Druid Circle
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.
Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
You gain the ability to converse with beasts and may fey. You learn to speak, read, and write Sylvan. Additionally, beasts are able to understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
You gain the ability to call forth nature spirits, and use them to influence the world around you. As a bonus action, you may magically summon an incorporeal spirit in a space you can see within 60ft. of you. The spirit creatures an aura in a 30ft. radius around that point. It counts as neither a creature, nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you may move the spirit up to 60ft. to a point you can see. The spirit lasts for 1 minute. You may use this feature once per short rest. Choose one of the following options:
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Any number of creatures of your choice in the aura when the spirit appears gain temporary hitpoints equal to 5 + your druid level, and gain advantage on STR checks and saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. Any number of creatures of your choice in the aura gain advantage on Perception (WIS) checks while in the aura. As a reaction whenever a creature makes an attack roll against a target in the spirit's aura, you may grant advantage to the attack roll.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. Any number of creatures of your choice gain advantage on all ability checks made to detect creatures in the spirit's aura. Additionally, if you cast a non-cantrip spell that restores hitpoints to a creature, any number of creatures in the aura regains hitpoints equal to your druid level.
Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell appear with 2 extra hitpoints per hit die it has, and the damage from its natural weapons is considered magical.
Your spirit totem safeguards the beasts and fey that you call forth with your magic. Whenever a beast or fey that you summoned or created with a spell ends its turn in your spirit totem aura, the creature regains a number of hitpoints equal to half your druid level.
The nature spirits you commune with protect you when you are the most defenseless. Whenever you are reduced to 0 hitpoints, or are incapacitated against your will, you may immediately gain the benefits of a 9th level conjure animals spell. The conjured beasts appear within 20ft. of you. If they receive no commands from you, they protect you from harm, and attack your foes. The spell lasts for 1 hour, or until you dismiss it, and requires no concentration. You may use this feature once per long rest.
Source: Xanathar's Guide to Everything