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. Question: What race is best for druids?Īt 2nd level, you learn the fey language Sylvan and the ability to communicate with beasts.Question: How many spells can a druid prepare?.Question: Can I use a spirit totem while in Wildshape?.Question: What can a shepherd druid summon?.Question: Which book is the Circle of the Shepherd In?.Question: Can the Circle of the Shepherd Wildshape?.Whereas Wild Shape specifically says "You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die." So "If you are reduced to 0 hit points" as it states in Faithful Summons while Wild Shaped, you will revert back and trigger the Faithful Summons with the only downside being a Concentration check for the taken damage assuming you dropped to 0 hp by taking damage. You lose Concentration on a spell if you are Incapacitated or if you die." Other than ending it manually or failing a Concentration check, Concentration ends "Being Incapacitated or killed. You just have to make the saving throw as normal.Interesting. So you should hit still hit 0 HP when knocked out of Wild Shape to activate Faithful Summons, but you're never Unconscious or Incapacitated to break Concentration. Wild Shape specifies that you don't go Unconscious unless the damage you take pushes you to 0 HP in your humanoid form, but does say you revert when you drop to 0 HP while Wild Shaped. Normally reaching 0 HP causes Unconciousness, which then causes Incapacitation, which breaks concentration. ![]() There's nothing that says you lose concentration when you hit 0 HP, though, and Faithful Summons doesn't require you to be incapacitated either. You just have to make the saving throw as normal. At no time are you actually at 0 HP and therefore incapacitated instead you just turn back into a human(oid).There's nothing that says you lose concentration when you hit 0 HP, though, and Faithful Summons doesn't require you to be incapacitated either. As a druid, I would hope this interpretation isn't true, because incapacitation causes you to lose concentration, and if you automatically lose concentration whenever you're knocked out of Wild Shape, that is bad news.
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