See TL;DR on the 3rd post down for bullet points. Additionally I haven't published this homebrew to D&D Beyond, I won't do that until it's been play tested or peer reviewed.
So after taking a long hard look at the druid shepherd subclass. I can't help but notice a few flaws/issues with it. Some of those flaws are of it being too good with action economy using 1/4 mega buffed summons. I'd like some advice/feedback on these homebrew changes; if they seem balanced or if something isn't written with clarity.
Spirit Totems: I don't like how limited this feature is, but I understand why it's limited due to the nature of bear spirit + conjure animals. I think the spirit totem should have a larger focus without breaking the game.
Conjure animals: The problem with this is when coupled with Mighty Summoner and bear spirit, the game is essentially screaming for you to summon 1/4 creatures, as that seems like the most effective strategy due to action economy with the added benefit of durability. The problem with that of course is it can easily bog down combat and of course it can take the limelight away from other players when you have a swarm of durable killer creatures.
Meta gaming: This could just be me, but I feel like certain aspects of this subclass can feel a little "meta-gamey". Bear totem at the start of the day into a short rest for example, keeping the temp HP with the totem use intact, I just don't think it was meant to be used like that. But most notably at 14th level with Faithful Summons and Wild Shape combo giving you a 9th level spell for a wild shape use, of course without the "gimmick" of Wild Shape with Faithful Summons, then the 14th class feature seems pretty underwhelming for it's level as you don't really intend to almost be killed for a spell (unless that's part of your character traits).
I wanted to alter the subclass to my liking, but I'm not entirely sure if it's going to be balanced or completely broken. I would like to think I've altered it in a way that's powerful while curbing conjure creature so it's not so overwhelming. Please let me know what you think. Additionally instead of replacing features I've added a "path" to the new features of this subclass. The original features beyond Spirit Totem remain unchanged, or tweaked to lessen the issues explained above.
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, 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 (Changed)
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, or you can use your bonus action to change the current spirit type with a 5 foot placement adjustment if you so choose.
The spirit persists for 1 minute for each of your druid levels, or until you’re dead. If you are knocked unconscious while the spirit persists, then it will change into the Unicorn Spirit, if you are not within the aura when this happens then the spirit will centre on your body. You can use the Spirit Totem again after you finish a 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. Choose 1 creature of your choice that you can see at the start of your turn (or when you summon the Bear Spirit) within the aura, that creature gains a damage bonus equal to their proficiency modifier until that creature finishes an attack action. The creature loses the damage bonus if it leaves the aura or if another creature is given the bonus. In addition, you and all of 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 or targets a creature you can see in the spirit’s aura, you can use your reaction to grant the attacked creature advantage on a dexterity saving throw and an AC bonus equal to your wisdom modifier for that attack. 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 within the aura gain advantage on death saving throws. if you cast a spell using a spell slot that restores hit points to any creature inside the aura, or if you are stood within the aura when you cast such a spell, each creature of your choice in the aura also regains hit points equal to half your druid level. Creatures at 0 hit points are not affected by the healing effect.
Starting at 3rd level, you gain 2 total uses of their Spirit Totem feature per long rest instead of 1. You may only have 1 spirit active at a time, using Spirit Totem while a spirit already exists will remove the existing spirit. You can use a 1st level or higher spell slot during a short rest to regain 1 use of Spirit Totem, each time regain a Spirit Totem using this method you must increase the minimum level of the spell slot used by 1 level.
Starting at 6th level, you choose to delve further into nurturing the living or aligning with the spirits. At the appropriate levels you gain the following features based on the chosen path:
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 damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
The creature appears with more hit points than normal depending on the creatures CR:
CR 1/2: 1 extra hit points per Hit Die it has.
CR 1: 2 extra hit points per Hit Die it has.
CR 2: 3 extra hit points per Hit Die it has.
Animal Essence (New)
Starting at 6th level, when you attempt to summon a Spirit Totem you can enhance it with the essence of another animal, you gain one of the following effects:
Essence of the Ox: The Ox is hardy with plenty of endurance, but it's often slower than other mammals. The spirit lasts for 8 hours, but it can only be moved 1000 feet from it's summoned location before it disappears.
Essence of the Octopus: The octopus is capable of growing extremely long arms, making them able to interact with things all around them. Increase the spirits radius by 20 feet. Additionally the spirit can be moved and changed in the same turn using a bonus action.
Essence of the Spider: The spider is a silent deadly killer, and can sense even the faintest intrusion within it's territory. The spirit can only be seen or heard by you, other chosen creatures, and creatures with truesight. Any living corporeal creatures within the aura can be sensed by you. You know their size and their location. Additionally you no longer need line of sight to grant creatures a spirits benefits while they are in the aura.
Essence of the Weasel: The weasel is canny and versatile that can adapt to many situations, but it's often a sign of a bad omen. You may summon a Spirit Totem when you have no more uses left, each time you do this you must reduce your wisdom modifier by 1 point. You regain the lost wisdom after you finish a long rest.
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 creature regains a number of hit points equal to half your druid level.
Channelling Spirit Totem (New)
Starting at 10th level, when you first summon a Spirit Totem you may choose to concentrate on your catalyst, from where you gain magic, and channel even greater magical power. Allied creatures within the aura of Spirit Totem gain additional magical effects. You must maintain concentration for creatures to remain affected. If at any time you break concentration, your spirit totem reverts to it's original form, you must summon a new spirit totem and concentrate again to regain the following benefits:
Enhanced Bear Spirit: A creature may use their bonus action to gain expertise for an attack roll on their attack action.
Enhanced Hawk Spirit: After a friendly creature receives a critical hit, reroll any damage die that land on the highest number.
Enhanced Unicorn Spirit: As an action, a creature may use up to 1/3 of their total hit dice to heal themselves without the need of a short rest. A creature may only do this once before a short or long rest.
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenceless. If you are rendered unconscious by an enemy or you 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.
Additionally, you gain proficiency on concentration checks for spells you cast that Conjure beasts and fey. If you already have proficiency or later gain it, you instead gain expertise for such spells.
Lingering Spirit Essence (New)
Starting at 14th level, effects a creature gains from Spirit Totem linger on for a time based on the spirit type.
Bear Spirit: Bonuses granted to a creature that apply when they take an attack action lasts until the end of its turn, as long as they remain within the aura.
Hawk Spirit: The bonus AC and saving throw advantage granted to a creature lasts until the end of the attackers turn.
Unicorn Spirit: Any creature healed by the Unicorn Spirit's effect are healed once again at the start of their turn, as long as they are above 0 hit points. They heal for an amount equal to half of your druid level. This effect cannot trigger itself.
EDIT1: Made conditions of the bear spirit a little simpler. Nerfed unicorn from the default "per druid level". Adjusted some of the language for better understanding.
EDIT4: Added "Path" feature. Readjusted and renamed Improved Spirit Totem, adjusted alternative 10th level feature to 6th level "Animal Essence", Re-added Guardian Spirit.
EDIT5: Changes to Bear spirit to be less exclusive (works for non-strength based attacks), tweaked Channelling Spirit (Bear and Unicorn), removed added addition to spirit totem (Wild Shape usage for single round of spirit totem), changed Lingering Spirit Essence (Unicorn), cleaned up language.
EDIT6: Changed rules for Spirit Totem usage. further Tweaked Animal Essence.
Hi,
See TL;DR on the 3rd post down for bullet points. Additionally I haven't published this homebrew to D&D Beyond, I won't do that until it's been play tested or peer reviewed.
So after taking a long hard look at the druid shepherd subclass. I can't help but notice a few flaws/issues with it. Some of those flaws are of it being too good with action economy using 1/4 mega buffed summons. I'd like some advice/feedback on these homebrew changes; if they seem balanced or if something isn't written with clarity.
Spirit Totems: I don't like how limited this feature is, but I understand why it's limited due to the nature of bear spirit + conjure animals. I think the spirit totem should have a larger focus without breaking the game.
Conjure animals: The problem with this is when coupled with Mighty Summoner and bear spirit, the game is essentially screaming for you to summon 1/4 creatures, as that seems like the most effective strategy due to action economy with the added benefit of durability. The problem with that of course is it can easily bog down combat and of course it can take the limelight away from other players when you have a swarm of durable killer creatures.
Meta gaming: This could just be me, but I feel like certain aspects of this subclass can feel a little "meta-gamey". Bear totem at the start of the day into a short rest for example, keeping the temp HP with the totem use intact, I just don't think it was meant to be used like that. But most notably at 14th level with Faithful Summons and Wild Shape combo giving you a 9th level spell for a wild shape use, of course without the "gimmick" of Wild Shape with Faithful Summons, then the 14th class feature seems pretty underwhelming for it's level as you don't really intend to almost be killed for a spell (unless that's part of your character traits).
I wanted to alter the subclass to my liking, but I'm not entirely sure if it's going to be balanced or completely broken. I would like to think I've altered it in a way that's powerful while curbing conjure creature so it's not so overwhelming. Please let me know what you think. Additionally instead of replacing features I've added a "path" to the new features of this subclass. The original features beyond Spirit Totem remain unchanged, or tweaked to lessen the issues explained above.
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Speech of the Woods (Unchanged)
At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, 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 (Changed)
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, or you can use your bonus action to change the current spirit type with a 5 foot placement adjustment if you so choose.
The spirit persists for 1 minute for each of your druid levels, or until you’re dead. If you are knocked unconscious while the spirit persists, then it will change into the Unicorn Spirit, if you are not within the aura when this happens then the spirit will centre on your body. You can use the Spirit Totem again after you finish a 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. Choose 1 creature of your choice that you can see at the start of your turn (or when you summon the Bear Spirit) within the aura, that creature gains a damage bonus equal to their proficiency modifier until that creature finishes an attack action. The creature loses the damage bonus if it leaves the aura or if another creature is given the bonus. In addition, you and all of 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 or targets a creature you can see in the spirit’s aura, you can use your reaction to grant the attacked creature advantage on a dexterity saving throw and an AC bonus equal to your wisdom modifier for that attack. 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 within the aura gain advantage on death saving throws. if you cast a spell using a spell slot that restores hit points to any creature inside the aura, or if you are stood within the aura when you cast such a spell, each creature of your choice in the aura also regains hit points equal to half your druid level. Creatures at 0 hit points are not affected by the healing effect.
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Additional Spirit Totem Usage (New)
Starting at 3rd level, you gain 2 total uses of their Spirit Totem feature per long rest instead of 1. You may only have 1 spirit active at a time, using Spirit Totem while a spirit already exists will remove the existing spirit. You can use a 1st level or higher spell slot during a short rest to regain 1 use of Spirit Totem, each time regain a Spirit Totem using this method you must increase the minimum level of the spell slot used by 1 level.
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Spiritual Path (New)
Starting at 6th level, you choose to delve further into nurturing the living or aligning with the spirits. At the appropriate levels you gain the following features based on the chosen path:
Living: Mighty Summoner, Guardian Spirit, Faithful Summons.
Spirits: Animal Essence, Channelling Spirit Totem, Lingering Spirit Essence.
Mighty Summoner (Tweaked)
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:
CR 1/2: 1 extra hit points per Hit Die it has.
CR 1: 2 extra hit points per Hit Die it has.
CR 2: 3 extra hit points per Hit Die it has.
Animal Essence (New)
Starting at 6th level, when you attempt to summon a Spirit Totem you can enhance it with the essence of another animal, you gain one of the following effects:
Essence of the Ox: The Ox is hardy with plenty of endurance, but it's often slower than other mammals. The spirit lasts for 8 hours, but it can only be moved 1000 feet from it's summoned location before it disappears.
Essence of the Octopus: The octopus is capable of growing extremely long arms, making them able to interact with things all around them. Increase the spirits radius by 20 feet. Additionally the spirit can be moved and changed in the same turn using a bonus action.
Essence of the Spider: The spider is a silent deadly killer, and can sense even the faintest intrusion within it's territory. The spirit can only be seen or heard by you, other chosen creatures, and creatures with truesight. Any living corporeal creatures within the aura can be sensed by you. You know their size and their location. Additionally you no longer need line of sight to grant creatures a spirits benefits while they are in the aura.
Essence of the Weasel: The weasel is canny and versatile that can adapt to many situations, but it's often a sign of a bad omen. You may summon a Spirit Totem when you have no more uses left, each time you do this you must reduce your wisdom modifier by 1 point. You regain the lost wisdom after you finish a long rest.
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Guardian Spirit (Unchanged)
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 creature regains a number of hit points equal to half your druid level.
Channelling Spirit Totem (New)
Starting at 10th level, when you first summon a Spirit Totem you may choose to concentrate on your catalyst, from where you gain magic, and channel even greater magical power. Allied creatures within the aura of Spirit Totem gain additional magical effects. You must maintain concentration for creatures to remain affected. If at any time you break concentration, your spirit totem reverts to it's original form, you must summon a new spirit totem and concentrate again to regain the following benefits:
Enhanced Bear Spirit: A creature may use their bonus action to gain expertise for an attack roll on their attack action.
Enhanced Hawk Spirit: After a friendly creature receives a critical hit, reroll any damage die that land on the highest number.
Enhanced Unicorn Spirit: As an action, a creature may use up to 1/3 of their total hit dice to heal themselves without the need of a short rest. A creature may only do this once before a short or long rest.
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Faithful Summons (Tweaked)
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenceless. If you are rendered unconscious by an enemy or you 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.
Additionally, you gain proficiency on concentration checks for spells you cast that Conjure beasts and fey. If you already have proficiency or later gain it, you instead gain expertise for such spells.
Lingering Spirit Essence (New)
Starting at 14th level, effects a creature gains from Spirit Totem linger on for a time based on the spirit type.
Bear Spirit: Bonuses granted to a creature that apply when they take an attack action lasts until the end of its turn, as long as they remain within the aura.
Hawk Spirit: The bonus AC and saving throw advantage granted to a creature lasts until the end of the attackers turn.
Unicorn Spirit: Any creature healed by the Unicorn Spirit's effect are healed once again at the start of their turn, as long as they are above 0 hit points. They heal for an amount equal to half of your druid level. This effect cannot trigger itself.
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EDIT1: Made conditions of the bear spirit a little simpler. Nerfed unicorn from the default "per druid level". Adjusted some of the language for better understanding.
EDIT2: Added alternative 10th level feature. Updated spirit totem usage rules (3rd level feature).
EDIT3: Added additional effect for Faithful Summons. Corrected grammar errors. Updated Lingering Spirit Essence.
EDIT4: Added "Path" feature. Readjusted and renamed Improved Spirit Totem, adjusted alternative 10th level feature to 6th level "Animal Essence", Re-added Guardian Spirit.
EDIT5: Changes to Bear spirit to be less exclusive (works for non-strength based attacks), tweaked Channelling Spirit (Bear and Unicorn), removed added addition to spirit totem (Wild Shape usage for single round of spirit totem), changed Lingering Spirit Essence (Unicorn), cleaned up language.
EDIT6: Changed rules for Spirit Totem usage. further Tweaked Animal Essence.
This is a TL;DR of what the changes are above in bullet point format.
Speech of the Woods
Spirit Totem
Additional Spirit Totem Usage (New skill)
Spiritual Path (New skill)
Mighty Summoner
Animal Essence (New skill)
Guardian Spirit
Channelling Spirit (New skill)
Faithful Summons
Lingering Essence (New skill)