Druid Circles

Circle of the Shepherd

A shepherd druid forms a close bond with the spirits of nature. Using primal totems, they channel the strength of spirits to empower living creatures around them and to maintain harmony within their surroundings.

 Shepherd Circle Spells

druid level

Spell

1

speak with animals

3

borrowed knowledge

5

spirit guardians

7

dimensional anchor

9

bestow magic gift

 

Totemic Form

You add the following wild traits to the wild traits available to your great beast spirits:

  • Spirit Guide. When you apply this trait to a great beast spirit template, you select one of your other wild trait options available to that great beast spirits. Instead of gaining the wild shape, this creature can then bestow the chosen wild trait onto another creature within 5 feet of it as a bonus action. The target creature gains the benefit of the chosen wild trait until the beginning of this creature’s next turn.

 

Spirit Totem

As a bonus action, you can expend a use of your call of the wild feature to magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit is transparent and resembles one of your great beast spirits. The spirit is indestructible and lasts for 1 minute. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

When you use this ability, you must select one of the wild traits available to the great beast spirit that your spirit totem resembles (not including spirit guide). Each willing creature of your choice within 30 feet of the totem gain this wild trait for the duration or until they are further than 30 feet away from the totem.

 

Living Spirits

Beginning at 10th level, the natural spirits help keep your allies alive. You learn the cure wounds and channel healing spells. These spells count as druid spells for you and you always have them prepared, though they do not count against the number of spells you can prepare each day.

When a creature within 30 feet of your spirit totem or within 5 feet of a creature with the spirit guide wild trait regains hit points from a spell, you can have any number of other creatures of your choice regain hit points equal to your Wisdom modifier if they are also within 30 feet of your spirit totem or within 5 feet of a creature with the spirit guide wild trait.

 

Guardian Spirits

At 18th level, the spirits come to your aid when you need them. You know the call web spinner, call raptor, call mastodon, and call pack spells and you always have them prepared, though they do not count against the number of spells you can prepare each day.

You can cast one of these spells when you roll initiative without expending a spell slot. If you do so, the spell is cast as if it was cast with a 6th level spell slot. When cast like this, the spell also does not require concentration, and it only lasts 1 minute.

Once you have used this feature, you cannot use it again until you finish a long rest.