The Circle of the Shepherd is a powerful group in Dungeons and Dragons that can be a huge asset to your party. Here’s everything you need to know about this powerful group. The Circle of the Shepherd is a group of holy warriors who protect the innocent and fight against evil. They are a powerful ally for your party, and can help you defeat enemies quickly and easily. To join the Circle of the Shepherd, you must be at least level 10. Once you’re in, you’ll gain access to powerful abilities and spells that will help you fight against evil. You’ll also gain access to special weapons and armor that will help protect you from harm. The Circle of the Shepherd is a great ally for your party, and can help you defeat enemies quickly and easily. If you’re looking for a powerful group that can help protect your party, look no further than the Circle of the Shepherd! ..


It is focused on the role of protection played by the druid against creatures and other fey. Numerous abilities can be summoned to aid you defeat.

The Circle of the Shepherd Guide will explain the reasons why this is an excellent option for druids wanting to help other Druids.

You’ll be able create allies and cast zone-of-effect spells as you assist your team.

Circle of the Shepherd Features

Learn Sylvan the fey language and learn to converse with animals in the 2nd stage.

Though animals are able to understand your language however, your DM will determine the amount of information you are able get from the animals you meet.

Its Spirit Totem is a key aspect that makes this class. Three spirits totems is summoned, and whose aura extends over 30 feet of area.

It is enough to take care of most battlegrounds. The summoning of the spirit requires an additional act. You can use it to the side as an extra move for a minute. This feature can be utilized only once during a short break.

Three spirits that you can select from:

Bear Spirit. All creatures within the aura receive temporary hit points, and also gain an advantage when making Strength checks. The Strength bonus is not helpful to allies that depend on shoving and grappling. But, the hit point can be more effective depending on the number of allies you have. Hawk Spirit. Your reaction could be used to grant an advantage in an attack or to gain advantage for your team when it comes to perception checks. Your reaction is used to grant advantage, but it only grants advantage in one round, however, it’s still extremely useful. Unicorn Spirit. Cast a healing spell in order to increase your team’s chances on all ability checks in order to find creatures. You can heal the entire group by simply using a healing word.

You can be a Mighty Summoner when you reach the level 6. Each person you summon comes with two additional hit points each hit die . Their attack can be awe-inspiring.

The creatures you summon will be very durable if they possess additional hit points as well as the bear or unicorn spirit. Your creatures should be able of using magic to fight more powerful levels of CR creatures.

The addition of summoning spells found in the Tasha’s Cauldron of All (TCoE) the Circle of the Shepherd has witnessed an increase in effectiveness.

A majority are the spells that summon animals that have statically-based hit points. They’re not capable of gaining the Mighty Summoner feature that grants them extra hit points.

Your DM may tell you that you can boost 2 hit points per level of the spell or something similar.

Your summoned creatures will gain hit points equal to half your druid’s levels at 10th level when they’ve completed their turn within your aura.

This makes them more durable and allows you to create the most creatures you can.

In the 14th level at 14th level, four CR2 creatures will be summoned at the moment you hit 0 points or are incapacitated.

If you do not give them the authority to command them, they won’t comply with your instructions or defend you. They can last for up to an hour and don’t require concentration.

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If you’re able overcome an incapacitating spell, a new summoning spell could be cast over top to attract additional creatures.

Core Druid Abilities

It is also important to enhance the abilities of your primary class, as well as the subclass capabilities. This includes spellcasting, as well as Wildshape to the Druid.

Wild shape

The Circle of the Shepherd is more concerned with casting spells than Wildshaping, but there are ways to benefit from this.

You can transform into a massive Wolf Spider at lower levels to scale walls and stay away from melee attacks.

Reaction is a way to gain advantage during attacks, and this is compatible very well with the hawk’s spirit.

You won’t be able to utilize your attack Unfortunately, you won’t be able to use your attack action. To gain advantage in an attack, you can always fall next to the opponent.

It is possible to begin picking creatures who have high Strength scores when you get towards the higher levels. The bear spirit can allow players to fight against your opponents.

It is essential to make sure that your group will be able to follow up with further attacks.

The Wildshape feature of TCoE Wild Companion is by far the most beneficial. It lets you cast familiar without materials components.

The familiar also benefits from summoning capabilities that go beyond the normal such as magical attacks and hit points.

Spells

Druids can prepare daily new spells therefore you don’t have to keep track of them. Keep your list of spells are most frequent and those you’d like to get rid of.

You may need to write spells, such as Animal Friendship if you’re a Druid. These spells are particularly useful to Circle of the Shepherd druids.

The ability to summon Circle of the Shepherd druids to summon beasts in combat is the reason for the Circle of the Shepherd druid status.

You’ll be spending your days in the backline performing summoning, summoning and casting areas of effect spells. Additionally, you’ll provide support to your friends.

You’ll find that conjuration spells with upcasting are extremely useful for higher level. It is nevertheless possible to create non-concentration spells that are that are of the highest quality.

Cantrips

Begin by making two cantrips. You have the option of choosing Guidance or Produce Fire. Guidance is a great tool to assist your allies in battle.

This is not always feasible in higher levels if are trying to summon an animal.

You could also change it later by with this cantrip Versatility option. Produce Flam is a damaging cantrip that you can use to get back the power of your abilities.

1st Level Spells

Prepare Entangle for the control of your battlefield. the Faerie Fire to deal with invisible creatures, or to give an advantage in attacks.

You can also plan to throw one in combat. To heal allies , and cast cantrips in the bonus, you can prepare the Healing Word.

It is believed that your Unicorn Spirit makes The Healing Word extremely effective. It’s a simple action, and it has a wide variety of effects, which makes it more effective than cure wounds.

Another excellent option alternative is the Absorb element to safeguard yourself from the incoming damage caused by elements as well as Thunderwave in order to maintain your distance.

It is possible to create utilitarian options like Discover Magic in the event that you are the only person who can cast spells within your group.

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If you’re not the only one who can spell you have in your group, think about making a list of utility options such as the Detect Magic.

2nd Level Spells

Prepare Summon Beast and Spike Growth. Pass Without Trace. Healing Spirit. This is the first summoning spell you use to summon Beast.

Spike Growth place your enemies in a field of thorns. They inflict damage of 2d4 for each square they move, and move only half as fast.

When your friends and allies shoot away the enemy with arrows You can then relax and relax while enjoying the fun.

Pass Without Trace provides your entire group with a +10 Stealth. This means you can be as stealthy as well as Batman. Healing Spirit is able to heal 1d6 per turn.

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3rd Level Spells

Prepare Summon Fey and Revivify. Lesser Reveal. Dispel Magic.

Conjure animals is one of the most powerful spells you could use. You can summon weaker or stronger creatures. While the DM determines the beasts that you call forth, you are able to specify what you would like to summon. You can also combine other creatures using your bear spirit, unicorn spirit, as well as other subclasses have features.

Summon Fey lets you summon a fey that will fight for your. The spirit will travel across the battlefield, and then attack using the shortsword. It doesn’t do the same amount of damage as your summoned monster. You could think about buffing your fey with an alternative weapon or you can utilize the Teleport Utility. It is also possible to spell the Summon Beast by using a 3rd level spell slot.

The revive could be described as a means to bring one back from the dead. The most powerful 3rd-level resurrection spell as well as one of the most powerful.

less Resurrection along with Dispel Magicallow the user to stop the ongoing effects of magic. While the latter can only be utilized when you or your family members suffer, Dispel Magic can be used to stop any spells within this games.

4th Level Spells

Prepare Summon Elemental and Wall of Fire

Like conjuring animals, conjuring woodland creatures is among your most effective spells. It lets you summon any number of fey beings that you want to summon.

Select the most number of creatures that you can. It is possible to summon any pixie to create polymorph continually on your enemies until they’re fighting handful of Frogs.

You can use the spell “Polymorph” to change one animal into a harmless and small animal if it hasn’t summoned any Pixies. This is an excellent option to thwart a powerful adversary while you battle with smaller opponents or simply run away.

Summon Elemental summons one elemental animal. Although it’s not as effective than various spells it provides distinct options, such as flying elements and one not susceptible to fire-related damage.

Wall of Fire can be used to direct the battle even when there aren’t any creatures summoned. It is possible to divide the battlefield using the help of a fiery barrier or surround enemies as you move.

5th Level Spells

Create greater restoration as well as Reincarnate for healing. conjure an Elemental in order to create a more powerful unique creature. Scrying to spy on your adversaries, Wall of Stone and Maelstrom to generate amazing effects across a wide area.

6th Level Spells

Create Healing to heal a single target. Heroes”Feast” will boost the whole party. Wall of Thorns is required to control the battlefield.

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7th Level Spells

To explore the multiverse, make for Plane Shift and Mirage Arcane. This creates an illusionary fortress that can be real.

8th Level Spells

To deter the enemy’s power or demolish your Tsunami Prepare the Feeblemind. The casting duration for the former is one minute. It isn’t able to work with an enormous and huge dragon which is why it’s recommended never to use it.

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9th Level Spells

Foresight is a great tool to help your team and keep you out of the way. Make Shapechange ready to transform into the dragon.

Races

You can choose to prioritize race types by giving them a +2 bonus to Wisdom, if you’re not making use of your Customized Origin feature of TCoE. It covers Custom Lineage and Hexblood, Reborn along with Firbolg.

These are excellent options for customizing your starting point. Other choices are those that allow the Aarakocra to fly or fly, or the Mountain Dwarf to get two +2 bonuses as well as the Tortle to boost your AC.

Feats

Resilient Constitution. This feat enhances the strength of your Constitution by 1 and grants you the ability to master Constitution saving casting. They can be useful in keeping your eye to spells. Since you’re dependent upon summoning magic, everything you focus on will revolve focused on one particular spell.

Metamagic Expert. Use Extended Spell to extend the lifespan of the summoned creatures.

F.A.Q.

Are it possible for the Circle of the Shepherd able to be wild-shaped?

Yes. But the subclass is based around spellcasting, which you cannot do when in wild form. The higher levels let you summon creatures and use Wildshape to provide protection against enemies.

What book contains mentioned the Circle of the Shepherd?

It’s in the Xanathar’s Guide to Everything.

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What is the power that a shepherd-druid has summon?

Answer: Shepherd Druids possess an ability of summoning a spirit-totem up to level 2, which enhances any creature they wish to enhance.

They also have the ability to cast many summoning spells, including conjure Wild Animals or Conjure Woodland Beings.

Can I make use of the Wildshape Spirit Totem?

Yes.

What exactly is the druid’s circle?

Circles refer to the subclasses of druids. Seven official circles are available for druids. Circle of the Land; Circle of the Moon; Circle of Dreams; Circle of the Shepherd; Circle of Spores; Circle of Wildfire and Circle of Stars.

What are the most spells the druids capable of creating?

You can create daily as many spells according to your Wisdom modifier and your level of druid. The Wisdom modifier of +3 indicates that a 3rd-level druid could make six spells per day with the druid’s spellbook.

What race would be most suitable for druids?

Firbolg is a race for druids. Firbolg is the ideal race for druids that possess magical abilities and significant scores rise.

Final Words

The Circle of the Shepherd Druid is a powerful spellcaster of support.

The spirit totem aura you have can help keep your group alive and give you an edge in battle, and summon strong creatures onto the field.

The economy of action is an essential element that is a major part of 5th Edition. You can win several encounters on your own , by summoning more creatures that bring your team to action.