{"name":"Circle of the Shepard","overview":"Druids of the Circle of the Shepherd commune\r\nwith the spirits of nature, especially the spirits\r\nof beasts and the fey, and call to those spirits for\r\naid. These druids recognize that all living things\r\nplay a role in the natural world, yet they focus on\r\nprotecting animals and fey creatures that have\r\ndifficulty defending themselves. Shepherds, as they are\r\nknown, see such creatures as their charges. They ward\r\noff monsters that threaten them, rebuke hunters who\r\nkill more prey than necessary, and prevent civilization\r\nfrom encroaching on rare animal habitats and on sites\r\nsacred to the fey. Many of these druids are happiest far\r\nfrom cities and towns, content to spend their days in the\r\ncompany of animals and the fey creatures of the wilds.\r\nMembers of this circle become adventurers to oppose\r\nforces that threaten their charges or to seek knowledge\r\nand power that will help them safeguard their charges\r\nbetter. Wherever these druids go, the spirits of the wilderness are with them.","skillproficiences":"","toolproficiences":"","lifestyle":"","languages":"","equipment":"","features":"[h2]Circle Of The Shepard Features[\/h2]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]Speech oft he Woods, Spirit Totem[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Mighty Summoner[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]Guardian Spirit[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Faithful Summons[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Speech or The Woods[\/h2]\r\nAt 2nd level, you gain the ability to converse with beasts\r\nand many fey.\r\n[br]\r\nYou learn to speak, read, and write Sylvan. In addi\u2018\r\ntion, beasts can understand your speech, and you gain\r\nthe ability to decipher their noises and motions. Most\r\nbeasts lack the intelligence to convey or understand\r\nsophisticated concepts, but a friendly beast could relay\r\nwhat it has seen or heard in the recent past. This ability\r\ndoesn\u2019t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them\r\nas you would with any nonplayer character.\r\n[br]\r\n\r\n[h2]Spirit Totem[\/h2]\r\nStarting at 2nd level, you can call forth nature spirits to\r\ninfluence the world around you. As a bonus action, you\r\ncan magically summon an incorporeal spirit to a point\r\nyou can see within 60 feet of you. The spirit creates an\r\naura in a 30-foot radius around that point. It counts as\r\nneither a creature nor an object, though it has the spectral\r\nappearance of the creature it. represents.\r\n[br]\r\nAs a bonus action, you can move the spirit up to 60\r\nfeet to a point you can see.\r\n[br]\r\nThe spirit persists for 1 minute or until you\u2019re incapac\u2014\r\nitated. Once you use this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n[br]\r\nThe effect of.the spirit\u2019s aura depends on the type of\r\nspirit you summon from the options below.\r\n[br]\r\n\r\n[b]Bear Spirit.[\/b] The bear spirit grants you and your allies\r\nits might and endurance. Each creature of your choice\r\nin the aura when the spirit appears gains temporary\r\nhit points equal to 5 + your druid level. In addition, you\r\nand your allies gain advantage on Strength checks and\r\nStrength saving throws while in the aura.\r\n[br]\r\n\r\n[b]Hawk Spirit.[\/b] The hawk spirit is a consummate\r\nhunter, aiding you and your allies with its keen sight.\r\nWhen a creature makes an attack roll against a target\r\nin the spirit\u2019s aura, you can use your reaction to grant\r\nadvantage to that attack roll. In addition, you and your\r\nallies have advantage on Wisdom (Perception) checks\r\nwhile in the aura.\r\n[br]\r\n[b]Unicorn Spirit. [\/b]The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on\r\nall ability checks made to detect creatures in the spirit\u2019s\r\naura. In addition. if you cast a spell using a spell slot\r\nthat restores hit points to any creature inside or outside\r\nthe aura, each creature of your choice in the aura also\r\nregains hit points equal to your druid level.\r\n[br]\r\n\r\n[h2]Mighty Summoner[\/h2]\r\nStarting at 6th level, beasts and fey that you conjure are\r\nmore resilient than normal. Any beast or fey summoned\r\nor created by a spell that you cast gains the. following benefits:\r\n[ul]\r\n[li]The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.[\/li]\r\n[li]The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.\r\n[br][\/li]\r\n[\/ul]\r\n\r\n[h2]Guardian Spirit[\/h2]\r\nBeginning at 10th level, your Spirit Totem safeguards\r\nthe beasts and fey that you call forth with your magic.\r\nWhen a beast or fey that you summoned or created with\r\na spell ends its turn in your Spirit Totem aura, that crea\u2014\r\nture regains a number of hit points equal to halfyour\r\ndruid level.\r\n[br]\r\n\r\n[h2]Faithful Summons[\/h2]\r\nStarting at 14th level, the nature spirits you commune\r\nwith protect you when you are the most defenseless.\r\nIf you are reduced to 0 hit points or are incapacitated\r\nagainst your will, you can immediately gain the benefits\r\nof conjure animals as if it were cast using a 9th-level\r\nspell slot. It summons four beasts of your choice that are\r\nchallenge rating 2 or lower. The conjured beasts appear\r\nwithin 20 feet of you. If they receive no commands from\r\nyou, they protect you from harm and attack your foes.\r\nThe spell lasts for 1 hour, requiring no concentration, or\r\nuntil you dismiss it (no action required).\r\n[br]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n","suggestedcharacteristics":"","traits":"","ideal":"","bond":"","flaw":"","tabledata":"","tags":"","templateId":"24","blockId":"1146652","world":"3e63a766-c8aa-4bf7-8476-8e3299c8b5f8","folder":"13743","isShared":"on"}