Shepherd
The galaxy has been in chaos for centuries, and the people flock desperately to individuals who offer a vision of order. A shepherd has the disposition of a leader, along with the charisma and the cunning to unite others toward a common goal under their banner.
Shepherds include religious figures and cult leaders, raider bosses, mercenary officers, town mayors, and anyone else who can inspire loyalty and give people the direction they crave.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Shepherd level after 1st.
Tools: Two of your choice
Saving Throws: Wisdom and Charisma
Skills: Persuasion and any three skills of your choice.
• A Combat Knife
• (a) Any one Melee weapon or (b) a Ballistic Pistol and 20 Bullets (Sidearm)
• (a) a smg and 40 bullets (smg) or (b) a shotgun and 20 Shells (Shotgun)
• A Synthetic Bodysuit or Reactive Kevlar.
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Waterbottle, Paracord (50')
As an action, choose one creature within 60 feet of you that you are aware of and that can hear you. That creature must make a Wisdom saving throw or take 1d6 psychic damage per Command point spent on this action. On a successful save, the target takes only half damage. Soothing Words
As an action, choose one creature within 60 feet of you that you are aware of and that can hear you (including yourself). That creature regains 1d4 hit points per Command point spent on this action. Frightful Words
As an action, choose a number of creatures within 30 feet of you that you are aware of and that can hear you equal to the Command points spent on this action. Each creature must make a Wisdom saving throw, becoming frightened of you for up to 1 minute. The frightened creature may repeat its saving throw at the end of each of its turns.
Lvl | Prof | Features | Command | Motivation | Rejuvenation |
1 | +2 | Command, Comrades’ Bond,
Motivate Excellence |
3 (max 3) | d6 | — |
2 | +2 | Helping Hand, The Wind
in Their Sails |
3 (max 3) | d6 | d6 |
3 | +2 | Archetype Feature, Expertise | 8 (max 4) | d6 | d6 |
4 | +2 | Ability Score Improvement | 8 (max 4) | d6 | d6 |
5 | +3 | Wellspring of Motivation | 15 (max 5) | d8 | d6 |
6 | +3 | Archetype Feature, Be the Rock | 15 (max 5) | d8 | d6 |
7 | +3 | — | 24 (max 6) | d8 | d6 |
8 | +3 | Ability Score Improvement | 24 (max 6) | d8 | d6 |
9 | +4 | — | 35 (max 7) | d8 | d8 |
10 | +4 | Strong Leadership | 35 (max 7) | d10 | d8 |
11 | +4 | — | 37 (max 8) | d10 | d8 |
12 | +4 | Ability Score Improvement | 37 (max 8) | d10 | d8 |
13 | +5 | — | 39 (max 9) | d10 | d10 |
14 | +5 | Archetype Feature | 39 (max 9) | d10 | d10 |
15 | +5 | — | 41 (max 10) | d12 | d10 |
16 | +5 | Ability Score Improvement | 41 (max 10) | d12 | d10 |
17 | +6 | — | 44 (max 11) | d12 | d12 |
18 | +6 | Heroic Inspiration | 44 (max 11) | d12 | d12 |
19 | +6 | Ability Score Improvement | 47 (max 12) | d12 | d12 |
20 | +6 | Tireless Motivation | 47 (max 12) | d12 | d12 |
Hit Points
Hit Dice: 1d8 per Shepherd levelHit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Shepherd level after 1st.
Proficiencies
Armor: Light armorTools: Two of your choice
Saving Throws: Wisdom and Charisma
Skills: Persuasion and any three skills of your choice.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:• A Combat Knife
• (a) Any one Melee weapon or (b) a Ballistic Pistol and 20 Bullets (Sidearm)
• (a) a smg and 40 bullets (smg) or (b) a shotgun and 20 Shells (Shotgun)
• A Synthetic Bodysuit or Reactive Kevlar.
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Waterbottle, Paracord (50')
Multiclassing
If you multiclass into Shepherd you gain the following proficiencies: one tool of your choice, Persuasion. If you already have Persuasion, choose one other skill of your choice.Class Features
As a Shepherd, you gain the following class features.Command
You can instil fear in the hearts of your enemies or berate and mock them for their cowardice. You can also soothe the spiritual hurts of your allies. You have access to a pool of Command points which you can spend on your turn to utter commands that damage enemies and heal allies. The amount of Command Points you possess is determined by your class level, as is the number of command points you can spend at once on any single action. Both are shown in the Command column of the Shepherd Class table which is also shown in the Command column. You can spend your Command point in any of the ways defined below. Some of your commands require the target to make a Wisdom saving throw. The DC of your commands equals 8 + your Proficiency bonus + your Charisma modifier. You regain spent Command points after you finish a short or long rest. Cutting WordsAs an action, choose one creature within 60 feet of you that you are aware of and that can hear you. That creature must make a Wisdom saving throw or take 1d6 psychic damage per Command point spent on this action. On a successful save, the target takes only half damage. Soothing Words
As an action, choose one creature within 60 feet of you that you are aware of and that can hear you (including yourself). That creature regains 1d4 hit points per Command point spent on this action. Frightful Words
As an action, choose a number of creatures within 30 feet of you that you are aware of and that can hear you equal to the Command points spent on this action. Each creature must make a Wisdom saving throw, becoming frightened of you for up to 1 minute. The frightened creature may repeat its saving throw at the end of each of its turns.
Motivate Excellence
You can use your words to inspire others. As a bonus action on your turn, choose one creature other than yourself that is within 60 feet of you and can hear and understand you. That creature gains one Motivation die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Motivation die, but must decide before the Guide says whether the roll succeeds or fails. Once the Motivation die is rolled, it’s lost. A creature can have only one Motivation die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Motivation die increases in size based on your class level, as shown in the Motivation column of the Shepherd Class table.Comrades' Bond
You inspire loyalty and a sense of deep camaraderie in your allies. Any ally within 30 feet to whom you have line of sight and who can hear you (including yourself) can spend a reaction when an ally adjacent to them is hit by an attack. They interpose themselves between the attack and its intended target. The defender may either take all the damage intended for their ally, or split the damage evenly between them (if the damage can’t be split evenly, the defender takes the greater share themselves).Helping Hand
You regularly help your friends and allies with their tasks, and have a knack for quickly picking up insights into their fields of expertise. Whenever you take the Help action to grant a creature advantage, they also add half your Proficiency bonus (rounded down) to both rolls. Furthermore, when you Help a creature with an ability check using one of their proficient skills, you become proficient in that skill. If you’re already proficient you gain expertise, doubling your Proficiency bonus to the skill. You may only have one such bonus proficiency or expertise at a time. Each time you could acquire a bonus skill with this feature, you may choose to keep the one you currently have or to replace it.The Wind in their Sails
You can rejuvenate your flagging allies with gentle words, a rousing speech, or inspiring performance during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains extra hit points equal to your Rejuvenation die, a d6. Your Rejuvenation die increases in size based on your class levels, as shown in the Rejuvenation column of the Shepherd Class table.Archetype
You define the sort of leader or inspirational figure you are. Shepherd ArchetypesExpertise
When you first gain this feature, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the selected proficiencies. At 10th level, you can choose two more of your skill proficiencies to gain this benefit.Ability Score Improvement
Each time you gain this feature you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. Any time you gain an ability score improvement, you can forgo the ability score improvement for that level and instead select a feat for which you qualify.Wellspring of Motivation
You regain all of your expended uses of Motivation when you finish a short or long rest.Be the Rock
You can persuade creatures whose will is wavering to stay the course. As an action, you can begin a speech that lasts until the end of your next turn. During that time, you and any creatures you choose within 30 feet of you that can hear you have advantage on Wisdom saving throws against being charmed or frightened. A creature already under the effect of one or both of these conditions can immediately make a saving throw against one of them.Strong Leadership
You bolster your own spirit so that you can remain strong for the sake of your allies. You can spend Command points when you roll initiative to immediately gain 1d4 temporary hit points per Command point spent. You can spend a number of Command points up to your usual maximum per command. Any remaining temporary hit points from this feature are lost when you finish your next long rest.Heroic Inspiration
Whenever you have temporary hit points, creatures who roll a motivation or rejuvenation die granted by you roll 3d4 instead of the usual 1d12.Tireless Motivation
When you roll initiative and have no uses of Motivation left, you regain one use.
Hit Die: d8
Saving Throw Proficiency:
Wisdom and Charisma Armor Proficiencies:
Light Archetype Options:
Shepherd Archetypes
Wisdom and Charisma Armor Proficiencies:
Light Archetype Options:
Shepherd Archetypes
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