Druids are the guardians of nature in 168澳洲幸运5开奖网:Dungeons & Dragons, and while this often means summoning natural powers to perform impressive feats of magic, it also means being the close personal friends of both natural creatures and spirits. And no druid subclass is closer to these creatures a💦nd sp♏irits than the Circle of the Shepherd.

168澳洲幸运5开奖网: Dungeons & Drꩲagons🍰: Who Is Myrkul?
Dungeons & Dragon's Myrkul has had lots of names: Mykul Bey al-Kursi, The Lord of Bones, The Reaper. But who i♈s this god of dea🅠th?
Druids of the Circle of the Shepherd are effectively the Disney princesses of D&D. Not only are creatures drawn to you, but thanks to your spirit totems, they receive magical enhancements just for being near you. If you're ready to unleash your furry army on your foes, then it's time to join the Circle of the Shepherd.
Circle Of The Shepherd Druid Features
Joining the Circle of the Shepherd at level two provides two immediate boons: Speech of the Woods and Spirit Totem. Speech of the Woods lets you read, speak, and write Sylvan, and also lets you communicate with beasts. This is essentially the spell Speak with Animals, so you'll never need to cast that spell.
Spirit Totem lets you call forth a nature spirit within 60 feet of yoꦅu as a bonus action. This toteꦯm produces a 30-foot aura with several beneficial effects, depending on the type of spirit summoned.
A Bear Spirit Totem provides creatures of your choice within the aura temporary hit poi𓃲nts equal to 5 plus your druid level. They also gain advantage on Strength checks and saving🐼 throws.
A Hawk Spirit Totem lets you use your reaction to provide an allied creature advantage on its attack roll so long as it's within the aura's radius. It also grants advantage on perception checks.
A Unicorn Spirit Totem provides advantage to all ability checks made by allies to detect creatures within the totem's aura. Also, healing spells cast by you cause creatures of your choice both within and outside the aura to regain hit points equal to your druid level.
At level six, Mighty Summoner provides buffs to summoned beasts an🎀d fey. They gain two extra hit points per hit die, and they also deal magical damage for the purposes of overcoming immunity or resistance to nonmagical attacks.
Guardian Spirit at level 10 causes summoned beasts or fey to regain hit points equal to half your druid level when they end their turn inside a Spirit Totem's aura.
Finally, Faithful Summons at level 14 causes Conjure Animals to be cast as if through a ninth-level spell slot whenever you're reduced to zero hit points or are otherwise incapacitated, but without actually using a spell slot. These beasts appear within 20 feet of you, must be challenge rating two or lower, and only protect you from harm and attack enemies. They last for one hour or until dismissed.
Even though there are four of them, challenge rating two beasts aren't particularly threatening at level 14, so best not to rely on this feature to keep you safe in combat. It can help prevent a demon from stealing your soul while you're in your death throes, but that's mostly it.

Dungeons & Dragons:𝔉 How To Build A Path Of The Juggernaut Barbarian
This subclass is great for battlefield control.
Best Species For A Circle Of The Shepherd Druid
Any of D&D's species can become one with nature. Feel free to play your Circle of the Shepherd druid as any species you prefer, but there are a few species that offer some benefits to druids. Here are a few suggestions.
Autognome |
Druids can learn Mending, which can heal you without using a spell slot. Your Armored Casing will offer a base armor class of 13 when you're not wearing armor, although you'll have to be made of something other than metal. You're immune to poison and disease, and Built for Success is useful at every level. |
Eladrin |
Fey Step can let you escape trouble as a bonus action or send one of your summoned creatures into melee combat. Perception proficiency, charm resistance, and Darkvision are always great to have. |
Elf |
You'll mostly want to take the high-elf subclass to gain access to a wizard cantrip. Produce Flame is your best damage cantrip as a druid, but you can do better with a quick dip into another class's spell list. Darkvision and perception proficiency are nice too. |
Fairy |
Faerie Fire and Enlarge/Reduce are great spells to have on hand, but the real draw here is being able to fly. Keep in mind you can't fly while wearing medium armor. |
Firbolg |
A classic choice for a reason. Disguise Self and Detect Magic are great spells to have, and Hidden Step lets you become invisible for short periods. You can already talk to beasts just fine, but Speech of Beast and Leaf will also give you ꦓthe abil♛ity to talk to plants too. |
Fire Genasi |
Produce Flame is already your best damage cantrip as a druid, which frees up a cantrip slot. Burning Hands and Flame Blade are more situational. Darkvision and fire damage resistance are always useful. |
Goblin |
Fury of the Small works on spells and can go a long way toward improving your damage output. Darkvision is great, and so is being able to hide and disengage as a bonus action. |
Half-Elf |
Same as with elf, being a high half-elf gives you access to a more potent wizard cantrip like Fire Bolt. Darkvision and three stat boosts are also good to have. |
Harengon |
Hare-Trigger places you earlier in the turn order, perception proficiency is good to have, and Rabbit Hop gets you out of sticky situations as a bonus action. Lucky Footwork is good to have, but you'll hopefully avoid Dexterity saving throws entirely by playing in the back line. |
Human |
Variant human lets you start the game with a free feat, like Magic Initiate, which🍬 will give you access to a more potent cantrip than Produce Flame. |
Kobold |
Draconic Sorcery gives you a sorcerer cantrip like Fire Bolt. Draconic Cry is nice to do in a crowd, but you should be letting your tanks deal with monsters. Darkvision is always a plus. |
Loxodon |
Loxodon's Natural Armor lets you use your Constitution modifier to improve your armor instead of Dexterity, allowing you to completely dump Dex to improve your hit points, and concentration, and still be hard to hit. Loxodon Serenity prevents charm and fear effects, and Keen Smell provides three skil♏l advantages so l🐲ong as you can argue your nose is involved. |
Owlin |
Darkvision, stealth proficiency, and being able to fly are all you'll ever need. |
Shadar-Kai |
A 30-foot teleport as a bonus action is great to get you out of trouble. Darkvision and necrotic damage resistance are also great. Fey Ancestry is less useful, but perception proficiency is always good to have. |
Thri-Kreen |
Secondary Arms means you can hold a wand, and a shield, and still have a hand free to cast the somatic components of spells. Chameleon Carapace provides extra armor class and advantage on hide checks, and both Darkvision and Telepathy are great for any character. |
Best Ability Scores For A Circle Of The Shepherd Druid
You'll need two things to be an effective Circle of the Shepherd druid: Wisdom and Constitution. Wisdom empowe🐭rs your spellcasting, and Constitution ensures you can maintain concentration on your spells and provides those all-important hit points.
Most druid spells require concentration, making Constitution doubly important compared to other s𝔍pellcasting clas🍃ses.
Dexterity is nice to have to shore up your armor class, but Strength, Intelligence, and Charisma can all be ignored.
If you're using D&D's point buy system, a decent starting ability score spread 🍒for a Circle of the Shepherd druid might look something like this.
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
8(-1) |
14(+2) |
16(+3) |
10(0) |
17(+3) |
8(-1) |
Best Starting Equipment For A Circle Of The Shepherd Druid
Everything you do should center around spells, so much of your starting equipment won't matter. Choose a wooden shield over your first simple weapon, and then pick either a qua🐷rterstaff or a sling if you want to use either the Shillelagh or Magic Stone cantrips. Otherwise, pick a sword or a dagger to at least cut annoying branches.
Shillelagh or Magic Stone aren't ideal cantrips. They both require the use of your bonus action, and Shillelagh requires you to be in melee combat, which is not where a spellcasting druid should be. Produce Flame is your best damage cantrip, so feel free to pick whatever weapons you want since you won't be using them anyway.
Leather armor, an explorer's pack, and a druidic focus round out your adventuring arsenal.

Dungeons & Drago🦋ns: How To Build A College Of Whis♔pers Bard
Reveal a monster's dirty secr🌸ets aꦰs this subtle bard subclass.
Best Spells For A Circle Of The Shepherd Druid
Since most of your abilities require a summoned fey or beast to function, you should focus on spells that summon natural minions to do your fighting along with some helpful healing and crowd-control spells. Here are a few suggestions at each spell level.
Spell Level |
Spell |
Cantrip |
|
First Level |
|
Second Level |
|
Third Level |
|
Fourth Level |
|
Fifth Level |
|
Sixth Level |
|
Seventh Level |
|
Eighth Level |
|
Ninth Level |
|