Druid
Base Class: Druid

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. 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.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Level 3: Spirit Totem

Starting at 3rd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can use your Wild Shape to 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. The spirit persists for 1 minute or until you're incapacitated.

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. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and 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 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 (Perception) checks 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, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Level 3: Circle of the Shepherd Spells

When you reach a Druid level specified in the Circle of the Shepherd Spells table, you thereafter always have the listed spells prepared and can cast them without using their material components.

Requires PHB 2024.

Circle of the Moon Spells
Druid Level Prepared Spells
3 Animal Friendship, Summon Beast, Elementalism
5 Summon Fey
7 Summon Elemental
9 Summon Dragon

Level 6: Totemic Resilience

Totemic Resilience: While your spirit totem is active, any creature that you summon has resistance to bludgeoning, piercing and slashing damage.

Additionally, whenever you summon a creature using a spell that uses a spell slot, you can choose to do so without concentrating on the spell. Such a creature lasts 1 minute unless you choose to concentrate on that spell while the creature remains.

Only one creature may be summoned at a time through your features. If another creature is summoned, it replaces the currently summoned creature. Creatures summoned by an item or by any other means are not impacted by this feature.

Level 10: Totemic Reach

You can choose to summon your totems as a 30-foot emanation around you. When summoned this way, your totems move when you do. Additionally, the totems last for 1 hour.

Level 14: Empowered Totems

Once per long rest, you can empower the spirits of your totems, granting them additional abilities for 1 minute. After that minute, the totem returns to its normal functions. 

Bear Spirit. Whenever you or an ally hits with an attack roll, you can use your reaction to force the target to make a strength saving throw against your spell DC. The target falls prone on a failure, or is pushed back 15 feet on a success. 

Hawk Spirit.  Allies gain 20 feet additional movement speed.

Unicorn Spirit. You and your allies in range gain resistance to radiant and necrotic damage.

Additionally, you can change which totem is active by using your bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
11/21/2025 2:26:36 AM
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