.
- Solar Shield : As a reaction when you or an ally within line of sight of you takes damage, you can surround them in a protective solar flare, reducing the damage by an amount equal to your druid level + your Wisdom modifier. The shield flares with light, potentially blinding the attacker; the attacker must succeed on a Constitution saving throw against your Druid spell save DC or be blinded until the end of their next turn. You can use this feature an amount of times equal to your wisdom modifier after you've expended those uses you can't use it again until you finish a short or long rest.
- Enhanced Solar Avatar : While your Solar Avatar form is active, your Radiant Form light range increases to 40 feet of bright light and an additional 40 feet of dim light. Furthermore, the radiant damage bonus to your melee attacks increases to 1d8, and your Photosynthesis ability now also grants you immunity to necrotic and radiant damage.
- Coronas of the Sun
By the time you reach 14th level, your connection with the sun has become so profound that you embody aspects of its corona, the aura of plasma that surrounds the sun. This deep bond manifests in several potent abilities that highlight your role as a protector and harbinger of the sun's might:
- Corona of Healing : Whenever you use a spell slot to cast a healing spell, the spell creates a small corona of soft, healing light around the target. For the next minute, the healed creature emits a warm glow that grants it and allies within 5 feet of it resistance to cold damage and advantage on saving throws against effects that would cause them to be frightened.
- Corona of Radiance : Your Solar Avatar and Aura of Vitality features are enhanced. While your Solar Avatar is active, your Searing Presence ability now affects all enemies within your Radiant Form's bright light radius, and the radiant damage dealt by Aura of Vitality increases to your druid level + your wisdom modifier.
- Solar Embodiment: While in this form you wield the power of the sun, and celestial energy flows through you, raise all character statistics by 4. Your connection to the sun has also given you a direct connection to a source of magical energy you can double the amount of spell slots available. However the cost is your connection to humanity, while in the form of solar embodiment you will have to roll wisdom saving throws at disadvantage to tell the difference between ally and enemy as the line between them will become blurred.
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