Druid Feats
| Feat | Level | ASI | Prereqs | Description |
|---|---|---|---|---|
| Ashbound Initiate | 1 | no other Initiate feat, must have been initiated into the Ashbound sect | Learn cantrip and 5 always-prepared spells to be an anti-arcane fire-themed avenger. | |
| Children of Winter Initiate | 1 | no other Initiate feat, must have been initiated into the Children of Winter sect | Learn cantrip and 5 always-prepared spells to be a champion of decay and disease. | |
| Extra Wild Shape | 4 | Get two additional Wild Shape uses per day. | ||
| Gatekeeper Initiate | 1 | no other Initiate feat, must have been initiated into the Gatekeepers sect | Learn cantrip and 5 always-prepared spells to be an aberration-warding planar guardian. | |
| Greensinger Initiate | 1 | no other Initiate feat, must have been initiated into the Greensingers sect | Learn cantrip and 5 always-prepared spells to be a fey-aligned enchantment trickster. | |
| Invigorating Spell | 3 | When casting a spell on ally/allies, pick one target, they gain temp hp = Bard level + Cha mod. Usable PB/LR. | ||
| Moonspeakers Initiate | 1 | Shifter, no other Initiate feat, must have been initiated into the Moonspeakers sect | Learn cantrip and 5 always-prepared spells to be a Shifter-focused lunar warrior. | |
| Rapid Wild Shape | 2 | Dex 13 | Use Wild Shape as a bonus action, get one additional Wild Shape use per day. | |
| Shared Spell | 3 | Wis or Cha | When you cast a single-target spell on yourself, can share casting with ally if also valid target. Usable 1/SR. | |
| Spirit-Touched Shape | 1 | Wis | When using Wild Shape, gain temp hp = 2× Druid level. Also +1 ASI to Wis. | |
| Verdant Memory | 1 | Dex or Wis | When short resting in natural env., recover an expended spell slot of 1st - 2nd level, or better at higher levels. Also +1 ASI to Dex or Wis. | |
| Warcaster's Instincts | 3 | Int, Wis, or Cha | After making Str/Dex/Con save against spell, retaliate against caster, deal force dmg = level + spell mod. Usable 1/SR. | |
| Wardens of the Wood Initiate | 1 | no other Initiate feat, must have been initiated into the Wardens of the Wood sect | Learn a cantrip and five always-prepared spells to be a wilderness guide and protector. |
Ashbound Initiate
You have been trained in the druidic traditions of the Ashbound, seeing yourself as one of nature's avengers. You consider the use of arcane magic to be a vile and unnatural act.
Prerequisites: Druid, must not have any other Initiate feat, must have been initiated into the Ashbound sect
Benefits:
-
You learn the produce flame cantrip.
-
You have advantage on Intelligence (Arcana) checks made to identify arcane magic or spells. When you do so, your druid magic registers as "opposed"on detect magic and similar divinations.
-
When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit onyour number of prepared spells per day.
| Level | Spell |
|---|---|
| 1st | faerie fire |
| 3rd | moonbeam |
| 5th | dispel magic |
| 7th | wall of fire |
| 9th | flame strike |
Children of Winter Initiate
You are trained in the druidic traditions of the Children of Winter, an Eldeen Reaches sect that embraces death and decay.
Prerequisites: Druid, must not have any other Initiate feat, must have been initiated into the Children of Winter sect
Benefits:
-
You learn the infestation cantrip.
-
You have advantage on ability checks to recognize or diagnose disease or undeath, and on saving throws versus disease and disease effects.
-
When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit onyour number of prepared spells per day.
| Level | Spell |
|---|---|
| 1st | entangle |
| 3rd | wither and bloom |
| 5th | contagion |
| 7th | blight |
| 9th | antilife shell |
Extra Wild Shape
You have a deeper well of primal energy and can take on a bestial form more often than most druids.
Prerequisites: Level 4+, Druid
Benefits: You gain two additional uses of your Wild Shape feature per long rest.
Gatekeeper Initiate
You have been trained in the ancient druidic tradition of the Gatekeepers, originally founded to ward off an extraplanar assault by aberrations.
Prerequisites: Druid, must not have any other Initiate feat, must have been initiated into the Gatekeepers sect
Benefits:
-
You learn the druidcraft cantrip.
-
You have advantage on Perception and Insight checks to detect or identify celestials, elementals, feys, fiends, or aberrations even when disguisedor shapeshifted.
-
When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit onyour number of prepared spells per day.
| Level | Spell |
|---|---|
| 1st | protection from evil and good |
| 3rd | moonbeam |
| 5th | dispel magic |
| 7th | freedom of movement |
| 9th | commune with nature |
Greensinger Initiate
You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey.
Prerequisites: Druid, must not have any other Initiate feat, must have been initiated into the Greensingers sect
Benefits:
-
You learn the vicious mockery cantrip.
-
When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit onyour number of prepared spells per day.
| Level | Spell |
|---|---|
| 1st | charm person |
| 3rd | suggestion |
| 5th | major image |
| 7th | hallucinatory terrain |
| 9th | dominate person |
Invigorating Spell
You have mastered the rhythmic incantations and measured battle-chants of ancient Dhakaani war-mages.
Prerequisites: Level 3+; Bard, Cleric, Druid, or Paladin
Benefits: When you cast a spell that targets only allies, one target of your choice gains temporary hit points equal to your proficiency bonus per long rest. If you use this feature again while any temporary hit points granted by it are still active, those earlier temporary hit points are lost. You can do this a number of times equal to your proficiency bonus per long rest. At 11st level this feature can affect two targets of your choice.
Moonspeakers Initiate
You have been initiated into the Moonspeaker tradition, a Shifter druidic sect dedicated to lunar spirituality, shape-changing magic, and safeguarding the heritage and future of the Shifter race.
Prerequisites: Druid, Shifter, must not have any other Initiate feat, must have been initiated into the Moonspeakers sect
Benefits:
-
You learn the *primal savagercantrip.
-
When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit onyour number of prepared spells per day.
| Level | Spell |
|---|---|
| 1st | speak with animals |
| 3rd | moonbeam |
| 5th | call lightning |
| 7th | guardian of nature |
| 9th | wrath of nature |
Rapid Wild Shape
You can shift your form with fluid speed and practiced control.
Prerequisites: Level 2+, Druid, Dexterity 13
Benefits:
-
When you use your Wild Shape, you can do so as a bonus action instead of an action.
-
You gain one additional use of your Wild Shape per long rest.
Shared Spell
Your protective magic extends instinctively to those beside you, and your presence reinforces the resolve of allies when they falter.
Prerequisites: Level 3+; Bard, Cleric, Druid, or Paladin
Benefits:
-
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
-
Once per short or long rest, when you cast a single-target spell on yourself, you can also target one willing creature within 5 ft. with the same spell, provided they are a valid target and the spell has no costly material component.
Spirit-Touched Shape
When you shift into the form of a beast, you don't just assume its shape— you call on the spirits that ride with it.
Prerequisites: Druid
Benefits:
-
Increase your Wisdom by 1, to a maximum of 20.
-
Once per short or long rest, when you use your Wild Shape feature, you gain temporary hit points equal to twice your druid level. These temp. HPlast for the duration of the transformation or 1 hour, whichever is shorter.
Verdant Memory
You draw spellcraft not only from training, but from the earth itself— its memory older than maps, its power older than war.
Prerequisites: Druid
Benefits:
-
Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
-
When you finish a short rest in a natural environment, you may recover one expended spell slot of 1st or 2nd level. You may use this feature once per long rest. When you gain a higher character level, the spell slot you can recover improves:
-
At 5th character level, the max spell slot level you can recover increases to 3rd.
-
At 11st character level, the max spell slot level you can recover increases to 4th.
-
At 17th character level, the max spell slot level you can recover increases to 5th.
-
Warcaster's Instincts
You've been burned, frozen, and disintegrated— but you're still standing. You've learned not just to endure magic, but to turn it against your enemies.
Prerequisites: Level 3+; Cleric, Druid, Sorcerer, Bard, Paladin, or Wizard
Benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-
Once per short rest, when you succeed on a Strength, Dexterity, or Constitution saving throw against a spell of 1st level or higher, you can use your reaction to retaliate with disruptive force. The caster must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your spellcasting ability modifier) or take force damage equal to your level + your spellcasting ability modifier. They take no damage on a successful save.
Wardens of the Wood Initiate
You have been trained in the ancient druidic tradition of the Wardens of the Wood, a sect dedicated to protecting the eastern plain and the great woods of the Eldeen Reaches.
Prerequisites: Druid, must not have any other Initiate feat, must have been initiated into the Wardens of the Wood sect
Benefits:
-
You learn the druidcraft cantrip.
-
You gain proficiency in Nature or Survival (your choice). If you are already proficient, you instead gain Expertise in that skill.
-
When you travel through natural environments, difficult terrain doesn't slow your group's travel, and you can always find safe shelter for up to sixcreatures during overland travel in forest, plains, or hills.
-
When you reach the druid level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit onyour number of prepared spells per day.
| Level | Spell |
|---|---|
| 1st | entangle |
| 3rd | pass without trace |
| 5th | plant growth |
| 7th | freedom of movement |
| 9th | tree stride |