The Circle of the Shepherd was the collective of druids in the Realms that forged especially strong bonds with beasts of the wild, fey creatures, and Spirits of the natural world. Druids of this circle were individually known as shepherds.[1][2]
Activities[]
These druids made every effort to cast out predatory monsters from their lands, admonish greedy hunters who slew more than was necessary, and like other druids, keep at bay the encroachment of civilization upon the natural world.[1]
Culture[]
Circle of the Shepherd druids focused of protecting defenseless animals and fey beings in context of natural cycles of life and death. They viewed themselves as guardians and caretakers of the innocent creatures under their charge.[1] In rare instances, these druids took it upon themselves to protect innocent people, typically from among the common folk of the Realms.
They often preferred to live out in the wild, nearer to the animals for which they cared and further away from dense population centers.[1]
Abilities[]
Druids of the Circle of Shepherd learned early on how to speak with beasts and fey. They gained fluency in the Sylvan language and came to understand the meaning of gestures, noises, and body language made and exhibited by wild animals.[1]
They gained the power to summon nature spirits to their aid, specifically those of either bears, hawks, or unicorns. These spirits created an aura around them that enhanced the abilities of the druid and their allies. More experienced druids could direct these nature spirits to protect their charge animals. Similarly, either the druids or their nature spirits could bolstered the life force of any creature they conjured by magical means.[1]
The most powerful druids could call upon their summoned nature spirit to protect them during times of greatest need. If they were ever incapacitated or knocked unconscious, a group of beasts would appear within moments and protect them with their lives.[1]
Appendix[]
Appearances[]
- Card Games
- Magic: The Gathering
Gallery[]
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), pp. 23–24. ISBN 978-0-7869-6612-7.
- ↑ Jerry Holkins, Elyssa Grant, Scott Fitzgerald Gray (June 18, 2019). Acquisitions Incorporated. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 59. ISBN 978-0786966905.
Connections[]
Artificer
Alchemist • Artillerist
Bard
College of Glamour • College of Lore • College of Swords • College of Valor • College of Whispers
Ranger
Beast master • Hunter • Gloom stalker • Monster slayer • Swarmkeeper
Rogue
Arcane trickster • Assassin • Inquisitive • Mastermind • Scout • Soulknife • Swashbuckler • Thief
Sorcerer
Aberrant mind • Clockwork soul • Dragon magic • Shadow magic • Storm sorcery • Wild magic
Warlock
Celestial patron • Archfey patron • Hexblade • Fiend patron • Great Old One patron • Undying patron
Wizard
Abjurer • Conjurer • Diviner • Enchanter • Evoker • Illusionist • Necromancer • Transmuter • War mage
Cleric
Death domain • Divine domain • Knowledge domain • Life domain • Light domain • Nature domain • Tempest domain • Trickery domain
Druid
Circle of Dreams • Circle of the Land • Circle of the Moon • Circle of the Shepherd • Circle of Spores • Circle of Stars
Paladin
Oath of the Ancients • Oath of Conquest • Oath of the Crown • Oath of Devotion • Oath of Vengeance
Barbarian
Path of the ancestral guardian • Path of the berserker • Path of the storm herald • Path of the totem warrior • Path of wild magic • Path of the zealot
Fighter
Arcane archer • Battle master • Cavalier • Champion • Eldritch knight • Samurai
Monk
Way of the Drunken Master • Way of the Four Elements • Way of the Kensei • Way of the Sun Soul • Way of the Open Hand • Way of Shadow