Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of Beasts and 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 threatening monsters, rebuke greedy hunters, and protect ecosystems and sacred fey sites from civilization. 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. For those that wander or become adventurers, the spirits of the wilderness are always with them.
5th - Conjure Animals, Summon Fey
7th - Conjure Woodland Beings, Find Greater Steed
9th - Awaken, Mass Cure Wounds
Anathema of Shepherds
3rd-level Circle of the Shepherd feature The following act is considered anathema for you, in addition to those detailed in the Druid’s Anathema feature.- Disregarding the needless deaths or threatened lives of animals and fey creatures.
Circle Spells
3rd-level Circle of the Shepherd feature Your link with your bestial and fey charges grants you access to certain spells. You gain circle spells at the appropriate Druid levels listed below. See the Druid Circle class feature for how circle spells work. 3rd - Healing Spirit, Summon Beast5th - Conjure Animals, Summon Fey
7th - Conjure Woodland Beings, Find Greater Steed
9th - Awaken, Mass Cure Wounds
Spirit Totem
3rd-level Circle of the Shepherd feature You can call forth nature spirits to influence the world around you. As a Bonus Action, you can expend one use of 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.Mighty Summoner
6th-level Circle of the Shepherd feature Many natural creatures that you conjure are more resilient than normal. Any Beast or Fey summoned or created by a spell that you cast gains the following benefits:- The creature appears with more Hit Points than normal: 2 extra Hit Points per Hit Die it has, or 1 extra Hit Point per 5 Hit Points it has (your choice).
- The damage from its natural weapons is considered magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage.