Shepherd

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.

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.