C.D.S 🥕 Circle of the Shepherd - JulTob/DnD GitHub Wiki

Circle of the Shepherd: Guardians of Nature’s Innocents

Druids of the Circle of the Shepherd are the protectors of the wilds, particularly the beasts and fey who cannot easily defend themselves. These druids commune with the spirits of nature, calling upon their aid to ward off those who would harm the delicate balance of life. Shepherds view themselves as caretakers, guiding and guarding creatures that are often overlooked or endangered by civilization’s encroachment. They find solace far from cities, in the untamed wilderness, where the spirits of the beasts and fey accompany them on their journeys.

Circle of the Shepherd Features

•	2nd Level: Speech of the Woods, Spirit Totem
•	6th Level: Mighty Summoner
•	10th Level: Guardian Spirit
•	14th Level: Faithful Summons

Speech of the Woods (2nd Level)

At 2nd level, your connection with the natural world deepens, allowing you to communicate with beasts and many fey creatures.

•	Language of Nature: You learn to speak, read, and write Sylvan. Beasts can understand your speech, and you gain the ability to interpret their noises and motions.
•	Communication, Not Friendship: While this ability allows you to converse with beasts, it does not automatically make them friendly toward you. However, with the right approach, you can gain valuable insights from the creatures of the wild.

Spirit Totem (2nd Level)

Also at 2nd level, you gain the ability to summon nature spirits to influence the world around you.

•	Summoning the Spirit: As a bonus action, you can summon an incorporeal spirit to a point within 60 feet. The spirit creates a 30-foot-radius aura around that point, persisting for 1 minute or until you are incapacitated.
•	Moving the Spirit: As a bonus action, you can move the spirit up to 60 feet to a point you can see.
•	Spirit Options:
•	Bear Spirit: Grants you and your allies temporary hit points equal to 5 + your druid level and advantage on Strength checks and saving throws.
•	Hawk Spirit: Enhances your group’s hunting ability, granting advantage on Wisdom (Perception) checks and allowing you to grant advantage on attack rolls within the aura as a reaction.
•	Unicorn Spirit: Protects and heals, giving advantage on all ability checks to detect creatures in the aura. Additionally, when you cast a healing spell, all chosen creatures in the aura regain hit points equal to your druid level.

Mighty Summoner (6th Level)

By 6th level, the beasts and fey that you summon are stronger and more resilient than usual.

•	Enhanced Summons: Any beast or fey you conjure appears with an additional 2 hit points per Hit Die.
•	Magical Attacks: The natural weapons of these summoned creatures are considered magical, allowing them to overcome immunity and resistance to nonmagical attacks.

Guardian Spirit (10th Level)

At 10th level, your Spirit Totem becomes a powerful protector of the creatures you summon.

•	Healing Aura: When a beast or fey that you summoned ends its turn within your Spirit Totem’s aura, it regains hit points equal to half your druid level. This protective aura helps ensure that your summoned allies can endure the trials of battle.

Faithful Summons (14th Level)

By 14th level, the spirits of nature come to your aid in your most vulnerable moments.

•	Automatic Summoning: If you are reduced to 0 hit points or incapacitated against your will, you can automatically summon four beasts of your choice (challenge rating 2 or lower) as if casting Conjure Animals with a 9th-level spell slot.
•	Guardian Beasts: These summoned creatures appear within 20 feet of you and will protect you from harm, attacking your foes until the spell ends or you dismiss them. The spell lasts for 1 hour and does not require concentration.