Feats for a druid?

The Souljourner

First Post
I'm starting a new druid, my first ever. Right now the plan is to stick with straight druid, since I've never played one and they're pretty damn good without any PrC craziness. For reference it'll probably mostly be a wilderness campaign.

We'll be starting at 3rd level, and can take up to two flaws, plus I'm human, so that'll be a maximum of 5 feats (crazy!) assuming I can find flaws that I think are worthwhile.

I want to try to stay as a generalist - not overly focus on one thing too much, since druids are good at just about everything, so a few feats improving a variety of things is better than all my feats making one thing spectacular.

Spellcasting
Spell Focus: Conjuration
Augment Summoning

Augment Summoning looks to be really good, and I'll likely cast at least one summon every battle.

Animal Companion
Natural Bond

my DM is allowing this to offset the penalty for choosing from the 4th level list, so I can start with a bear or leopard or whatever.

Anything else I should have? Natural Spell at 6th seems very likely. But I could have up to two more feats when I start... also I'm not 100% sold on any of the choices above. They're all ok, but not spectacular choices. Also, I don't know what feats I might want to improve the third aspect of a druid - wildshaping. Obviously I can't wildshape until 5th level, but since 6th level is likely going to be sucked up by natural spell... I might want to consider putting one in the bag for later

Suggestions welcome.

-Nate
 

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Depends.

What are your stats?

I played a Druid with high dex, so I went for Combat reflexes.

If you're willing, you could go for Reactive Counterspell (requires improved initiative and improved counterspell)

herzog
 

The Souljourner said:
Anything else I should have? Natural Spell at 6th seems very likely. But I could have up to two more feats when I start... also I'm not 100% sold on any of the choices above. They're all ok, but not spectacular choices. Also, I don't know what feats I might want to improve the third aspect of a druid - wildshaping. Obviously I can't wildshape until 5th level, but since 6th level is likely going to be sucked up by natural spell... I might want to consider putting one in the bag for later

I like Scribe Scroll. Druids have a fair amount of conditional spells. Great when a specific situation comes up, useless the rest of the time. Having a scroll or two of just the right spell packed away can make you look like a hero.

Given that a druid can't leave spell slots open and prepare spells later like a wizard can, it's even better for druids.
 

Improved natural attack from MM is killer for wildshaping.
Spontaneous Healer and Augment Healing from CD if you want to go with Healing.
Natural Spell is a must.
Improved initiative is great, obviously.
 

Depending on your DM's rules for magic items in wildshape, Craft Wondrous Item may be worthwhile. You could combine all the magical enhancements you need into a single item (such as a collar) that, for some cost increase, has the special property of remaining when you wildshape. Or if this isn't allowed, just put it on after you wildshape. And make a Headband of Animal Speech for another PC to wear.
 


Have you considered the Half-orc substitution levels in Races of Destiny. I can't remember the exact details, but your summons are boosted. Could be an worthwhile if you want to focus on summoning.
 

Track is a good idea, except I think we're going to have two rangers in the party, so it wasn't really going to be necessary for me to get it. ordinarily I probably would.

Scribe scroll is a good idea. Hadn't thought of that, but druids do have a lot of good utility spells.

Dunno about the healing ones... I've been a healer a lot, and I don't want to get pigeonholed into that in this campaign.

Improved natural attack might not be bad as well as multiattack.
Not a big fan of improved initiative. I pretty much never take it.
Craft Wondrous... I don't know how much magic item creation we'll really be allowed to do. Scrolls are one thing, custom items, something else.

The one from PHBII that improves the link to your animal companion sounds good though. I forgot about the PHBII, I'll have to take a look tonight.

-Nate
 

Rapid Spell (CD) can shorten the casting time of your summon spells.

Ashbound (EbCS) doubles the duration of summons and gives them an attack bonus.

Greenbound (LEoF) turns all your animal summons into plants, by applying the Greenbound template to them. (Greenbound is elsewhere in LEoF.) HUGE power boost in the short term (to the point of being near broken at low levels), but your animal buffs won't work on them.

Quicken Spell is a great 9th level feat. You can start Quickening low-level buffs for yourself, your animal companion or your summoned creatures.

Either way...just my 2 cp
 

An additional option... you could potentially take Wild Cohort and get a second (less powerful) animal companion. This is really best at high level (when you can cast Animal Growth), but it might not be a bad option if you want a menagerie.

You might also want to consider a feat that will potentially boost your AC - that seems to be one of the weaknesses of Druids. I'm not a fan of Dodge, but it might be OK. Combat Expertise would lead you to Improved Trip... which would be lots of fun once you can wildshape to a Wolf (or Dire Wolf).

-Stuart
 

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