When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. The bear spirit grants you and your allies its might and endurance. The effect of the spirit's aura depends on the type of spirit you summon from the options below.īear Spirit. Once you use this feature, you can't use it again until you finish a short or long rest. ![]() The spirit persists for 1 minute or until you're incapacitated. ![]() It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.Īs a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit creates an aura in a 30-foot radius around that point. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. Starting at 2nd level, you can call forth nature spirits to influence the world around you. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. You learn to speak, read, and write Sylvan. Speech of the WoodsĪt 2nd level, you gain the ability to converse with beasts and many fey. Wherever these druids go, the spirits of the wilderness are with them. 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. 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. 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. Shepherds, as they are known, see such creatures as their charges. ![]() 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. Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid.
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