Base Class: Druid
A spirit guide and shepherd of the spirits of the wilderness.
Magic of the Shepherd
Starting at 3rd level, you gain certain spells that are always prepared that don't count against your number of spells prepared.
Druid Level | Spells |
---|---|
3rd | speak with animals, animal friendship, prayer of healing, web |
5th | conjure animals, mass healing word |
7th | conjure woodland beings, giant insect |
9th | hold monster, mass cure wounds |
Guiding Totems
Starting at 3rd level, you can conjure symbolic totems to ask the spirits of the world around you to your aid. As a bonus action, you expend one use of your Wild Shape to magically summon an incorporeal totem to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. You determine it's appearance.
The totem persists for 1 minute or until you use this ability again. The effect of the totem's aura depends on the type of totem you create from the options below.
Totem of Hinderance. The totem summons roots, wind or currents to hinder your enemies. The area of the totem's aura is difficult terrain to creatures of your choice and those creatures have disadvantage on Strength checks and Strength saving throws while in the area.
Totem of Finding. Totem summons spirits that seek out your enemies. You and your allies have advantage on Wisdom (Perception) checks and can see Invisible creatures and objects in the area. You and any creatures you conjure have advantage on attack rolls while in your totem's aura.
Totem of Life. This totem empowers life energy within its aura. When you or your ally in this totem's aura make a saving throw, you can use your reaction to give them advantage on the roll. In addition, when you or any of your allies in the totem's area regain hit points the number of hit points they regain is increased by your Wisdom modifier.
Totem of Recollection. The totem calls on the memories of the spirits to provide information. Creatures in the area can perfectly recall past events, and have advantage on Intelligence-based skill checks. When you summon this totem, you can change one of your prepared Druid spells for another Druid spell you can prepare.
Lasting Summons
Starting at 6th level, you can retain your conjurations longer than normal. The duration of your Druid conjuration spells is doubled, and you cannot lose concentration on a Conjuration spell as a result of taking damage.
Guardian Totem
Beginning at 10th level, your Guiding Totems harm your enemies. When a hostile creature ends its turn in the aura of your totem it takes 1d10 radiant, psychic or necrotic damage you choose when you summon your Guiding Totem.
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 immediately gain the benefits of conjure woodland beings as if it was cast using a 9th level spell slot. The spell affects all creatures that are hostile towards you regardless of whether you can see them or not. The spell lasts for 10 minutes 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.
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