Shepherd druids are especially attuned to the grasslands, plains, and savannahs of the world. They act as guides and for creatures of the wild and their adventuring allies.
This subclass is a reimagining of a classic archetype and is not based on preexisting subclasses with the same name.
Level 1
Shepherd: Extra Spells Prepared
When you reach certain levels as a druid, you gain the ability to cast higher level spells. When you do, you prepare these additional spells. They do not count against the number of druid spells you have prepared.
| Druid Level | Extra Spells |
|---|---|
| 1 | Bless, Cure Wounds |
| 3 | Enthrall, Pass Without Trace |
| 5 | Haste, Phantom Steed |
| 7 | Faithful Hound, Freedom of Movement |
| 9 | Mass Cure Wounds, Telepathic Bond |
Level 3
Shepherd: Herd’s Swiftness
You can use a use of your Wild Shape ability to increase the speed of your allies.
Bonus Action – 10 Allies (60 ft) – 1 Hour – Wild Shape – Magical
- You and up to 9 allies move more quickly. All targets have their walking speed increased by 15 ft.
This feature replaces Herd’s Momentum, which has the same effect but lasts only 1 minute. If you already have Herd’s Momentum, you can replace it with another Wild Shape option.
Shepherd: Shepherd’s Drive
Once per short rest, you can use Herd’s Swiftness without expending a use of Wild Shape.
Shepherd: Stampede
Your magic propels you or your ally into forward motion, scattering your enemies when they charge.
Bonus Action – 1 Ally (60 ft) – 1 Round – Magical
You can use this feature as part of the same bonus action when you use Herd’s Swiftness.
- Target ally’s walking speed increases by an additional 15 ft.
- Target ally gains the following:
Once Per Turn – 1 Creature (5 ft.)
Trigger: While stampeding, you move at least 20 ft. towards a target and then hit the target with a melee weapon attack.
- Target takes an extra 2d6 bludgeoning damage and is pushed up to 10 ft. in a direction of your choice.
Level 6
Shepherd: Shepherd’s Ward
You can use your magic to help you or your allies quickly leap out of danger.
Reaction – 1 Ally (30 ft.) – 3/Short Rest – Magical
Trigger: You or one of your allies is hit by an attack of opportunity.
- You can force the attacker to reroll their attack roll, potentially turning the hit into a miss.
Level 10
Shepherd: Calm the Herd
You aid an ally to calm their nerves and prevent them from going astray.
Reaction – 1 Ally (60 ft) – 1 Round – 3/Long Rest – Magical
Trigger: An ally fails an intelligence, wisdom, or charisma save.
- Target rerolls their save, potentially turning a failure into a success.
Level 14
Shepherd: Aspect of the Plains
You take on the power of herd creatures, becoming more like the natural and magical creatures who inhabit the land you protect.
You gain the following benefits:
- Your walking speed increases by 30 ft.
- You gain proficiency in strength and dexterity saving throws.
- Your jump distance is doubled.