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Druid Feats

Feat Level Prerequisites Benefits
Ashbound Initiate 1 Ashbound sect member, no other Initiate feat Learn cantrip and 5 always-prepared spells to be an anti-arcane fire-themed avenger
Children of Winter Initiate 1 Children of Winter sect member, no other Initiate feat Learn cantrip and 5 always-prepared spells to be a champion of decay and disease
Gatekeeper Initiate 1 Gatekeepers sect member, no other Initiate feat Learn cantrip and 5 always-prepared spells to be an aberration-warding planar guardian
Greensinger Initiate 1 Greensingers sect member, no other Initiate feat Learn cantrip and 5 always-prepared spells to be a fey-aligned enchantment trickster
Moonspeakers Initiate 1 Moonspeakers sect member, no other Initiate feat, Shifter race Learn cantrip and 5 always-prepared spells to be a shifter-focused lunar warrior
Rapid Wild Shape 2 Dexterity 13+ Use Wild Shape as a bonus action, get additional Wild Shape use
Shared Spell 1 Cast protective spell on yourself and one adjacent ally
Spirit-Touched Shape 1 When using WIld Shape, gain temp hp = 2× Druid level; +1 ASI to Wis
Verdant Memory 1 When short resting in natural env., recover an expended spell slot of 1st - 2nd level, or better at higher levels; +1 ASI to Dex or Wis
Warcaster’s Instincts 3 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 Wardens of the Wood sect member, no other Initiate feat Learn a cantrip and five always-prepared spells to be a wilderness guide and protector
Legend
1/SR Usable once per short rest
ASI Ability Score Increase
hp hit points
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 level 1st, must have been initiated into the Ashbound sect, must not have any other druid Initiate feat

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 on your number of prepared spells per day.

Level Spell
1st faerie fire
3nd moonbeam
5rd 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 level 1st, must have been initiated into the Children of Winter sect, must not have any other druid Initiate feat

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 on your number of prepared spells per day.

Level Spell
1st entangle
3nd wither and bloom
5rd contagion
7th blight
9th antilife shell
Gatekeeper Initiate

You have been trained in the ancient druidic tradition of the Gatekeepers, founded originally to ward off an extraplanar assault by aberrations.

Prerequisites: Druid level 1st, must have been initiated into the Gatekeepers sect, must not have any other druid Initiate feat

Benefits:

  • You learn the druidcraft cantrip.

  • You have advantage on Perception and Insight checks to detect or identify celestial, elemental, fey, fiend, or aberrations even when disguised or 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 on your number of prepared spells per day.

Level Spell
1st protection from evil and good
3nd moonbeam
5rd 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 level 1st, must have been initiated into the Greensingers sect, must not have any other druid Initiate feat

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 on your number of prepared spells per day.

Level Spell
1st charm person
3nd suggestion
5rd major image
7th hallucinatory terrain
9th dominate person
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: Shifter, Druid level 1st, must have been initiated into the Moonspeakers sect, must not have any other druid Initiate feat

Benefits:

  • You learn the primal savagery 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 on your number of prepared spells per day.

Level Spell
1st speak with animals
3nd moonbeam
5rd 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: Druid level 2, Dexterity 13 or higher

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: Bard, Cleric, or Druid level 1; or Paladin level 2

Benefit: Once per short or long rest, when you cast a single-target spell on yourself, you can also target one willing creature within 5 feet 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.

Prerequisite: Druid level 1

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 temporary hit points last 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.

Prerequisite: Druid level 1

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 11th 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: Cleric level 3, Druid level 3, Sorcerer level 3, OR Wizard level 3

Benefits: 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 level 1st, must have been initiated into the Wardens of the Wood sect, must not have any other druid Initiate feat

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 six creatures 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 on your number of prepared spells per day.

Level Spell
1st entangle
3nd pass without trace
5rd plant growth
7th freedom of movement
9th tree stride