Speech of the Woods: You can speak, read, and write Sylvan (Couldn't druids already do this). You can cast Speak with Animals as a ritual.
Spirit Totem: No change necessary
Mighty Summoner: +2 attack damage per spell level (This works out to a +6 on conjure animals, +10 on conjure woodland beings, and +12 on Conjure Fey at base level and allows for increased damage from upcasting; I wasn't sure how to translate Hit Dice hp into attack damage so I could probably convinced to make that a little higher but extra damage is the way to go here since your swarm doesn't have hp)
Guardian Spirit: Your concentration on these conjure spells can not be broken. You automatically succeed on all concentration checks related to these spells. (I thought about removing concentration on one spell altogether but that conflicts with the capstone that allows to cast conjure animals at 9th level with no concentration when you fall unconscious.)
Faithful Summons: Almost no change. The Conjure Animal spell will be centered on your unconscious body. Working in tandem with the mighty summoner change, your 9th level Conjure Animals is 8d10 + Wis + 18 Radiant damage that doesn't require concentration.
Shepherd needs a rework. It should focus on the Summon spells instead of the Conjure ones.
1) Speech of the Woods is a ribbon. I'd probably add advantage to Animal Handling to it but it's fine as is.
2) Spirit Totem should use Wild Shape charges. That gives you more uses of it per short rest, as well as giving you a use for your WS on a caster druid that won't be shapeshifting much.
3) Hawk and Unicorn's detection ability is redundant - advantage on Perception checks in the aura and advantage on checks to detect creatures in the aura are usually the same thing. I would rework Unicorn to grant advantage to a saving through instead, either Con or Will - that would fit with its healer/defense theme, as well as protecting your summons.
4) Mighty Summoner should apply to elementals and dragons as well, since Druids get Summon Elemental and Summon Draconic Spirit. The temp HP shouldn't be based on HD, but rather the spell level of the summon.
5) Guardian Spirit - as above, expand to elementals and dragons.
6)Rather than autosummon once you go down, I'd have this help prevent you from dropping to zero in the first place. The capstone could let you concentrate on your summon + something else, or two summons.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Speech of the Woods: You can speak, read, and write Sylvan (Couldn't druids already do this). You can cast Speak with Animals as a ritual.
Spirit Totem: No change necessary
Mighty Summoner: +2 attack damage per spell level (This works out to a +6 on conjure animals, +10 on conjure woodland beings, and +12 on Conjure Fey at base level and allows for increased damage from upcasting; I wasn't sure how to translate Hit Dice hp into attack damage so I could probably convinced to make that a little higher but extra damage is the way to go here since your swarm doesn't have hp)
Guardian Spirit: Your concentration on these conjure spells can not be broken. You automatically succeed on all concentration checks related to these spells. (I thought about removing concentration on one spell altogether but that conflicts with the capstone that allows to cast conjure animals at 9th level with no concentration when you fall unconscious.)
Faithful Summons: Almost no change. The Conjure Animal spell will be centered on your unconscious body. Working in tandem with the mighty summoner change, your 9th level Conjure Animals is 8d10 + Wis + 18 Radiant damage that doesn't require concentration.
Shepherd needs a rework. It should focus on the Summon spells instead of the Conjure ones.
1) Speech of the Woods is a ribbon. I'd probably add advantage to Animal Handling to it but it's fine as is.
2) Spirit Totem should use Wild Shape charges. That gives you more uses of it per short rest, as well as giving you a use for your WS on a caster druid that won't be shapeshifting much.
3) Hawk and Unicorn's detection ability is redundant - advantage on Perception checks in the aura and advantage on checks to detect creatures in the aura are usually the same thing. I would rework Unicorn to grant advantage to a saving through instead, either Con or Will - that would fit with its healer/defense theme, as well as protecting your summons.
4) Mighty Summoner should apply to elementals and dragons as well, since Druids get Summon Elemental and Summon Draconic Spirit. The temp HP shouldn't be based on HD, but rather the spell level of the summon.
5) Guardian Spirit - as above, expand to elementals and dragons.
6)Rather than autosummon once you go down, I'd have this help prevent you from dropping to zero in the first place. The capstone could let you concentrate on your summon + something else, or two summons.