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Circle of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of beasts and call upon their essence to guard and strengthen those who stand alongside them. These druids see themselves as intermediaries between the mortal world and the primal forces that drive animal life — protectors of the wild and those who dwell within it. They are as much wardens as warriors, their power rooted in nurturing the bond between living creatures.

In the wilderness or in battle, a Shepherd druid summons great spirit totems that loom above the fray, their invisible influence felt in the renewed courage of allies and the vitality of summoned beasts. Where other druid circles shape the land or weave the seasons, the Circle of the Shepherd shapes the web of life itself.

Circle of the Shepherd Table:

Level Subclass Features Gained
2nd Speech of the Woods, Spirit Totem
6th Mighty Summoner
10th Guardian Spirit
14th Faithful Summons

Subclass Features

Speech of the Woods

2nd-level Circle of the Shepherd feature

At 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast can relay what it has perceived within the past day, including locations of creatures and objects.

Spirit Totem

2nd-level Circle of the Shepherd feature

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit totem in an unoccupied space you can see within 60 feet of you. The totem lasts for 1 minute. It is a Large, intangible object and is immune to all damage. You can dismiss it early as a bonus action.

When you summon the totem, choose one of the following spirits:

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice within 30 feet of the totem (including you) gains temporary hit points equal to 5 + your druid level at the start of its turn, provided it is within range of the totem. The temporary hit points last until the totem disappears.

Hawk Spirit. The hawk spirit is a consummate hunter, aiding in the tracking of prey. When a creature makes an attack roll against a target within 30 feet of the totem, you can use your reaction to grant advantage on that roll. Additionally, you and your allies within 30 feet of the totem cannot be surprised while you are conscious.

Unicorn Spirit. The unicorn spirit lends its grace to the healing work of you and your allies. Whenever you or an ally within 30 feet of the totem casts a spell using a spell slot that restores hit points to any creature, the creature regaining hit points also regains additional hit points equal to your Wisdom modifier (minimum 1).

Once you use this feature, you can't use it again until you finish a short or long rest.

Mighty Summoner

6th-level Circle of the Shepherd feature

Beginning at 6th level, beasts and fey you conjure are more resilient than normal. Any beast or fey summoned or created by a spell you cast gains the following benefits:

  • The creature appears with more hit points than normal: it gains 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

10th-level Circle of the Shepherd feature

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey you call forth. While your Spirit Totem is active, any beast or fey summoned within 30 feet of the totem has advantage on saving throws, and attack rolls against those creatures have disadvantage.

Faithful Summons

14th-level Circle of the Shepherd feature

Starting at 14th level, the nature spirits you commune with are quick to your aid when you are in peril. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the effects of the conjure animals spell (no concentration required). It summons four beasts of challenge rating 1/2 or lower of your choice. The beasts appear within 20 feet of you, last for 1 hour, and immediately act on your behalf.

Once you use this feature, you can't use it again until you finish a long rest.