Druid
Base Class: Druid

Druids of the Circle of the Shepherd have an innate kinship with the bestial spirits of the world, and can call on those spirits to provide aid when needed.

Level 3: Speech of the Woods

At 3rd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, when you cast Speak with Animals as a Ritual, its duration is 8 hours.

Level 3: Circle of the Shepherd Spells

When you reach a Druid level specified in the Circle of the Shepherd Spells table, you thereafter always have the listed spells prepared.

Shepherd Spells
Druid Level Spells
3 Find Steed, Message, Sanctuary
5 Spirit Guardians
7 Faithful Hound
9 Conjure Elemental

Level 3: Spirit Totem

You can call forth nature spirits to influence the world around you. As a Bonus Action, you can expend a use of your Wild Shape feature to 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 action, you can move the spirit up to 60 feet to a point you can see or you may change the spirit that you summoned to a different available spirit.

The spirit persists for 1 minute or until you’re incapacitated. 

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 and have Resistance to Bludgeoning, Piercing, and Slashing damage 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 and Darkvision out to a range of 120 ft. while in the aura.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies in the aura gain Advantage on all ability checks made to detect creatures in the spirit’s aura and on saving throws to avoid or end the Charmed or Poisoned condition. In addition, if you cast a spell using a spell slot that restores Hit Points 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.

Level 6: Mighty Summoner

Starting at 6th level, beasts, elementals, and fey that you conjure are more resilient than normal. Any beast, elemental, or fey summoned or created by a spell that you cast appears with more Hit Points than normal: 3 extra Hit Points per Spell Level used to summon or create it.

Additionally, taking damage cannot cause you to lose concentration when you are concentrating on a Conjuration spell.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts, elementals, and fey that you call forth with your magic. When a beast, elementals, or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of Hit Points equal to half your Druid level.

Faithful Summons

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 Woodland Beings as if it were cast using a 9th-level spell slot. The spell requires no concentration and lasts for 10 minutes, or until you dismiss it (no action required) or die.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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