one w illing creature you touch up to 30 feet to an unoc-
c upie d space you can see.
You can use this feature a numbe r of times equal to
your Wisdom modifie r (minimum of o nce), and you re-
gain all expende d uses of it w hen you finis h a lo n g rest.
WALKER IN DREAMS
At 1 4th level, the magic of the Feywild grants you
the a bility to travel m entally o r phys ically through
dreamlands.
Whe n you finis h a short rest, you can cast one of the
following spells, without expending a spell s lot or re-
quiring material compo nents : dream (with you as the
messenge r), scrying, or te /eporta tion circle.
T his use of teleportation circle is special. Rather tha n
opening a portal to a perma nent te le porta tion circle, it
opens a porta l to the last location whe re you finishe d
a long rest o n your curre nt plane of existence. If you
have n 't taken a long rest on your current plane, the
s pell fails but isn't was te d.
Once you use this feature, you can't use it again
until you finis h a long rest.
Circle of the Shepherd
Druids of the Circle of th e Shepherd commune
with the spirits of nature, especially the spirits
of beasts and the fey, and call to those s p irits for
aid. These druids recognize tha t all living things
play a role in the natura l world, yet t hey foc us on
protecting anima ls and fey creatures that have
diffic ulty d e fending the mselves. S hepherds, as they are
known, see s uc h creatures as their c harges. They ward
off m o ns te r s that threaten them, rebuke hunters w ho
kill more prey than necessary, and prevent c ivilization
from e nc roaching on rare animal habita ts and o n s ites
sacre d to the fey. Many of these druids are h appiest far
from cities and towns, content to s pend their days in the
company of anima ls and the fey creatures of the wilds.
Member s of this circle becom e adventurers to oppose
forces that threaten their c h a rges or to seek knowledge
and power that will he lp them safeguard their c h arges
better. Wherever t hese druids go, the spirits of the wil-
derness a r e w ith t he m.
CIRCLE OF THE SHEPHERD FEATURES
Druid Level
2nd
6th
10th
14th
Feature
Speech of the Woods, Spirit To tem
Mighty Summoner
Guard ian Spirit
Faithful Summons
SPEECH OF THE WOODS
At 2nd leve l, you gain the a bility to converse wit h beasts
aod many fey.
You learn to speak, read, and write Sylvan. In addi-
tion, beasts can understand your speech , and you gain
the ability to deciphe r their noises and motions. Most
beasts lac k the intelligence to convey or under stand
sophisticated concepts, but a friendly beas t could r e lay
what it has seen or heard in the recent pas t. This a bility
doesn 't grant you friendship with beasts, though you can
DRUID OF THE CIRC.LE OF THE SHEPHERD
combine this a bility with g ifts to curry favor with them
as you wou ld with a ny nonplayer charac ter.
SPIRIT TOTEM
Starting at 2nd level, you can call forth nature spirits to
influe nce the world around you. As a bonus action, you
can magically summon a n incorporeal spirit to a point
you can see within 60 fe e t of you. The spirit c reates a n
aura in a 3 0 -foot radius a round that point. It counts as
neither a creature nor an object, though it has the spec-
tra l appearance of the c reature it re p resents.
As a bonus actio n , you can move the spirit up to 60
feet to a point you can see.
The spirit persists for 1 minute o r until you're incapac-
itated. Once you use this fe ature , you can't use it again
until you finish a short or long rest.
The e ffect of.the spirit's aura depends on the type of
spirit you summon from the options be low.
Bear Spirit. T he bear spirit g rants you and your allies
its might and endura nce. Each creature of your choice
in the aura when t he spirit appears gains temporary
hit points equal to 5 +your druid level. In addition, you
and your a llies gain advantage on Strength c hecks 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.
Whe n a c reature makes a n attack r oll against a target
in the spirit's aura, you cao use your reaction to grant
advantage to that attack roll. In addition, you and your
a!Ues have advantage o n Wisdom (Perception) c hecks
w hile in the aura.
CHAPTER l I CHARACTER OPTlONS