Shepard
About this class
The Shepard is a person who keeps, maintains, and trains animals. They use their cunning, wits, and a little bit of magic to keep track of their companions. They can also utilize their animals to assist them, calling upon them, and adding some magic here and there, to unleash their full might. After taking care of animals for so long, their innate magical abilities allows them to gain some animal-like features, which help them from time to time. Shepard’s are well-meaning individuals, always willing to lend a hand, especially when it comes to animals. However, they are more accustomed to animals than people, so you might have to get them out of their shells a little. But once you do, they are reliable, diligent, and prepared for anything.
Included subclasses
Domains
Sage
Starting stats
Hope feature
Class features
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Animal Feature
You have spent so much time with animals, you start to act like them in certain scenarios. After each rest, roll 1d6. You gain an attribute of an animal that corresponds with the Trait you rolled. You also add 1d4 to all rolls of that Trait until your next rest.
Animal Feature Table:
1-Agility
2-Strength
3-Finesse
4-Instinct
5-Presence
6-Knowledge
Class items
- A Farmer's Almanac
- A musical instrument to soothe and entertain your animals
Character questions
Background prompts
- Why did you take on the profession of keeping animals?
- Taking care of animals has allowed the animals you take care of to rub off on you. What is a quirk you inherited from one of the animals you take care of?
- You lost one of the animals you were taking care of. How did you lose them, and what do you do to make sure you won’t lose another?
Connection prompts
- You asked me to temporarily take care of an animal of yours. How did that end up going in your opinion?
- I usually spend a lot of time interacting with animals, so my people skills aren’t always on point. How do you guide me through social interactions?
- When I tend to my animals, what tasks do you like helping me with?
Subclass cards
Printable via header menu
Flock
Foundation
SPELLCAST TRAIT: Instinct
Swarming Attack: Make a Spellcast roll against a target within close range. On a success, the target, and any creature within Very Close range must make a reaction roll (13). On a failure, they take d4 + your Instinct modifier physical damage using your proficiency.
Marching Orders: You sometimes let your flock assist you with your tasks. You may Mark a Stress to give yourself advantage on ability rolls. When you do so, your advantage die becomes 1d8.
Flock
Specialization
Overpowering Swarm: Your damage die for your Swarming Attack becomes d6, and the reaction roll increases to (15).
Marching Assistance: When you use your Marching Orders ability, your advantage die becomes 1d10. Additionally, whenever you Help another player, you may Spend an additional Hope to give them your Marching Orders ability.
Flock
Mastery
Overwhelming Swarm: Your damage die for your Swarming Attack becomes d8, and the reaction roll increases to (17).
Nibbling Strike: Whenever you make a successful attack, you may Mark a Stress to force the target to make a reaction roll (18). On a failure, the target subtracts 1d4 from their difficulty.
Animalistic
Foundation
SPELLCAST TRAIT: Instinct
Heightened Feature: Whenever you use your Animal Feature ability, you may roll twice, and take the higher result.
Animal Strike: Whenever you make an attack roll, you may add your Animal Feature die to the attack, and damage rolls.
Animalistic
Specialization
Intensified Feature: Your Animal Feature die is now 1d6.
Hunting Party: Mark a Stress, and make a Spellcast roll (16). On a success, all allies within Close range benefit from your Animal Strike ability until the end of the scene.
Animalistic
Mastery
Double Feature: You may roll twice on the Animal Feature table, and gain the bonus for both stats rolled. If you roll doubles, you may choose which two stats you take.
Animal Fury: When you make a successful attack, you may Spend any number of Hope to add an equal amount of Animal Feature dice to the damage roll.
Shepard
The Shepard is a person who keeps, maintains, and trains animals. They use their cunning, wits, and a little bit of magic to keep track of their companions. They can also utilize their animals to assist them, calling upon them, and adding some magic here and there, to unleash their full might. After taking care of animals for so long, their innate magical abilities allows them to gain some animal-like features, which help them from time to time. Shepard’s are well-meaning individuals, always willing to lend a hand, especially when it comes to animals. However, they are more accustomed to animals than people, so you might have to get them out of their shells a little. But once you do, they are reliable, diligent, and prepared for anything.
Domains
Sage + Summon
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A Farmer's Almanac
- • A musical instrument to soothe and entertain your animals
Shepard’s Hope Feature
Unleash the Beast : Spend 3 Hope to give another person your Animal Feature ability until their next rest.
Class Features
Animal Feature
You have spent so much time with animals, you start to act like them in certain scenarios. After each rest, roll 1d6. You gain an attribute of an animal that corresponds with the Trait you rolled. You also add 1d4 to all rolls of that Trait until your next rest. Animal Feature Table: 1-Agility 2-Strength 3-Finesse 4-Instinct 5-Presence 6-Knowledge
Shepard Subclasses
Choose either the Flock or Animalistic subclass.
Flock
Play as the Flock to take advantage of the numerous animals under your control to aide you in various things.
Spellcast Trait
Instinct
Foundation Features
Swarming Attack: Make a Spellcast roll against a target within close range. On a success, the target, and any creature within Very Close range must make a reaction roll (13). On a failure, they take d4 + your Instinct modifier physical damage using your proficiency.
Marching Orders: You sometimes let your flock assist you with your tasks. You may Mark a Stress to give yourself advantage on ability rolls. When you do so, your advantage die becomes 1d8.
Specialization Feature
Overpowering Swarm: Your damage die for your Swarming Attack becomes d6, and the reaction roll increases to (15).
Marching Assistance: When you use your Marching Orders ability, your advantage die becomes 1d10. Additionally, whenever you Help another player, you may Spend an additional Hope to give them your Marching Orders ability.
Mastery Feature
Overwhelming Swarm: Your damage die for your Swarming Attack becomes d8, and the reaction roll increases to (17).
Nibbling Strike: Whenever you make a successful attack, you may Mark a Stress to force the target to make a reaction roll (18). On a failure, the target subtracts 1d4 from their difficulty.
Animalistic
Play as the Animalistic to lean into the animal inside of you by getting more out of your Animal Feature ability.
Spellcast Trait
Instinct
Foundation Features
Heightened Feature: Whenever you use your Animal Feature ability, you may roll twice, and take the higher result.
Animal Strike: Whenever you make an attack roll, you may add your Animal Feature die to the attack, and damage rolls.
Specialization Feature
Intensified Feature: Your Animal Feature die is now 1d6.
Hunting Party: Mark a Stress, and make a Spellcast roll (16). On a success, all allies within Close range benefit from your Animal Strike ability until the end of the scene.
Mastery Feature
Double Feature: You may roll twice on the Animal Feature table, and gain the bonus for both stats rolled. If you roll doubles, you may choose which two stats you take.
Animal Fury: When you make a successful attack, you may Spend any number of Hope to add an equal amount of Animal Feature dice to the damage roll.
Background Questions
Answer any of the following, or create your own.
- • Why did you take on the profession of keeping animals?
- • Taking care of animals has allowed the animals you take care of to rub off on you. What is a quirk you inherited from one of the animals you take care of?
- • You lost one of the animals you were taking care of. How did you lose them, and what do you do to make sure you won’t lose another?
Connections
Ask one of the following, or improvise.
- • You asked me to temporarily take care of an animal of yours. How did that end up going in your opinion?
- • I usually spend a lot of time interacting with animals, so my people skills aren’t always on point. How do you guide me through social interactions?
- • When I tend to my animals, what tasks do you like helping me with?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.