Saving the Circle of the Shepherd Druid: D&D 5e

Описание к видео Saving the Circle of the Shepherd Druid: D&D 5e

Revised Circle of the Shepherd Subclass:

Speech of the Woods (Starting feature):
You gain the ability to converse with beasts and many fey.
You learn Sylvan, if you already know Sylvan you learn another language of your choice. You may cast Speak With Animals at will.

Spirit Totem (Starting feature):
You can call forth nature spirits to influence the world around you. As a bonus action, you can expend a use of your Wild Shape feature 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 or use this feature again.
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.
As a reaction when a creature in your aura ends its turn, you may grant them 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.
As a reaction when a creature in your aura makes an attack, you may grant them advantage on that attack and any attacks they make until the start of your next turn. 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.
As a reaction when a creature in your aura recovers hit points, you may increase the number of hit points regained equal to 5+ your druid level.
In addition, you and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura.

Mighty Summoner
Starting at 6th level, beasts and fey that you summon are more resilient than normal. When you use a spell to summon a beast or fey they gain the following benefits:

The creature appears with more hit points than normal: 5 extra hit points per level of the spell that summoned it.

The creature may deal its normal damage type with its attacks, or force damage. You make this choice each time the creature hits with an attack.

Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. At the end of your turn, choose a beast or fey that you summoned or created with a spell in your Spirit Totem aura, that creature regains a number of hit points equal to your druid level.

Faithful Summons
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of summon beast as if it were cast using a 9th-level spell slot. The summoned beast appears within 20 feet of you. If it receives no commands from you, it protects you from harm and attacks your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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Timestamps:
0:00 Intro
5:41 Speech of the Woods
7:21 Spirit Totem
12:26 Mighty Summoner
14:08 Guardian Spirit
15:13 Faithful Summons

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