Circle of the Shepard
Druids of the Circle of the Shepherd commune
with the spirits of nature, especially the spirits
of beasts and the fey, and call to those spirits for
aid. These druids recognize that all living things
play a role in the natural world, yet they focus on
protecting animals and fey creatures that have
difficulty defending themselves. Shepherds, as they are
known, see such creatures as their charges. They ward
off monsters that threaten them, rebuke hunters who
kill more prey than necessary, and prevent civilization
from encroaching on rare animal habitats and on sites
sacred to the fey. Many of these druids are happiest far
from cities and towns, content to spend their days in the
company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose
forces that threaten their charges or to seek knowledge
and power that will help them safeguard their charges
better. Wherever these druids go, the spirits of the wilderness are with them.
Features
Circle Of The Shepard Features
Druid Level |
Feature |
2nd |
Speech oft he Woods, Spirit Totem |
6th |
Mighty Summoner |
10th |
Guardian Spirit |
14th |
Faithful Summons |
Speech or The Woods
At 2nd level, you gain the ability to converse with beasts
and many fey.
You learn to speak, read, and write Sylvan. In addi‘
tion, beasts can understand your speech, and you gain
the ability to decipher their noises and motions. Most
beasts lack the intelligence to convey or understand
sophisticated concepts, but a friendly beast could relay
what it has seen or heard in the recent past. This ability
doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them
as you would with any nonplayer character.
Spirit Totem
Starting at 2nd level, you can call forth nature spirits to
influence the world around you. As a bonus action, you
can magically summon an incorporeal spirit to a point
you can see within 60 feet of you. The spirit creates an
aura in a 30-foot radius around that point. It counts as
neither a creature nor an object, though it has the spectral
appearance of the creature it. represents.
As a bonus action, you can move the spirit up to 60
feet to a point you can see.
The spirit persists for 1 minute or until you’re incapac—
itated. Once you use this feature, you can’t use it again
until you finish a short or long rest.
The effect of.the spirit’s aura depends on the type of
spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies
its might and endurance. Each creature of your choice
in the aura when the spirit appears gains temporary
hit points equal to 5 + your druid level. In addition, you
and your allies gain advantage on Strength checks and
Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate
hunter, aiding you and your allies with its keen sight.
When a creature makes an attack roll against a target
in the spirit’s aura, you can use your reaction to grant
advantage to that attack roll. In addition, you and your
allies have advantage on Wisdom (Perception) checks
while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on
all ability checks made to detect creatures in the spirit’s
aura. In addition. if you cast a spell using a spell slot
that restores hit points to any creature inside or outside
the aura, each creature of your choice in the aura also
regains hit points equal to your druid level.
Mighty Summoner
Starting at 6th level, beasts and fey that you conjure are
more resilient than normal. Any beast or fey summoned
or created by a spell that you cast gains the. following benefits:
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards
the beasts and fey that you call forth with your magic.
When a beast or fey that you summoned or created with
a spell ends its turn in your Spirit Totem aura, that crea—
ture regains a number of hit points equal to halfyour
druid level.
Faithful Summons
Starting at 14th level, the nature spirits you commune
with protect you when you are the most defenseless.
If you are reduced to 0 hit points or are incapacitated
against your will, you can immediately gain the benefits
of conjure animals as if it were cast using a 9th-level
spell slot. It summons four beasts of your choice that are
challenge rating 2 or lower. The conjured beasts appear
within 20 feet of you. If they receive no commands from
you, they protect you from harm and attack your foes.
The spell lasts for 1 hour, requiring no concentration, or
until you dismiss it (no action required).
Once you use this feature, you can’t use it again until
you finish a long rest.