The creatures follow your commands or protect you if not commanded. Lastly, at 14th level, you automatically summon four CR 2 creatures of your choice when you drop to 0 hit points or when you are unwillingly incapacitated. Regaining at least 5 hit points automatically every turn further increases their durability and highly encourages you to summon as many creatures as possible to benefit from this. Your DM might rule that you can add 2 hit points for every level of the spell or something similar.Īt 10th level, your summoned creatures regain hit points equal to half your druid level when they end their turn in your aura. Therefore, they don’t seem to gain the additional hit points of the Mighty Summoner ability. However, many of these spells summon a creature with a static number of hit points. The Circle of the Shepherd subclass has grown in effectiveness with additional summoning spells added in the recent Tasha’s Cauldron of Everything (TCoE). Magical attacks are essential for your creatures to remain useful against higher CR monsters as most are resistant to non-magical attacks. Additional hit points combined with either the bear or unicorn spirit make your summoned creatures incredibly durable. Any creature you summon or create appears with 2 additional hit points for every hit die it has and their attacks are magical. With this, you can heal everyone in your party with a simple Healing Word.Īt 6th level, you become a Mighty Summoner. Give your party advantage on all ability checks made to detect creatures and restore hit points to every ally in the aura when you cast a healing spell. Since this uses your reaction, you can only grant advantage once per round but that is still very useful. Use your reaction to grant advantage on an attack and give your party advantage on perception checks. While the Strength advantage is only really useful for allies who rely on grappling or shoving, the temporary hit points are increasingly useful the more allies you have. You give temporary hit points to every creature you choose within the aura and you all gain advantage on Strength checks and Strength saving throws. Summoning the spirit takes a bonus action, you can move it as a bonus action, it lasts for one minute, and you can use this ability once per short rest. In most cases, this is large enough to cover the entire battleground. You are able to summon one of three spirit totems whose aura fills a 30-foot radius sphere. You also gain a key feature for this class, the Spirit Totem. While beasts can understand you, it will be up to your DM how much information you might be able to divine from the animals you come across.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |