Thank you for the in-depth comment!
Through responding to this I notice a pattern in a lot of your responses. You seem to present a lot of situations where spells/items/feats/races CAN be chosen used to great affect and while I may agree for those situations, they are exactly that: Situational. I am more interested in the things that will work well a majority of the time rather than the thing that will work amazingly 10% of the time.
I agree with the fast that Alert should be higher and have changed that. Lucky, however, is better than you give it credit for because you left out that it can be used on saving throws. Enemy controllers can be a huge issue for a Shepherd Druid and being able to reroll a failed save is a game changer.
Feats are a precious resource and should not be taken lightly. Good positioning and summoned creature management can replace an extra 10 feet of movement and save you a feat. If the enemy is ranged, you shouldn’t be in line of sight anyway after casting your Conjures and if the enemy is in melee distance, get your summons between you and the enemy. The melee attack disengage can be nice, but again there are better feats to choose from. I’ll move it to orange though.
I added Eladrin and Moved Wood Elves higher just because of the first few levels. I disagree with High Elves though because while Fey Step is excellent at any level, I don’t think a free Wizard cantrip adds enough to warrant a spot. I don’t disagree that it can’t be useful, but I don’t think it’s optimal.
Melee Shepherd Druid is never a good idea. Your suggestions are all situational, so I do agree it should be bumped up to orange for situational. I can’t justify any higher because not every Shepherd is going to be able to benefit from it like some other picks.
Agreed. Changed it.
I agree that the majority of use of Warcaster comes from the advantage of concentration, but I still say it is essential because comparing it Resilient, advantage on concentration checks is MUCH better than applying proficiency. I advise picking both because maintaining concentration is essential for a Shepherd, but statistically, Warcaster is better for that than Res [Con].
I missed the part of advantage on Charisma checks with beasts and plants so I moved it up, but I do think that Strength is wasted and post level 5, your damage will be coming from your summons so high Wisdom doesn’t matter as much as it does on other Druids. Post level 5 Con is more important in combat. The utility is great though.
In combat, a Shepherd Druid’s strength comes largely from its summons which aren’t affected by the Druid’s stats beyond its ability to maintain concentration so I’d argue that feats are more important than stats in this case.
That’s a good character concept. That’s what it is though; a concept. You can make a Shepherd Druid a million different ways but since Charisma doesn’t benefit it in any mechanical way, you are starting to get into the realm of RP, which this guide is not about.
Agreed.
Druids don’t get to choose Stealth as a skill proficiency.
I put it a but higher but the biggest thing you didn’t mention is that this requires attunement to use, so it can’t be thrown around willy nilly around your party like you suggest. I do concede that it can be useful for allies to store defensive spells for you, but past that it entirely depends on campaign, party composition, situation, etc… It does have a lot of potential but it’s not going to be able to be the best in every situation like some of the other items are. Also, the equipment section is equipment for you, not necessarily for your team. That falls under one of those things where yes it CAN be useful in certain situations, but if I were here talking about every good combination you can have with certain items with certain party members, I’d be here forever.
That is far too situational to be rated out of situational.
My point is that your concentration is almost always better spent on summons; I don’t mean a literal wall of summoned creatures. “So yeah, it's kinda a situational spell”. Exactly. That’s why I put it as orange. Orange doesn’t mean “Don’t pick it”, it means “Situational”.
Agreed.
Didn’t think of that. Added.
It being very situational AND requiring concentration means I can’t justify putting it higher than orange.
Its efficiency is much less during a so unless you have plenty of spell slots left, it would be a waste as in combat, you can’t get nearly the healing that you can out of combat. Also regarding spell storing
Again, this is situational, lending it to being in the “Situational orange” category.
I changed it to green and stressed that it’s not supposed to be used as an in-combat spell.