DRUID FEATS

Animal Control (General)
You can channel the power of nature to gain mastery over animal creatures.
Prerequisites:  Animal defiance, ability to cast speak with animals and animal friendship.
Benefit:
You can rebuke or command animals as an evil cleric rebukes undead. To command an animal, you must be able to speak with it via a speak with animals effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke animals.
Special: Animals you command through this ability count against the HD limit of animals you can befriend through animal friendship.

Animal Defiance (General)
You can channel the power of nature to drive off animals.
Prerequisites: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn animals.

Blindsight  (Wild)
Your senses are as keen as the bat’s.
Prerequisites
:  Ability to use wild shape to become a dire bat.
Benefit: You gain the extraordinary ability Blindsight (as described in Chapter 3 of the Dungeon Master’s Guide), which operates regardless of your form. Like the dire bat, you emit high–frequency sounds, inaudible to most creatures, as a form of “sonar” that allows you to locate objects and creatures within 120 feet. Since this ability relies on hearing, any circumstance that deprives you of that sense also negates your Blindsight.

Brachiation (General)
You move through trees like a monkey.
Prerequisites:  Climb 6 ranks, Jump 6 ranks, Str 13.
Benefit: You move through trees at your normal land speed by using your arms to swing from one branch to another. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier than medium.

Create Infusion (Item Creation)
You store a divine spell within a specially prepared herb.
Prerequisites:  Wilderness Lore 4 ranks, spellcaster level 3rd.
Benefit: You create an infusion of any divine spell available to you. Infusing an herb with a spell takes one day. When you create an infusion, you set the caster level, which must be sufficient to cast the spell in question, but not higher than your own level. The base price of an infusion is its spell level times its caster level times 50 gp. To create an infusion, you must spend 1/25 of this base price in XP and use up raw materials costing one–half this base price.
    Any infusion that stores a spell with a costly material component or and XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the XP when creating the infusion.

Extra Wild Shape (Wild)
You use wild shape more frequently than you normally could.
Prerequisites:  Ability to use wild shape to become a dire animal, Dex 13.
Benefit: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.
Special
: You can take this feat multiple times, gaining two additional wild shapes of your usual type and one additional elemental wild shape (if you have this capability) each time.

Fast Wild Shape (Wild)
You assume your wild shape faster and more easily than you otherwise could.
Prerequisites:  Ability to use wild shape to become a dire animal, Dex 13.
Benefit: You gain the ability to use wild shape as a move–equivalent action.
Normal
: A druid use wild shape as a standard action.

Faster Healing (General)
You recover faster than others do.
Prerequisites:  Base Fort save bonus +5.
Benefit: You recover lost hit points and ability score points faster than you normally would, according to the table.

Hit Points Recovered per Character Level per day

  Faster Healing Faster Healing and Long Term Care Normal Normal and Long Term Care
Strenuous Activity 1 2 0 0
Light Activity 1.5 3 1 2
Complete Bed Rest 2 4 1.5 3

Ability Score Points Recovered per day

  Faster Healing Faster Healing and Long Term Care Normal Normal and Long Term Care
Strenuous Activity 2 3 0 0
Light Activity 2 3 1 2
Complete Bed Rest 2 3 2 4

Flyby Attack (General)
You attack while on the wing.
Prerequisites:  Ability to fly, either naturally or through shape changing.
Benefit: When flying, you take a move action (including a dive) plus another partial action at any point during  that move. You cannot take a second move action during a round in which you make a flyby attack. You can use this feat only while you are in a form that allows natural flight; it cannot be used in conjunction with magical flight (such as a fly spell).
Normal: Without this feat, you can take a partial action either before or after your move.

Improved Flight (General)
You gain greater maneuverability when flying than you would normally have.
Prerequisites:  Ability to fly (naturally, magically, or through shape changing).
Benefit: Your maneuverability while flying improves by one grade. Fore example, if your normal maneuverability is poor, it becomes average.

Improved Swimming (General)
You swim faster than you normally could.
Prerequisites
:  Swim 6 ranks.
Benefit: You swim at one–half of your land speed as a move–equivalent action or at three–quarters of your land speed as a full round action.
Special
: You swim at one–quarter of your land speed as a move–equivalent action or at one–half of your land speed as a full round action.

Multi-attack (General)
You are adept at using all your natural weapons at once.
Prerequisites:  Access to a form that has three or more natural weapons, either naturally or through shape changing.
Benefit: Your secondary attacks with natural weapons suffer only a -2 penalty.
Normal: Without this feat, your secondary natural attacks suffer a -5 penalty.

Multi-dexterity (General)
You are skilled at utilizing all your hands in combat.
Prerequisites:  Dex 15, access to a from with three or more arms.
Benefit: You ignore all penalties for using your off hands. (A creature has only one primary hand and all the others are off hands; for example, a four–armed creature has one primary hand and three off hands.)
Normal: Without this feat, a creature suffers a -4 penalty on attack rolls, ability checks, and skill checks made with an off hand.
Special: This feat is the same as the Ambidexterity feat for creatures with three or more arms.

Natural Spell (Wild)
You can cast spells while in a wild shape.
Prerequisites:  Ability to use wild shape, Wis 13.
Benefit: You complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Plant Control (General)
You channel the power of nature to gain mastery over plant creatures.
Prerequisites:  Plant
Defiance, ability to cast speak with plants.
Benefit: You rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.

Plant Defiance (General)
You channel the power of nature to drive off plant creatures.
Prerequisites:  Ability to cast detect animals or plants.
Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.

Proportionate Wild Shape (Wild)
You use wild shape to become animals of your own size even if your wild shape ability would normally exclude that size category.
Prerequisites:  Ability to use wild shape, natural form neither Small or Medium–size.
Benefit: You use your wild shape ability to take the form of an animal whose normal size category matches your own. For example, a cloud giant druid (size Huge) with this feat could use wild shape to become a Huge shark or a giant squid.
Normal: The size of the animal form you can assume through wild shape is limited by the parameters of the ability, regardless of your original size.

Reach Spell (metamagic)
You can cast touch spells without touching the spell recipient.
Benefit: You may cast a spell that normally has a range of “touch” at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.

Resistance to Energy (General)
You channel the power of nature to resist a particular energy type (fire, cold, electricity, acid or sonic).
Prerequisites:  Base Fort save bonus +8.
Benefit: Choose an energy form. You gain resistance 5 against that type of energy. For example, if you choose fire, you ignore the first 5 points of fire damage you take each round, regardless of whether that damage stems from a mundane or magical source.
Special: You can take this feat multiple times. If you choose the same energy form two or more times, the effects stack. This resistance does not stack with that provided by any spell or magic item.

Scent (Wild)
Your olfactory senses are as sharp as a wolf’s.
Prerequisites:  Ability to use wild shape to become a wolf, Wis 11.
Benefit: You gain the scent extraordinary ability (air breather’s type, as described in Chapter 3 of the Dungeon Master’s Guide), which operates regardless of your form.

Snatch (General)
You can grapple more easily with your claws or bite.
Prerequisites:  Access to a form with either claws or bite as natural weapons.
Benefit: If you hit with a claw or bite attack, you automatically attempt to start a grapple as a free action without provoking an attack of opportunity. If you get a hold with a claw on a creature four or more size categories smaller than yourself, you squeeze each round for automatic claw damage. If you get a hold with your bite on a creature three or more size categories smaller than yourself, you automatically deal bite dame each round, or if you do not move and take no other action in combat, you deal double bite damage to the snatched creature.
As a free action, you can drop a creature you have snatched, or you can use a standard action to fling it aside. A flung creature travels 10 (and takes 1d6 points of damage) for each size category greater than Small that you are. If you fling a creature while you are flying, it suffers either flinging or falling damage, whichever is greater.

Speaking Wild Shape (Wild)
While in wild shape, you can communicate with animals or elementals of the same kind as your current form.
Prerequisites:  Ability to use wild shape, Int 13.
Benefit: While in a wild shape, you operate as if you were under a continuous speak with animals effect with respect to animals of the same kind. For example, if you use wild shape to take the form of a wolf, you can communicate with wolves as long as you are in that form. You speak in growls, squawks, chitters, or whatever other sounds such an animal would typically use to communicate with others of its kind. If you are able to use wild shape to become an elemental, you can also communicate with elementals of the same kind as yourself, using their language. This feat does not enable mental communication.

Wingover (General)
You change direction quickly once per round while airborne.
Prerequisites:  Ability to fly.
Benefit: This feat allows you to turn at an angle of up to 180 degrees in addition to any other turns you are normally allowed, regardless of your maneuverability. You cannot gain altitude during the round you execute a wingover, but you can dive. For more information, see Tactical Aerial Movement in Chapter 3 of the Dungeon Master’s Guide.