Circle of the Shepherd Compared to Other Druid Subclassesĭruid subclasses all tend to lean into a different aspect of how a druid interacts with nature. These protective spirits can go a long way toward preventing further damage, as well as still allowing you to participate in combat as a player while your character is making death saves. The creatures will protect you or attack your enemies unless you regain consciousness and issue commands. No concentration is required for this casting, it will last for an hour unless you dismiss it. It will summon up to four beasts at a challenge rating of 2 or lower. ![]() Once per long rest, if you drop to 0 hit points or are incapacitated against your will, you can use this ability to cast conjure animals as if it were a 9th-level spell. This stacks with those extra hit points and magical attacks, giving you a summoned squad of creatures that hit hard and can stay on their feet.įaithful Summons (14th level): Your summoning skills have advanced to the point where they work even when you’re incapacitated. Beasts or fey you’ve summoned with spells regain hit points equal to half your druid level whenever they end their turn inside your Spirit Totem’s aura. Guardian Spirit (10th level): Now you’re able to combine your previous abilities for this subclass. This also makes the natural attacks dealt by those summoned beings magical, overcoming immunities and resistances to nonmagical weapons. For example, a brown bear summoned using a 3rd-level spell slot would have an extra 8 hit points, because it has 4 Hit Dice. Your summoned beasts and fey gain an extra 2 hit points for every Hit Die it possesses. Mighty Summoner (6th level): This feature empowers your summoning spells, such as conjure animals or conjure woodland beings. The Unicorn Spirit helps creatures avoid and heal from damage.The Hawk Spirit helps grant advantage on attacks.The Bear Spirit helps to toughen creatures up.They each carry a different type of perk for you, your party, and beings that you conjure: The effect lasts for 1 minute or until you are incapacitated. The effect of the aura depends on which spirit you summon. You can also move this aura anywhere within 60 feet as a bonus action. The spirit can appear at any point you see within 60 feet and creates a 30-foot radius aura. Spirit Totem (2nd level): Once per short or long rest, you can call upon an incorporeal spirit as a bonus action. It doesn’t allow you to control beasts, but it does make them accessible as NPCs to interact with, opening the door for creating alliances with animals for aid in battle, or to act as informants, spy networks, or even just fluffy friends. This essentially gives you a permanent version of the speak with animals spell. You can read, speak, and write in Sylvan, plus you can understand and be understood by beasts. ![]() Speech of the Woods (2nd level): The Circle of the Shepherd gains the ability to converse with fey and beasts. A druid of this circle is an adept summoner, calling on spirit totems to give versatile boosts to their own abilities and health, as well as that of their allies, and creatures they have summoned. When you choose the Circle of the Shepherd subclass for your druid at 2nd level, you’re selecting a path that draws its power from a connection to the spirits of beasts and fey.
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