Jsk Circle of the Sun

Circle Spells
At 2nd level, you learn the Create Bonfire cantrip and the Light cantrip. You also gain access to the spells in the table below at the indicated levels. Once you gain access to a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Burning Radiance
At 2nd level, you gain an alternate use for your Wild Shape feature. As a bonus action, you can expend one use of your Wild Shape feature to infuse your body with radiant energy. When you use this feature, creature of your choice within 15 feet of you must make a Dexterity saving throw or be blinded until the start of your next turn. You remain infused with radiance for 1 minute, and you gain the following effects while infused. Furthermore, you can use your action while you are infused with radiance to end your infusion early, releasing the stored energy as a beam of light that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, or take 1d12 fire damage or radiant damage (your choice). You can increase the damage of this beam by expending a spell slot as part of the action used to end your infusion early. The damage of the beam increases by an additional 1d12 for a 1st-level slot, and a further 1d12 for each slot level above 1st, up to a maximum of 6d12.
 * You shed bright light in a radius of 15 feet, and dim light a further 15 feet. The bright light is considered sunlight.
 * You become resistant to fire damage and radiant damage, and you gain temporary hit points equal to your Druid level.
 * Once per turn, when you deal fire damage or radiant damage, you can deal an additional 1d4 of the damage type to the creature or object.

Adapt and Overcome
At 6th level, when you deal fire damage or radiant damage to a creature that is in bright light, you can add your Wisdom modifier to the damage. You can only add this additional damage once per turn. Additionally, some of your spells are enhanced.
 * When you make a melee spell Attack with the

Primal Strike
At 6th level, your attacks with a beast's natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Twin Soul
At 10th level, you can expend two uses of your Wild Shape feature at the same time to partially transform into two beasts using your Twin Shape feature. You gain the benefits of both the beast's senses, speeds, and special traits. If both beasts have the same type of speed, use whichever is higher. If either beast is larger than you then you can choose to remain your normal size, or grow one size larger. You can take the actions in either beast's stat block, and you can make ability checks and saving throws using either beast's statistics.

Master of Two Forms
At 14th level, you master the balance between beast and humanoid. When you use your action to cast a Druid spell of 1st-level or higher while partially transformed by your Twin Shape feature, you can use your bonus action to take one of the actions in the beast's stat block.