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- Druid Subclass "Shepherd's Circle"

Druid Subclass "Shepherd's Circle"
About This Mod
INCLUDES "TOTEM OF SPIRIT: BEAR" (LEFT), "TOTEM OF SPIRIT: HAWK" (CENTER) AND "TOTEM OF SPIRIT: DEER" (RIGHT)
Starting at 2nd level, you gain the ability to summon the spirits of nature and use them to influence the world around you.
As a bonus action, you can magically summon a botherless spirit to a point you can see within 18 meters of yourself. The spirit creates an aura within a radius of 9 meters around this point and has a ghostly appearance of the being it represents.
The spirit lasts for 1 minute. Once you use this feature, you will not be able to use it again until you have finished a short or long rest.Effect
the aura of spirit depends on the type of spirit you summon from the options below:
Bear spirit. The bear spirit gives you and your allies strength and stamina. Each creature of your choice in the aura, when the spirit appears, receives temporary health points equal to 5 + your druid level. In addition, you and your allies gain the benefit of strength checks and saving throws while in the aura.
Hawk spirit. The Hawk Spirit is an unrivaled hunter who helps you and your allies with his sharp eyesight. When a creature makes an attack roll against a target in spirit aura, you can use your reaction to give an advantage to that attack roll. In addition, you and your allies have the advantage of checking your perception while you are in the aura.
Deer Spirit. The deer spirit protects those who are nearby. You and your allies are given the opportunity to detect invisible beings and objects in the aura of spirit. Additionally, if you cast a spell with a spell cell that restores health points to any creature within or outside the aura, you can also force every ally in the aura to regain health equal to your druid level.
NOTES
It works almost the same as in 5e, except that the Unicorn Spirit is exchanged for the Deer Spirit, which I say is more appropriate anyway. The biggest change I'd say is that currently you can't move a totem of spirit after applying it due to certain limitations in the game files.
The spirit totems take the form of statues of a bear, eagle, and deer in a grove of druids—my canon suggests that these statues are erected by shepherd druids to give their blessings to druids living in the grove.
Here are some features for each of the totems in order:
Bear Spirit: Works as in 5e without change.
Hawk Spirit: Works as in 5e unchanged.
Deer Spirit: Checks made specifically to detect creatures are not actually implemented in the game as they are on the table, so this one simply gives Seeing Invisibility while standing inside the aura. As for the second part of the Deer's features, you unlock a temporary healing spell after casting a healing that you need to use manually to heal all allies in the aura. I tried to make it an automated process, but to no avail. It can be easy to miss, so don't forget it if you use a totem of the deer spirit to not miss the extra treatment.
At 6th level, the animals and fairies you create are more resilient than usual. Any beast or fairy cast or created with a spell you cast has two advantages:
· Creature appears with more health points than normal: Small creatures get 6 extra health points, average creatures get 8 extra health points, and large creatures get 12 extra health points.
· Damage from its natural weapons is considered magical in order to overcome immunity and resistance to non-magical attacks and damage.
NOTES
Since the game doesn't actually use hit cubes the way you use a desktop computer, and since there are technically no available cubes for every creature in the game, you can't just add more health points for each hit on the cube. So I tried to roughly calculate how many extra health points would be based on the average number of hit dice for certain types of creatures, and decided to set the amount of extra health points based on the creature's size. As in 5e, this only applies to beasts and fairies, so your elementals will not be reinforced.
Starting at 10th level, your Totem of the Spirit protects the beasts and fairies that you conjure with your magic. When an animal or fairy you have cast or created with a spell ends its turn in your spirit totem aura, this creature regains half of your druid's health points.
NOTES
Works the same way as in the 5th. It is worth noting that your summoned creatures will not receive healing if their maximum health is at least 100% to spare you unnecessary spam in treatment.
BONUS SPELL
2ND LEVEL: WOLF (LEFT) AND RAVEN (RIGHT)
You summon a beast spirit, manifesting itself in an unoccupied space, which you can see in a radius of 18 meters. This bodily form uses the Bestia l l'sirit stat block c. When you cast a spell, you can choose Earth or Air. The creature resembles an animal living in a chosen environment, which determines certain traits in its characteristic block.
The creature disappears when it has 0 hit points or when the spell ends.
NOTES
: You must have guessed that Earth Beast is Wolf and Air Beast is Raven. The wolf gains a pack tactic (an advantage when attacking alongside allies), while the raven gains flight (movement does not cause random attacks) and increased flying speed. Otherwise their characteristics are the same and they deal the same amount of damage, so it's basically a matter of taste and utility.
Casting a spell at higher levels of the spell slot gives the beast the following for each level of the spell slot above 2nd: one additional AC, five more health, more attacks than the higher level of the spell slot (rounded down), and one more damage dealt by its primary attack. Can be used without concentration, and its range is reduced from 27 to 18 meters in accordance with Larian's own modifications.
BONUS
3RD-LEVEL SPELLS INCLUDE WHITE BEAR (LEFT), SABER-TEETH TIGER (CENTER), AND GIANT EAGLE (RIGHT)
You summon magical spirits that take the form of beasts and appear in empty spaces that you can see within a radius of 18 meters. These spirits take the form of a polar bear, saber-toothed tiger, or two giant eagles.
Each beast is also considered a fairy, and it disappears when its health drops to 0 or when the spell ends.
NOTES
: This spell allows you to summon multiple beasts based on their 5e challenge rating. To avoid a dozen summoned creatures (which I admit in some ways makes sense for this subclass, but still), I chose two options, "one beast with a challenge rating of 2" and one option, "two beasts with a challenge rating of 1". The first two are the White Bear and Sabretooth Tiger, both of which are already available in Wildshape forms, as well as two Giant Eagles, all of which have different niches. Can be used without Concentration.
When casting a spell in a 5th- or 6th-level spell slot, the number of creatures summoned doubles: two polar bears, two saber-toothed tigers, and four giant eagles. Largely that's why I didn't include anything below CR 1, because if I included, for example, beasts CR 1/4, technically you could get 16 wolves for one drop. It's getting out of control pretty quickly, so I'm not going to add any other animals for this game.
ENABLES "FUMING" (LEFT), "FUN" (CENTER) AND "TRICKSY" (RIGHT) SETTINGS
You summon the spirit of the fairies. It manifests itself in an unoccupied space, which you can see in a radius of 18 meters. This bodily form uses a Fey Syrit Stat Block . When you cast a spell, choose a mood: Boiling, Fun or Cunning. The creature resembles a red beanie marked with a selected mood that identifies one of the traits in its ability block.
The creature disappears when it has 0 hit points or when the spell ends.
NOTES
The only real humanoid fairies available in the game are the dryads, the green witch, and the red caps. Since dryads are already available through Conjure Woodland Beings, and a witch who looks like Aunt Ethel seems too smart and storyline to summon, you can summon up your own red hat! They wield a short sword, and each mood is accompanied by its own visuals and animations (though this is nothing special, given the Red Hat's limited repertoire in the game's files). However, they have their own versions of Fey Step and the companion Bonus Action ability, as well as a short sword attack that becomes a multiattack on higher levels.
When casting a spell at higher levels of a spell cell, the fairy gains the following for each level of the spell cell above 3rd: one additional AC, ten more health, more attacks than the higher level of the spell cell (rounded down), and another damage dealt by the main attack. Can be used without concentration, and its range is reduced from 27 to 18 meters in accordance with Larian's own modifications.
BONUS ABILITY TO CALL FOREST CREATURES:
MINLOCK
Call Minlock, who will fight with you. He can paralyze creatures with his venomous claws, teleport to a dark place, and possibly frighten nearby enemies.
NOTES
I thought another woodland creature would be fun, especially since there's a Minlock in the game. This will allow you to change your game style a little, especially if you're not a good druid and prefer to call out evil fairies.
This summoned creature uses a mixture of in-game characteristics and Menlocke with tat b o k a m e n l o a m e n l o a m e n l o k k a t a t a t a t t l o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o Photosensitivity is still present, so do not use it in broad daylight so that it is not less effective in combat.
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