Recently in the campaign I DM a player PC died. Another player in the campaign is helping them make a new character, and they texted to ask if the player could use the old circle of the shepherd subclass (by default, only core rules are allowed and the players need to ask if they want to use something else). I looked it up, then told them no. I have a few reasons:
There's already a druid in the party.
The subclass seems overpowered.
Additionally, the only reason they could give for using the subclass is that it looks fun, but they won't even be playing the character themselves! I think they were pretty annoyed with this, but I don't think I'm being very unreasonable. What do you think?
As for there already being a Druid in the party, as long as they’re not the same subclass, I can’t see what the problem would be there. Honestly, even then it could work, with the right players. It brings overpowered is different. I don’t know it well enough to opine on that, and really, my opinion wouldn’t matter in your game. That said, i allow anything WotC publishes (twilight clerics, silvery barbs, you name it) and I don’t have a problem. But if you do, I’m not going to try to tell you you’re wrong. The fact it looks fun is a pretty damn good reason to play anything, but I’d rather hear it from the person who is going to play the character.
Side note: a character died, not a player. It’s an important distinction, especially in this context.
I'm playing in a Waterdeep campaign with a buddy running a shepherd druid. The subclass is strong (they make very effective healers/support characters), but it doesn't seem overpowered to me especially at lower levels. (At higher levels, it gets really strong, but so do most subclasses.) I think it really depends on the kind of campaign you're running and the gaming style of the player.
If you've provide a ton of animals for the druid to get info from, you run a lot of combats in tight spaces, and your player likes to cheese abilities...yeah, it might be annoying. Also, there are some DMs that just can't be bothered to deal with summons. If that's you, you might hate your life with not one but two druids able to cast Conjure Animals and the like.
Personally, I used to restrict a lot more content than I do nowadays. I chilled out a lot after I learned my table's playstyles and gained more experience adjusting encounters to provide better challenges to the party. That said, there are some things I flat out don't allow in my games because they impinge on my sense of fun, and I think every DM has the right to draw a line in the sand with content. Unreasonable or not, it's your game and your table. If you're going to be resentful or miserable allowing certain content, don't do it.
The circle of the shepherd subclass kinda doesn't work in 2024 rules, because the level 6 feature doesn't do anything -- summon X spells don't have hit dice, and there aren't any monsters that are resistant or immune to nonmagical bludgeoning, piercing, and slashing.
My personal opinion based on play is that 5e and 5.5e do not mix at all. They should be kept entirely separate. You can kinda hack 5e adventures to play with the 5.5e ruleset, but character and player options are pretty much oil and water. Not worth doing at all. That's my personal opinion.
As to disallowing in a more general sense. If you as DM said at session 0 that only core rules were allowed, then only core rules are allowed. To alter that decision now is to be unfair to the other players who didn't have that option when generating their characters. Everyone ought to play by the same set of rules. End of story.
Considering more than one druid in the party I would allow that. Even if the players choose the exact same subclasses the characters will end up very differently. I hate this idea that became popular that two elven Arcane Archers will be the same. I've had that happen and they really weren't the same. The backstories, ability scores, feat choices, spell choices, and character personalities made them incredibly distinct from each other. Players who moan that they don't have enough choice, often just aren't being very imaginative in my experience. If they want a druid, let them have one of the allowed druid classes.
My personal opinion based on play is that 5e and 5.5e do not mix at all.
You generally don't want to mix classes and subclasses, there's noticeable power difference and some things just work differently, but items, monsters, and spells can be mixed without too much issue (2024 monsters average somewhat more dangerous so you want to tweak encounter building, but you want to do that anyway).
My personal opinion based on play is that 5e and 5.5e do not mix at all. They should be kept entirely separate. You can kinda hack 5e adventures to play with the 5.5e ruleset, but character and player options are pretty much oil and water. Not worth doing at all. That's my personal opinion.
As to disallowing in a more general sense. If you as DM said at session 0 that only core rules were allowed, then only core rules are allowed. To alter that decision now is to be unfair to the other players who didn't have that option when generating their characters. Everyone ought to play by the same set of rules. End of story.
Considering more than one druid in the party I would allow that. Even if the players choose the exact same subclasses the characters will end up very differently. I hate this idea that became popular that two elven Arcane Archers will be the same. I've had that happen and they really weren't the same. The backstories, ability scores, feat choices, spell choices, and character personalities made them incredibly distinct from each other. Players who moan that they don't have enough choice, often just aren't being very imaginative in my experience. If they want a druid, let them have one of the allowed druid classes.
Sure two druids can be different, but I imagine it wouldn't feel great that all of their unique abilities are no longer special. It's the same thing as having multiple spellcasters preparing the same spell, but significantly worse.
Not necessarily. I played in a game with all paladins, once, and it was a riot of a good time. I also was in a campaign with two rogues, no issues at all. My tables are very RP-focused, though, so similar combat mechanics don't bother us. And even in combat, we play our characters very differently.
If the other druid would feel stifled or diminished, then it's best avoided. But it could actually add a fun dynamic if both players are into it
Sure two druids can be different, but I imagine it wouldn't feel great that all of their unique abilities are no longer special. It's the same thing as having multiple spellcasters preparing the same spell, but significantly worse.
I massively disagree. I've run all fighter games. All Rogue games. I've been asked and have written a short adventure that is all bards. This kind of thing is actually common if you step outside of the D&D space for a while. Player characters by their very existence are already special. They are more powerful than most others in a world. Being unhappy that another player can wild shape is a bit like being unhappy that someone else has the same spell. Its somewhat childish given that the same spell can often be utilised in different ways. Take Wall of fire for example. It can be used both offensively and defensively. I've literally never had a player complain in the decades of playing TTRPGs that someone else's character has the same spell. That said, I do tend only to run games for actual adults.
Sure two druids can be different, but I imagine it wouldn't feel great that all of their unique abilities are no longer special. It's the same thing as having multiple spellcasters preparing the same spell, but significantly worse.
Druids have access to the largest diversity of spells available to them of any class in the game, and they can be played very very differently depending on what spells you prepare. It does somewhat depend on which subclasses the two druids are, Dreams would be the most similar to Shepherd, but a Fire, Moon or Stars druid would be played very very differently from a Shepherd Druid.
The many problem with Shepherd is what Pantagruel pointed out - it's 6th level ability is completely moot in 5.5e. In addition, their 3rd level and 10th abilities are significantly nerfed in 5.5e because conjuring no longer conjures actual creatures with hit points. To a large extent the subclass just doesn't work in 5.5e. I did make a HB updated version that fixes these problems as well as rebalancing the Unicorn Totem which was their main ability that gets a little on the too powerful side at higher levels, if you want to check that out and suggest it to them.
I would note that you should probably talk to the player who actually needs a new PC, not to the player 'helping' them. Who may or may not actually be helping them. Figure out what concept they want, and then decide if and how that desire can be fulfilled.
I would note that you should probably talk to the player who actually needs a new PC, not to the player 'helping' them. Who may or may not actually be helping them. Figure out what concept they want, and then decide if and how that desire can be fulfilled.
It's only been a few days and we haven't had a session since then. I will 100% check in with the player when I next see them.
Sure two druids can be different, but I imagine it wouldn't feel great that all of their unique abilities are no longer special. It's the same thing as having multiple spellcasters preparing the same spell, but significantly worse.
Druids have access to the largest diversity of spells available to them of any class in the game, and they can be played very very differently depending on what spells you prepare. It does somewhat depend on which subclasses the two druids are, Dreams would be the most similar to Shepherd, but a Fire, Moon or Stars druid would be played very very differently from a Shepherd Druid.
The many problem with Shepherd is what Pantagruel pointed out - it's 6th level ability is completely moot in 5.5e. In addition, their 3rd level and 10th abilities are significantly nerfed in 5.5e because conjuring no longer conjures actual creatures with hit points. To a large extent the subclass just doesn't work in 5.5e. I did make a HB updated version that fixes these problems as well as rebalancing the Unicorn Totem which was their main ability that gets a little on the too powerful side at higher levels, if you want to check that out and suggest it to them.
I don't believe druids are really that diverse. I'm currently playing a level 7 2014 land druid, and I pretty much always end up using either lightning bolt, a summon spell, a debuff spell, or a concentration-damage spell. (plus healing spells) (I guess I could be missing some level 4 spells, as I just got access to them. That doesn't really matter, as the party is only level 4 in this campaign.) Also, the current druid is circle of the land, which is not exactly specialized.
ps. I would be glad to check out the homebrew version you made, can you please link it?
I pretty much always end up using either lightning bolt, a summon spell, a debuff spell, or a concentration-damage spell. (plus healing spells)
That's 4 completely different roles: AOE DPR, single-target DPR, battlefield control, and Healing. Name me another class that can fullfill 4 completely different roles just with their spellcasting? Land druid is also the most generic druid-y druid. Moondruid plays as a melee-tank buffing themselves with concentration spells, Wildfire give you awesome party-level mobility and more blasting, Stars is a long-range single-target blaster + buffer/debuffer with ability to swap to healing when needed, Dreams is a utility/healer, Land is your jack-of-all trades spellcaster, Spores is a melee-tank with some battlefield control, Sea is a close-quarters battlefield controller. And Shepherd is supposed to be a conjurer+healing/utility character.
I mean, just look at their preferred locations of the battlefield: Moon & Spores - melee Wildfire & Sea - close to the action but not in melee (~ 30ft from the action) Stars & Land & Dream - way back in the back lines (~100 ft from the action).
Based on your spell choices you can have all different types as well: Bit of everything -> Sea, Wildfire, Land only -> get some DPR spells from your subclass and supplement them with a Healing Word, Detect Magic, Spike Growth, Summon Fey, Protection for Good/Evil, Dispel Magic, Moonbeam, Faerie Fire, Sleet Storm Healer/Buffer -> Dreams, Stars, Wildfire -> Healing Word, Cure Wounds, Lesser Restoration, Protect G/E, Aid, Enlarge/Reduce, Pass without Trace, Dispel Magic, Revivify Battlefield Controller -> Sea, Stars, Spores -> Faerie Fire, Entangle, Spike Growth, Moonbeam, Sleetstorm, Summon Fey, Hold Person, Conjure Animals, Pass without Trace Utility Wrench -> Any Druid -> Faerie Fire, Speak with Animals, Goodberry, Detect Magic, Moonbeam, Enhance Ability, Pass without Trace, Dispel Magic, Water Breathing Melee Martial -> Spores, Moon, Sea -> Jump/Longstrider, Goodberry, Faerie Fire, Enlarge/Reduce, Aid, Summon Fey, Thunderwave, Heat Metal, Hold Person
I pretty much always end up using either lightning bolt, a summon spell, a debuff spell, or a concentration-damage spell. (plus healing spells)
That's 4 completely different roles: AOE DPR, single-target DPR, battlefield control, and Healing. Name me another class that can fullfill 4 completely different roles just with their spellcasting?
Cleric: healing, buff, debuff, single-target DPR, battlefield control
Land druid is also the most generic druid-y druid. Moondruid plays as a melee-tank buffing themselves with concentration spells, Wildfire give you awesome party-level mobility and more blasting, Stars is a long-range single-target blaster + buffer/debuffer with ability to swap to healing when needed, Dreams is a utility/healer, Land is your jack-of-all trades spellcaster, Spores is a melee-tank with some battlefield control, Sea is a close-quarters battlefield controller. And Shepherd is supposed to be a conjurer+healing/utility character.
If we compare the shepherd to land druid (assuming the player's druid is comparable to mine), half of their spells will be overlapping.
I mean, just look at their preferred locations of the battlefield: Moon & Spores - melee Wildfire & Sea - close to the action but not in melee (~ 30ft from the action) Stars & Land & Dream - way back in the back lines (~100 ft from the action).
Based on your spell choices you can have all different types as well: Bit of everything -> Sea, Wildfire, Land only -> get some DPR spells from your subclass and supplement them with a Healing Word, Detect Magic, Spike Growth, Summon Fey, Protection for Good/Evil, Dispel Magic, Moonbeam, Faerie Fire, Sleet Storm Healer/Buffer -> Dreams, Stars, Wildfire -> Healing Word, Cure Wounds, Lesser Restoration, Protect G/E, Aid, Enlarge/Reduce, Pass without Trace, Dispel Magic, Revivify Battlefield Controller -> Sea, Stars, Spores -> Faerie Fire, Entangle, Spike Growth, Moonbeam, Sleetstorm, Summon Fey, Hold Person, Conjure Animals, Pass without Trace Utility Wrench -> Any Druid -> Faerie Fire, Speak with Animals, Goodberry, Detect Magic, Moonbeam, Enhance Ability, Pass without Trace, Dispel Magic, Water Breathing Melee Martial -> Spores, Moon, Sea -> Jump/Longstrider, Goodberry, Faerie Fire, Enlarge/Reduce, Aid, Summon Fey, Thunderwave, Heat Metal, Hold Person
There is variety between subclasses, but I feel like shepherd and land are pretty similar.
If we compare the shepherd to land druid (assuming the player's druid is comparable to mine), half of their spells will be overlapping.
Only if you assume the two players don't do any coordinating at all. There are plenty of spells for them to have completely different spell lists:
Shepherd: Speak with Animals, Animal Friendship, Goodberry, Entangle, Healing Word, Thunderwave, Aid, Enlarge/Reduce, Summon Beast, Lesser Restoration, Conjure Animals, Speak with Plants, Summon Fey, Plant Growth. (14 spells when they can only prepare 9)
Land: Detect Magic, Faerie Fire, Long Strider/Jump, Healing Word, Spike Growth, Gust of Wind, Heat Metal, Augury, Pass without Trace, Moonbeam, Dispel Magic, Sleet Storm, Waterbreathing, Daylight (14 spells when they can only prepare 9)
If we compare the shepherd to land druid (assuming the player's druid is comparable to mine), half of their spells will be overlapping.
Only if you assume the two players don't do any coordinating at all. There are plenty of spells for them to have completely different spell lists:
Shepherd: Speak with Animals, Animal Friendship, Goodberry, Entangle, Healing Word, Thunderwave, Aid, Enlarge/Reduce, Summon Beast, Lesser Restoration, Conjure Animals, Speak with Plants, Summon Fey, Plant Growth. (14 spells when they can only prepare 9)
Land: Detect Magic, Faerie Fire, Long Strider/Jump, Healing Word, Spike Growth, Gust of Wind, Heat Metal, Augury, Pass without Trace, Moonbeam, Dispel Magic, Sleet Storm, Waterbreathing, Daylight (14 spells when they can only prepare 9)
Many of those spells are hot garbage. Assuming he cast enlarge/reduce on the rogue, he would be giving an average of 3.25 dpr (65% hit rate) at the cost of a second level spell slot and concentration. You can almost always afford to wait 8 hours to prepare water breathing. You could make an argument for daylight in a campaign with lots of underdark creatures and undead, but the party actually has a magic item they can use to cast it. Maybe I'm crazy, but sleet storm seems almost useless to me. Pass without trace is significantly better for stealth, and damage can break concentration in the rare scenarios where that's necessary. I feel the same way about aid: they don't really have the spell slots to spare for such a minor effect. Also, none of the 3rd level spells work considering the party is level 4. Finally, I think it is very likely that they would not do any kind of coordinating. They aren't exactly pros.
You said you were playing core rules, is that 2014 or 2024 core rules?
2014
A number of druid spells in 2014 rules involved the summoning of multiple creatures of a certain type and CR. These were not only powerful but also likely to be problematic. If the player decided what the creature was they could summon 8 pixies to cast polymorph on the enemies and hide. If the DM chose, the player might get upset at the choice or have to spend 10 minutes looking at the stat block to decide what to do. The druid taking the turns of 9 characters (or more) also slowed the game down with the other players having a long time between turns in combat.
The shepherd druid is built around these spells. Spirit totem becomes more powerful the more creatures on the parties side, mighty summoner and guardiaan spirit are weak feature with a single summoned creature but powerful with 8.
I do not think the shepherd druid is as powerful as something like twilight cleric but it is more powerful than most things in the core rules. As a DM it is not unreasonable to change or ban these probl3matic spells which the land druid might never use but is key to an effective shepherd druid.
2024
The problematic spells have been completely rewritten and all summoning spells are now a single creature, this nerfs the shepherd druid significantly and the 2024 subclasses are generally more powerful than previous versions so I do not think being OP is a problem, it is underpowered if anything. If you are going to reach level 14 however you will need to homebrew the feature as faithful summons is not compatible with 2024 conjure animals.
I agree you should be discussing this with the player whose charact3r died not the player helping them. If they do want to play a druid you could get input from the player of the land druid to see if that would reduce their fun.
You said you were playing core rules, is that 2014 or 2024 core rules?
2014
A number of druid spells in 2014 rules involved the summoning of multiple creatures of a certain type and CR. These were not only powerful but also likely to be problematic. If the player decided what the creature was they could summon 8 pixies to cast polymorph on the enemies and hide. If the DM chose, the player might get upset at the choice or have to spend 10 minutes looking at the stat block to decide what to do. The druid taking the turns of 9 characters (or more) also slowed the game down with the other players having a long time between turns in combat.
The shepherd druid is built around these spells. Spirit totem becomes more powerful the more creatures on the parties side, mighty summoner and guardiaan spirit are weak feature with a single summoned creature but powerful with 8.
I do not think the shepherd druid is as powerful as something like twilight cleric but it is more powerful than most things in the core rules. As a DM it is not unreasonable to change or ban these probl3matic spells which the land druid might never use but is key to an effective shepherd druid.
2024
The problematic spells have been completely rewritten and all summoning spells are now a single creature, this nerfs the shepherd druid significantly and the 2024 subclasses are generally more powerful than previous versions so I do not think being OP is a problem, it is underpowered if anything. If you are going to reach level 14 however you will need to homebrew the feature as faithful summons is not compatible with 2024 conjure animals.
I agree you should be discussing this with the player whose charact3r died not the player helping them. If they do want to play a druid you could get input from the player of the land druid to see if that would reduce their fun.
Sorry, it's 2024.
I don't think the original druid is on board with having another druid.
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Recently in the campaign I DM a
playerPC died. Another player in the campaign is helping them make a new character, and they texted to ask if the player could use the old circle of the shepherd subclass (by default, only core rules are allowed and the players need to ask if they want to use something else). I looked it up, then told them no. I have a few reasons:Additionally, the only reason they could give for using the subclass is that it looks fun, but they won't even be playing the character themselves! I think they were pretty annoyed with this, but I don't think I'm being very unreasonable. What do you think?
As for there already being a Druid in the party, as long as they’re not the same subclass, I can’t see what the problem would be there. Honestly, even then it could work, with the right players.
It brings overpowered is different. I don’t know it well enough to opine on that, and really, my opinion wouldn’t matter in your game. That said, i allow anything WotC publishes (twilight clerics, silvery barbs, you name it) and I don’t have a problem. But if you do, I’m not going to try to tell you you’re wrong.
The fact it looks fun is a pretty damn good reason to play anything, but I’d rather hear it from the person who is going to play the character.
Side note: a character died, not a player. It’s an important distinction, especially in this context.
I'm playing in a Waterdeep campaign with a buddy running a shepherd druid. The subclass is strong (they make very effective healers/support characters), but it doesn't seem overpowered to me especially at lower levels. (At higher levels, it gets really strong, but so do most subclasses.) I think it really depends on the kind of campaign you're running and the gaming style of the player.
If you've provide a ton of animals for the druid to get info from, you run a lot of combats in tight spaces, and your player likes to cheese abilities...yeah, it might be annoying. Also, there are some DMs that just can't be bothered to deal with summons. If that's you, you might hate your life with not one but two druids able to cast Conjure Animals and the like.
Personally, I used to restrict a lot more content than I do nowadays. I chilled out a lot after I learned my table's playstyles and gained more experience adjusting encounters to provide better challenges to the party. That said, there are some things I flat out don't allow in my games because they impinge on my sense of fun, and I think every DM has the right to draw a line in the sand with content. Unreasonable or not, it's your game and your table. If you're going to be resentful or miserable allowing certain content, don't do it.
The circle of the shepherd subclass kinda doesn't work in 2024 rules, because the level 6 feature doesn't do anything -- summon X spells don't have hit dice, and there aren't any monsters that are resistant or immune to nonmagical bludgeoning, piercing, and slashing.
My personal opinion based on play is that 5e and 5.5e do not mix at all. They should be kept entirely separate. You can kinda hack 5e adventures to play with the 5.5e ruleset, but character and player options are pretty much oil and water. Not worth doing at all. That's my personal opinion.
As to disallowing in a more general sense. If you as DM said at session 0 that only core rules were allowed, then only core rules are allowed. To alter that decision now is to be unfair to the other players who didn't have that option when generating their characters. Everyone ought to play by the same set of rules. End of story.
Considering more than one druid in the party I would allow that. Even if the players choose the exact same subclasses the characters will end up very differently. I hate this idea that became popular that two elven Arcane Archers will be the same. I've had that happen and they really weren't the same. The backstories, ability scores, feat choices, spell choices, and character personalities made them incredibly distinct from each other. Players who moan that they don't have enough choice, often just aren't being very imaginative in my experience. If they want a druid, let them have one of the allowed druid classes.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
You generally don't want to mix classes and subclasses, there's noticeable power difference and some things just work differently, but items, monsters, and spells can be mixed without too much issue (2024 monsters average somewhat more dangerous so you want to tweak encounter building, but you want to do that anyway).
Sure two druids can be different, but I imagine it wouldn't feel great that all of their unique abilities are no longer special. It's the same thing as having multiple spellcasters preparing the same spell, but significantly worse.
Not necessarily. I played in a game with all paladins, once, and it was a riot of a good time. I also was in a campaign with two rogues, no issues at all. My tables are very RP-focused, though, so similar combat mechanics don't bother us. And even in combat, we play our characters very differently.
If the other druid would feel stifled or diminished, then it's best avoided. But it could actually add a fun dynamic if both players are into it
I massively disagree. I've run all fighter games. All Rogue games. I've been asked and have written a short adventure that is all bards. This kind of thing is actually common if you step outside of the D&D space for a while. Player characters by their very existence are already special. They are more powerful than most others in a world. Being unhappy that another player can wild shape is a bit like being unhappy that someone else has the same spell. Its somewhat childish given that the same spell can often be utilised in different ways. Take Wall of fire for example. It can be used both offensively and defensively. I've literally never had a player complain in the decades of playing TTRPGs that someone else's character has the same spell. That said, I do tend only to run games for actual adults.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Druids have access to the largest diversity of spells available to them of any class in the game, and they can be played very very differently depending on what spells you prepare. It does somewhat depend on which subclasses the two druids are, Dreams would be the most similar to Shepherd, but a Fire, Moon or Stars druid would be played very very differently from a Shepherd Druid.
The many problem with Shepherd is what Pantagruel pointed out - it's 6th level ability is completely moot in 5.5e. In addition, their 3rd level and 10th abilities are significantly nerfed in 5.5e because conjuring no longer conjures actual creatures with hit points. To a large extent the subclass just doesn't work in 5.5e. I did make a HB updated version that fixes these problems as well as rebalancing the Unicorn Totem which was their main ability that gets a little on the too powerful side at higher levels, if you want to check that out and suggest it to them.
I would note that you should probably talk to the player who actually needs a new PC, not to the player 'helping' them. Who may or may not actually be helping them. Figure out what concept they want, and then decide if and how that desire can be fulfilled.
It's only been a few days and we haven't had a session since then. I will 100% check in with the player when I next see them.
I don't believe druids are really that diverse. I'm currently playing a level 7 2014 land druid, and I pretty much always end up using either lightning bolt, a summon spell, a debuff spell, or a concentration-damage spell. (plus healing spells) (I guess I could be missing some level 4 spells, as I just got access to them. That doesn't really matter, as the party is only level 4 in this campaign.) Also, the current druid is circle of the land, which is not exactly specialized.
ps. I would be glad to check out the homebrew version you made, can you please link it?
This is my take on Shepherd Druid for 2024: https://www.dndbeyond.com/subclasses/2207094-circle-of-the-shepherd-2024
That's 4 completely different roles: AOE DPR, single-target DPR, battlefield control, and Healing. Name me another class that can fullfill 4 completely different roles just with their spellcasting? Land druid is also the most generic druid-y druid. Moondruid plays as a melee-tank buffing themselves with concentration spells, Wildfire give you awesome party-level mobility and more blasting, Stars is a long-range single-target blaster + buffer/debuffer with ability to swap to healing when needed, Dreams is a utility/healer, Land is your jack-of-all trades spellcaster, Spores is a melee-tank with some battlefield control, Sea is a close-quarters battlefield controller. And Shepherd is supposed to be a conjurer+healing/utility character.
I mean, just look at their preferred locations of the battlefield:
Moon & Spores - melee
Wildfire & Sea - close to the action but not in melee (~ 30ft from the action)
Stars & Land & Dream - way back in the back lines (~100 ft from the action).
Based on your spell choices you can have all different types as well:
Bit of everything -> Sea, Wildfire, Land only -> get some DPR spells from your subclass and supplement them with a Healing Word, Detect Magic, Spike Growth, Summon Fey, Protection for Good/Evil, Dispel Magic, Moonbeam, Faerie Fire, Sleet Storm
Healer/Buffer -> Dreams, Stars, Wildfire -> Healing Word, Cure Wounds, Lesser Restoration, Protect G/E, Aid, Enlarge/Reduce, Pass without Trace, Dispel Magic, Revivify
Battlefield Controller -> Sea, Stars, Spores -> Faerie Fire, Entangle, Spike Growth, Moonbeam, Sleetstorm, Summon Fey, Hold Person, Conjure Animals, Pass without Trace
Utility Wrench -> Any Druid -> Faerie Fire, Speak with Animals, Goodberry, Detect Magic, Moonbeam, Enhance Ability, Pass without Trace, Dispel Magic, Water Breathing
Melee Martial -> Spores, Moon, Sea -> Jump/Longstrider, Goodberry, Faerie Fire, Enlarge/Reduce, Aid, Summon Fey, Thunderwave, Heat Metal, Hold Person
Cleric: healing, buff, debuff, single-target DPR, battlefield control
If we compare the shepherd to land druid (assuming the player's druid is comparable to mine), half of their spells will be overlapping.
There is variety between subclasses, but I feel like shepherd and land are pretty similar.
Only if you assume the two players don't do any coordinating at all. There are plenty of spells for them to have completely different spell lists:
Shepherd: Speak with Animals, Animal Friendship, Goodberry, Entangle, Healing Word, Thunderwave, Aid, Enlarge/Reduce, Summon Beast, Lesser Restoration, Conjure Animals, Speak with Plants, Summon Fey, Plant Growth. (14 spells when they can only prepare 9)
Land: Detect Magic, Faerie Fire, Long Strider/Jump, Healing Word, Spike Growth, Gust of Wind, Heat Metal, Augury, Pass without Trace, Moonbeam, Dispel Magic, Sleet Storm, Waterbreathing, Daylight (14 spells when they can only prepare 9)
Many of those spells are hot garbage. Assuming he cast enlarge/reduce on the rogue, he would be giving an average of 3.25 dpr (65% hit rate) at the cost of a second level spell slot and concentration. You can almost always afford to wait 8 hours to prepare water breathing. You could make an argument for daylight in a campaign with lots of underdark creatures and undead, but the party actually has a magic item they can use to cast it. Maybe I'm crazy, but sleet storm seems almost useless to me. Pass without trace is significantly better for stealth, and damage can break concentration in the rare scenarios where that's necessary. I feel the same way about aid: they don't really have the spell slots to spare for such a minor effect. Also, none of the 3rd level spells work considering the party is level 4. Finally, I think it is very likely that they would not do any kind of coordinating. They aren't exactly pros.
You said you were playing core rules, is that 2014 or 2024 core rules?
2014
A number of druid spells in 2014 rules involved the summoning of multiple creatures of a certain type and CR. These were not only powerful but also likely to be problematic. If the player decided what the creature was they could summon 8 pixies to cast polymorph on the enemies and hide. If the DM chose, the player might get upset at the choice or have to spend 10 minutes looking at the stat block to decide what to do. The druid taking the turns of 9 characters (or more) also slowed the game down with the other players having a long time between turns in combat.
The shepherd druid is built around these spells. Spirit totem becomes more powerful the more creatures on the parties side, mighty summoner and guardiaan spirit are weak feature with a single summoned creature but powerful with 8.
I do not think the shepherd druid is as powerful as something like twilight cleric but it is more powerful than most things in the core rules. As a DM it is not unreasonable to change or ban these probl3matic spells which the land druid might never use but is key to an effective shepherd druid.
2024
The problematic spells have been completely rewritten and all summoning spells are now a single creature, this nerfs the shepherd druid significantly and the 2024 subclasses are generally more powerful than previous versions so I do not think being OP is a problem, it is underpowered if anything. If you are going to reach level 14 however you will need to homebrew the feature as faithful summons is not compatible with 2024 conjure animals.
I agree you should be discussing this with the player whose charact3r died not the player helping them. If they do want to play a druid you could get input from the player of the land druid to see if that would reduce their fun.
I don't think your unreasonable, especially since you said by default, only core rules are allowed.
Wether player or DM i am not fond of class duplicata to be honest.
Sorry, it's 2024.
I don't think the original druid is on board with having another druid.