Shepherd The shepherd is a class which has been designed with the intent of being used primarily for Non Player Characters. While this class could certainly be utilized by a player for their character, either in part via multiclassing, or for all 20 levels, the class is intended to have fewer strengths and specialities than most player character classes do, and thus the player's character will likely have fewer opportunities to 'shine' during the typical game session. Servitors by Choice Shepherds are individuals who primarily put others before themself. A shepherd's goals will all tend to focus on the protection of others, the welfare of others, and the advancement of others' goals. For some shepherds, this is a universal subservience, trying to do the greatest good for as many others as possible. Other shepherds have specific indivudals (a 'flock,' as it were), whose well-being and prosperity are placed above all others'. Sometimes this takes the form of purely reactive assistance, while at other times the shepherd will feel the need to step in and guide others on the safest or most prosperous path. Seekers of Lore Most shepherds are, to some degree (some greater than others), devotees of Nature. Regardless of how much of their time and studies are spent focused on whatever form they give to Nature (be it the Green Man, the Nature Spirit, Gaia, or etc.), they do all have a passion for learning. They use this lore to aid their primary goal of nurturing and protecting others. Class Features As a shepherd you gain the following class features. Hit Points Hit Dice : 1d6

: 1d6 Hit Points at First Level : 6 + your Constitution modifier.

: 6 + your Constitution modifier. Hit Points at Higher Levels: 1d6 (4) + your Constitution modifier per shepherd level after 1st. Proficiencies Armor : none

: none Weapons : Simple Weapons

: Simple Weapons Tools : Herbalism Kit, Choose one type of Artisan’s Tools and one Musical Instrument

: Herbalism Kit, Choose one type of Artisan’s Tools and one Musical Instrument Saving Throws : Wisdom, Charisma

: Wisdom, Charisma Skills: Choose four from Acrobatics, Animal Handling, Athletics, History, Insight, Medicine, Nature, Perception, Performance, and Survival. Equipment (a) a quarterstaff or (b) a club

(a) 10 darts or (b) a sling and 50 bullets

A Healer's Kit

One set of Artisan's Tools of your choice

One Musical Instrument of your choice

An Explorer's Pack and a Druidic Focus Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Cantrips At 1st level, you know one cantrip of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shepherd table. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. 1

The Shepherd Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Healing Poultices Nature's Boon 1st +2 Unarmored Defense, Cantrips 1 — — — — — 2nd +2 Jack of All Trades, Spellcasting 1 1 1 1st — — 3rd +2 Expertise, Healing Poultices 2 1 1 1st 3 — 4th +2 Ability Score Improvement 2 2 1 1st 3 — 5th +3 Nature's Boon 2 2 1 2nd 3 1 6th +3 Bonus Feat 3 3 2 2nd 4 1 7th +3 Stillness of Mind 3 3 2 2nd 4 1 8th +3 Ability Score Improvement 3 4 2 2nd 4 1 9th +4 3 4 2 3rd 5 2 10th +4 Purity of Body 4 5 2 3rd 5 2 11th +4 Expertise 4 5 2 3rd 5 2 12th +4 Ability Score Improvement 4 6 2 3rd 6 2 13th +5 4 6 2 4th 6 3 14th +5 Bonus Feat 4 7 3 4th 6 3 15th +5 5 7 3 4th 7 3 16th +5 Ability Score Improvement 5 8 3 4th 7 3 17th +6 5 8 3 5th 7 4 18th +6 Timeless Body 5 9 3 5th 8 4 19th +6 Ability Score Improvement 5 9 3 5th 8 4 20th +6 5 10 3 5th 8 4 Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the druid spell list. Spell Slots The Shepherd table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your shepherd spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 9th level, you have two 3rd-level spell slots. To cast the 1st-level spell healing word, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 2nd level, you know one 1st-level spell of your choice from the druid spell list. The Spells Known column of the Shepherd table shows when you learn more druid spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new druid spell, which can be 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the druid spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your shepherd spells. Your magic comes from the heart and soul you pour into the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a shepherd spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier

= 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier 2

Spellcasting Focus You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells. Expertise At 3rd level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 11th level, you can choose another two skill or tool proficiencies to gain this benefit. Healing Poultices Starting at 3rd level, you can spend one hour to fashion a number of healing poultices (this can be done as part of a short or long rest without interrupting the benefits of that rest). Your shepherd level determines the number of healing poultices you make, as shown in the Healing Poultices column of the Shepherd table. The healing poultices you create cannot be applied by anyone but you. After 24 hours, any healing poultices that you have not used lose their potency. If you spend 1 minute applying one of your healing poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points for every three shepherd levels you have (rounded up). Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Nature's Boon At 5th level, you gain one boon chosen from the following list. This boon is granted to you from 'nature' however it is that you choose to venerate (it/him/her). You gain an additional boon at 9th, 13th, and 17th levels. Once you select a boon, you may not change it. Beast Speech After selecting this boon, you can cast speak with animals at will, without expending a spell slot. Charm Animals After selecting this boon, at any time you can, as an action, present your Druidic Focus and invoke Nature, in whatever form you venerate it. Each beast creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. Charm Person After selecting this boon, at any time you can, as an action, present your Druidic Focus and invoke Nature, in whatever form you venerate it. Each humanoid creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. Charm Plants After selecting this boon, at any time you can, as an action, present your Druidic Focus and invoke Nature, in whatever form you venerate it. Each plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. Enhanced Shillelagh When you select this boon, add the following line to the end of the Shillelagh spell; "The weapon becomes +1 at 5th level, +2 at 11th level, and +3 at 17th level." Eyes of the Rune Keeper After selecting this boon, you can read all writing. Gaze of Two Minds After selecting this boon, you can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Mask of Many Faces After selecting this boon, you can cast disguise self at will, without expending a spell slot. Master of All Trades After selecting this boon, at any time you can choose one skill or tool, as an action. For 10 minutes, you have proficiency in the chosen skill or tool. Potent Goodberries When you select this boon, add the following line to the end of the Goodberry spell; "At 5th level, the healing increases to 2 hit points per berry. At 11th level, it increases to 3 hit points per berry. At 17th level, it increases to 4 hit points per berry." Soothing Rest After selecting this boon, you can sooth your wounded allies during a short rest. If you or any friendly creatures w ho you can tend to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. 3