Shepherd Spells

Shepherds  pray  to  Man,  giving  them  access  to  incredible  feats  of  magic.  These  prayers  are  powered by the shepherd’s life force. New prayers are  learned  either  from  extensive  study  within  the Church of Man, or through intense meditation and communion with Man.
Unlike Artisans, Shepherds  don’t  need  a  focus.  Instead,  all  shepherd spells require that the spellcaster touch a  symbol  of  the  Church  of  Man  and  chant  to  the Old Ones before the prayer takes effect — if the  character  cannot  touch  the  symbol  or  can-not  speak,  she  is  unable  to  cast  spells.  Wearing  the  symbol  around  her  neck  counts  as  “touch-ing”  the  symbol.  Each  dog  can  choose  whatever  chants  they  desire  for  their  spells  —  it  is  the  act  of  speaking  and  the  show  of  faith  that  is  more  important than the specific words, although each prayer  should  reflect  some  portion  of  the  Code  of Man, like a dogmatic incantation resulting in the reinforcement of that tenet. As with an artisan’s focus, the effects generated should manifest from the holy symbol as well as from the prayer

## Basic Spells

The three basic spells granted with the spellcasting trick do not use spell slots when cast.

* **Bless/Bane**:
	+ Casting Time: 1 action
	+ Range: 30 feet
	+ Duration: Concentration, up to 1 minute
	+ Choose  up  to  three  characters  you  can  see  within  range  and  one  effect:  Bless  or  bane.  All  targets  are  affected  by  the  same  effect.  On  the  target’s  next  attack,  ability,  or  saving  throw  roll  before the spell ends, the target can roll a d4 and add (Bless) or subtract (Bane) the number rolled to the roll.
* **Spare the Dying**
	+ Casting Time: 1 action
	+ Range: Touch
	+ Duration: Instantaneous
	+ You  can  touch  a  living  character  that  has  0  stamina  points.  The  character  becomes  stable  and has 1 stamina point. The target can choose to spend stamina dice to recover stamina points, if she chooses.
* **Sacred Flame**
	+ Casting Time: 1 action
	+ Range: 60 feet
	+ Duration: Instantaneous
	+ Radiance  erupts  from  a  character  or  object  that  you  can  see  within  range.  Characters  must  succeed  on  a  Constitution  saving  throw  or  take  1d8 radiant damage. In  addition,  objects  hit  by  the  spell  shed  bright  light  in  a  20-foot  radius,  which  will  stay  illuminated if the caster concentrates (up to one minute). If you target an object held or worn by a hostile character, that character must succeed on a Dexterity saving throw to avoid the spell.

## Level 1 spells

* **Command**
	+ Casting Time: 1 action
	+ Range: 60 feet
	+ Duration: 1 round
	+ You  give  the  subject  a  single  one  or  two-word  command  —  many  shepherds  prefer  to  use  the  an-cient commands of Man, but any command will do. The target must succeed on a Wisdom saving throw, or she must obey the command to the best of her abil-ity at her earliest opportunity. If the target is unable to follow your command, the spell ends. The spell has no effect if the target is immune to being Charmed, or if your command is directly harmful to her.
	+ You  might  issue  a  command  other  than  one  described  here.  If  you  do  so,  the  Guide  de-termines how the target behaves.
		- Come!  On  her  turn,  the  subject  moves  toward you as quickly and directly as pos-sible.  The  character  may  do  nothing  but  move during her turn.
		- Drop  It!  On  her  turn,  the  subject  drops  whatever  she  is  holding  and  ends  her  turn. She can’t pick up any dropped item until her next turn.
		- Heel!  The  subject  stands  in  place.  She  may not take any move actions.
		- Lay Down! On her turn, the subject falls to the ground and remains Prone until the spellcaster’s next turn.
		- Run! On her turn, the subject moves away from  you  as  quickly  as  possible  until  the  spellcaster’s  next  turn.  She  may  do  noth-ing  but  move  during  her  turn,  and  she  provokes attacks  of  opportunity  for  this  movement as normal.
* **Cure Wounds**
	+ Casting Time: 1 action
	+ Range: Touch
	+ Duration: Instantaneous
	+ When  laying  your  paw  upon  a  living  character,  you channel positive energy that restores 1d8 stamina points + your spellcasting ability modifier. An addition-al 1d8 is rolled for every additional spell slot used when casting Cure Wounds. No stamina dice are expended.
* **Expeditious Retreat**
	+ Casting Time: 1 bonus action
	+ Range: Self
	+ Duration: Concentration, up to 10 minutes
	+ This  spell  allows  you  to  move  at  an  incred-ible  pace.  When  you  cast  this  spell,  as  a  bonus  action on each of your turns until the spell ends you can take an additional movement action.
* **Guiding Bolt**
	+ Casting Time: 1 action
	+ Range: 120 feet
	+ Duration: 1 round
	+ A flash of light streaks toward a character of your choice within range. Make a ranged spell at-tack against the target. On a hit, the target takes 3d6  radiant  damage,  and  the  next  attack  roll  made  against  this  target  before  the  end  of  your  next  turn  has  advantage,  thanks  to  the  mystical  dim light glittering on the target until then
* **Inflict Wounds**
	+ Casting Time: 1 action
	+ Range: Touch
	+ Duration: Instantaneous
	+ Make a melee spell attack against a character. When  successfully  laying  your  paw  on  a  target,  you channel negative energy that deals 2d10 ne-crotic damage.
* **Light**
	+ Casting Time: 1 action
	+ Range: Touch
	+ Duration: 1 hour
	+ This  spell  causes  an  object  (no  larger  than  10  feet  in  any  dimension)  to  glow  like  a  torch,  shedding light from the point you touch in a 40-foot radius. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. The spell ends after one hour, if you cast it again, or if you dismiss it as an action.If cast against a hostile character, he must suc-ceed at a Dexterity saving throw to avoid the effect.
* **Protection from Evil**
	+ Casting Time: 1 action
	+ Range: Touch
	+ Duration: Concentration up to 10 minutes
	+ Until the spell ends, one willing character you touch is protected from the undead, the Unseen, and creatures under the influence of the Unseen.The protection grants several benefits. First, characters  of  those  types  have  disadvantage  on  attack  rolls  against  the  target.  The  target  also  can’t  be  Charmed, Scared,  or  Possessed  by  them. If the target is already Charmed, Scared, or Possessed by such a character, the target has an  advantage  on  any  new  saving  throw  against  the relevant effect.
* **Sanctuary**
	+ Casting Time: 1 bonus action
	+ Range: 30 feet
	+ Duration: 1 minute
	+ You  ward  a  character  within  range  against  attack.  Until  the  spell  ends,  any  character  who  targets the warded character with an attack or a harmful  spell  must  first  make  a  Wisdom  saving  throw.  On  a  failed  saving  throw,  the  character  must  choose  a  new  target  or  lose  the  attack  or  spell. This spell doesn’t protect the warded char-acter from area effects, such as from an explosion.If  the  warded  character  makes  an  attack  or  casts a spell that affects an enemy character, this spell ends.
* **Shield of Faith**
	+ Casting Time: 1 reaction
	+ Range: Self
	+ Duration: 1 round
	+ An invisible barrier of magical force appears and protects you moments before you are hit by a  successful  attack.  Until  the  start  of  your  next  turn, you have a +5 bonus to defense, including against  the  triggering  attack,  and  you  take  no  damage from Magic Missile.
* **Smell Poison and Disease**
	+ Casting Time: 1 action
	+ Range: Self
	+ Duration: Concentration, up to 10 minutes
	+ For  the  duration,  you  smell  the  presence  of  magic,  the  Unseen,  and  characters  under  Unseen influence within 30 feet of you. If you sense magic in this way, you can use your action to  smell  a  faint  odor  around  any  specific  and  visible character or object in the area that bears magic. This spell cannot be used if the spellcast-er is Anosmic.

## Level 2 Spells

Aid
Alter Self
Calm Emotions
Darkvision
Healing Word
Lesser Restoration
Remove Sense
Spider Climb
Spiritual Weapon
Zone of Truth

## Level 3 Spells

Daylight
Fly
Gaseous Form
Haste
Meld into Stone
Prayer of Healing
Protection from Energy
Revivify
Spirit Guardians
Water Walk

## Level 4 Spells

Confusion
Death Ward
Divination
Enlarge/Reduce
Freedom of Movement
Guardian of Faith
Plant Growth
Slow
Stoneskin
Suggestion

## Level 5 Spells

Dispel Unseen

Dominate Beast

Flame Strike

Geas

Greater Restoration

Hallow

Insect Plague

Mass Cure Wounds

Scrying

Warding Bond