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Your reefs stand as ageless as the ocean itself. When a Reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, becoming an Ageless Reef. An Ageless Reef has the same properties of a Coral Reef you summon with your Coral Calling feature, except that it is a Still Emanation with the same Range centered on the space you were in when you used this feature. When you do this, any previous Reefs you have used this feature to make permanent crumble.<br> | Your reefs stand as ageless as the ocean itself. When a Reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, becoming an Ageless Reef. An Ageless Reef has the same properties of a Coral Reef you summon with your Coral Calling feature, except that it is a Still Emanation with the same Range centered on the space you were in when you used this feature. When you do this, any previous Reefs you have used this feature to make permanent crumble.<br> | ||
Whenever a creature finishes a Long Rest in an Ageless Reef, it gains Temporary Hit Points equal to your Druid Level. | Whenever a creature finishes a Long Rest in an Ageless Reef, it gains Temporary Hit Points equal to your Druid Level. | ||
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== Circle of Shepherds == | |||
Druids of the Circle of Shepherds commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.<br> | |||
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them. | |||
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==== Speech of the Woods ==== | |||
''2nd Level Circle of Shepherds Feature''<br> | |||
You gain the ability to converse with Beasts and many Fey. You learn to speak, read, and write Silvin. In addition, you are permanently under the effects of the Speak With Animals Spell. | |||
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==== Totem Spirit ==== | |||
''2nd Level Circle of Shepherds Feature''<br> | |||
You can call forth nature spirits to influence the world around you. You can spend 1 Wild Point as a Bonus Action, you can magically summon an incorporeal Totem Spirit to a point you can see within 60ft of you. The Spirit creates a 30ft Moving Emanation, and the Spirit is 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 60ft to a point you can see. The Spirit remains for 1 minute or until you’re Incapacitated. Whenever you summon a Totem Spirit, choose one of the following Spirits to gain the benefits of: | |||
*'''Bear Spirit.''' The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the Emanation when the Spirit appears gains Temporary Hit Points equal to 5 + your Druid Level. In addition, all creatures of your choice in the Emanation of the Spirit gain Advantage on Strength Checks and Saving Throws. | |||
*'''Hawk Spirit.''' The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature misses an Attack Roll against a creature that is in the Emanation, you can use your Reaction to grant Advantage to that Attack Roll. In addition, all creatures of your choice in the Emanation of the Spirit gain Advantage on Wisdom (Perception) Checks and Initiative Rolls. | |||
*'''Unicorn Spirit.''' The unicorn spirit lends its protection to those nearby. Whenever Hit Points are restored to a creature using a Spell of 1st Level or higher, if either the creature healed by the Spell or the caster of the Spell is in the Emanation, each creature of your choice in the Emanation regains Hit Points equal to your Druid Level. | |||
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'''Mighty Summoner.''' | |||
''6th Level Circle of Shepherds Feature''<br> | |||
Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits: | |||
The creature appears with more hit points than normal: 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 non-magical attacks and damage. | |||
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'''Guardian Spirit.''' | |||
''10th Level Circle of Shepherds Feature''<br> | |||
Your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. | |||
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'''Faithful Summons.''' | |||
''14th Level Circle of Shepherds Feature''<br> | |||
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 conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest. | |||
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