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.