Base Class: Druid
Druids of the Circle of the Shepherd recognize that all living things play a role in the natural world, and they focus on protecting animals and fey creatures that have difficulty defending themselves. They ward off monsters, rebuke hunters, and prevent civilization from encroaching on nature Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
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, you are considered always under the effect of the spells speak with plants and speak with beasts. You gain Proficiency in Animal Handling. If you already have proficiency, gain expertise.
Spirit Totem
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, though you can also center it on yourself. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest, or by converting a use of your Wild Shape.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below. You can change the type of spirit while the Totem is active as a Bonus Action.
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 and when they start their turn, gains temporary hit points equal to your Wisdom modifier plus half your druid level. In addition, you and your allies gain advantage on Strength D20 Tests 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 D20 Tests while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, when you restore hit points to any creature, each creature of your choice in the aura regains hit points equal to your druid level.
Snake Spirit. The snake spirit grants you and your allies its survival skills and quick strike abilities. Each creature of your choice within the aura gains advantage on saving throws against Poison and Resistance to poison damage while within the aura. Creatures may attempt to escape the Grappled or Restrained conditions as a Bonus Action. (5th level)
Octopus Spirit. The octopus spirit is one with the water and grants that to you and your allies. Each creature of your choice in the aura gains water breathing and darkvision to a range of 30ft. In addition, you and your allies have advantage on Dexterity (Stealth) checks when underwater, and are immune from negative environmental effects resulting from being submerged. (5th level)
Angel Spirit. If the creature ended its turn in the Spirit Totem aura and did not make an attack or cast a spell that affects a hostile creature on that turn, it gains the benefits of the sanctuary spell as if you cast it until the start of its next turn. (11th level)
Pixie Spirit. The pixie spirit is a fun-loving peaceful force. A creature within the Totem Spirit aura gains a Fly speed equal to their Walking speed, but falls to the ground at the end of their turn. (11th level)
Mighty Summoner
Beasts, Fey, and Elementals you summon or create gain additional Maximum HP equal to your Druid level for every spell level higher they are upcast. Damage dealt by these are considered magical.
As a Magic Action, expend a use of your Wild Shape as you begin to call out to nature. This effect lasts until you stop concentrating on it (like a spell) or until you cast a Summon or Create spell. That next Summon or Create does not require concentration, and the effect ends.
You can prepare a number of spells that you can cast with the words “Conjure,” “Summon,” or “Create” in their title, from any spell list equal to your Wisdom Modifier.
Guardian Spirit
When a friendly creature starts its turn in a Spirit Totem aura, that creature regains hit points equal to your Wisdom Modifier. Creatures that you summoned, created, or conjured instead gain Temporary Hit Points equal half of their remaining Hit Points.
When a creature that is Conjured, Summoned, or Created is reduced to zero hit points, within a Spirit Totem aura, they only disappear if they are at zero hit points at the start of your next turn.
As a Reaction to when a creature takes damage within a Spirit Totem aura, you may teleport another willing creature or summon inside of that Spirit Totem aura to a location within 5ft. of the first creature, who takes all of the damage instead.
Faithful Summons
If you are reduced to 0 hit points or become Incapacitated, you can call the beasts of nature to aid you. Gain the benefits of the Summon Beast spell as if it were cast with an 4th-level spell slot, three times. The three summoned beasts appear within 20ft. of you. If they receive no commands from you, they protect you from harm and attack your foes. The summoned beasts last for 1 hour, requiring no concentration, or until you dismiss them (no action required)
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