Circle of the Shepherd Compared to Other Druid Subclassesĭruid subclasses all tend to lean into a different aspect of how a druid interacts with nature. These protective spirits can go a long way toward preventing further damage, as well as still allowing you to participate in combat as a player while your character is making death saves. The creatures will protect you or attack your enemies unless you regain consciousness and issue commands. No concentration is required for this casting, it will last for an hour unless you dismiss it. It will summon up to four beasts at a challenge rating of 2 or lower. Once per long rest, if you drop to 0 hit points or are incapacitated against your will, you can use this ability to cast conjure animals as if it were a 9th-level spell. This stacks with those extra hit points and magical attacks, giving you a summoned squad of creatures that hit hard and can stay on their feet.įaithful Summons (14th level): Your summoning skills have advanced to the point where they work even when you’re incapacitated. Beasts or fey you’ve summoned with spells regain hit points equal to half your druid level whenever they end their turn inside your Spirit Totem’s aura. Guardian Spirit (10th level): Now you’re able to combine your previous abilities for this subclass. This also makes the natural attacks dealt by those summoned beings magical, overcoming immunities and resistances to nonmagical weapons. For example, a brown bear summoned using a 3rd-level spell slot would have an extra 8 hit points, because it has 4 Hit Dice. Your summoned beasts and fey gain an extra 2 hit points for every Hit Die it possesses. Mighty Summoner (6th level): This feature empowers your summoning spells, such as conjure animals or conjure woodland beings.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |