Guiding the party through perilous terrain, bringing allies back from death’s embrace, and calling forth lighting and flame are quintessential skills for a druid’s adventuring kit.
One never knows what might happen during an adventure, so it's best to prepare for as many scenarios as possible and push through the unexpected with teamwork and grit.
More than just class.
Feats are an optional rule for 5th edition Dungeons & Dragons that greatly broaden the range of abilities at your disposal, boosting a player character’s chances of surviving the perils of the world.
Choosing a feat, however, can be a daunting task: Do you want a better Armor Class or better eyesight? The ability to shrug off blows or the speed of sound? Worry not, for tonight we’re bringing you the best feats for Druids!
Eat up your moss, call forth your blue jays, and tree-stride into the wilds for no foe will meet your mettle.
1. Warcaster
One of the defining traits of the Druid class is its spellcasting feature. From calling down storms and resurrecting the dead, all druids need to make sure their spells are not interrupted.
What Warcaster Is Useful for.
- Maintaining concentration on spells: Spellcasting is one of the druid’s main features. Making sure you can keep your spells going for as long as possible is a godsend.
- Mystical punishment: Isn’t it bothersome? Having the chance to strike at a foe who runs away but then just barely damages them? Well not anymore, now you can blast them away with your spells!
Warcaster details: http://dnd5e.wikidot.com/feat:war-caster
2. Lucky.
You gain the ability to replace a bad check up to 3 times per day, potentially turning a bad situation into an epic victory.
What Lucky Is Useful for.
- A Twist of fate: If you’re the type to usually roll low, or simply want to maximize your chances at accomplishing something, lucky is the feat for you.
Lucky details: http://dnd5e.wikidot.com/feat:lucky
3. Resilient.
As a druid, increasing your Constitution with Resilient not only potentially raises your Hit Points per level, but it also makes you proficient in constitution saves, one of the most useful saves in the game.
What Resilient Is Useful for.
- Better concentration: By becoming proficient in Constitution saving throws you increase your chances of keeping your concentration spells going.
- More Hit Points: A higher constitution translates to a bigger pool of Hit Points, this means you’ll be capable of harnessing nature’s wrath longer.
Resilient details: http://dnd5e.wikidot.com/feat:resilient
4. Fey Touched.
Since spells cost spell slots, any ability that lets you increase the number of spells you can cast in a day is very much welcome.
What Fey Touched Is Useful for.
- A wise choice: Wisdom is your primary ability when it comes to spellcasting, so boosting it every opportunity you get is a given.
- Extra Spellcasting: The ability to cast the Misty Step spell and an extra 1st level spell without consuming a spell slot at least once a day bolsters your utility and mobility.
Fey Touched details: http://dnd5e.wikidot.com/feat:fey-touched
5. Shadow Touched.
What Shadow Touched Is Useful for.
- Extra Utility: Invisibility is an incredibly useful spell that can let you circumvent dangerous threats, add to that the extra 1st level spell, and you’re set for adventure.
Shadow Touched details: http://dnd5e.wikidot.com/feat:shadow-touched
6. Elemental Adept.
With this feat found in the Player’s Handbook, you select one element. Now, spells you cast ignore resistance to the chosen damage and you get to treat any 1 on a damage die as a 2!
What Elemental Adept Is Useful for.
- Watch them burn: Druids can prepare only some spells on a day, so the ability to pierce through resistance with your favorite damage spells lets you keep your spell list intact.
Elemental Adept details: http://dnd5e.wikidot.com/feat:elemental-adept
7. Mobile.
The mobile feat from the Player’s Handbook is particularly good for melee-oriented characters, and also for wild-shaped druids!
With this feat, you can rip and tear far away foes, closing in the distance and leaving them behind without provoking attacks of opportunity.
What Mobile Is Useful for.
- Extra Mobility: An increase in your movement speed combined with the ability to ignore difficult terrain makes your melee druids a terrible foe to escape from.
- Guerrilla Fighting: With the ability to get in and out of melee, you can control when an enemy can engage you.
Mobile details: http://dnd5e.wikidot.com/feat:mobile
8. Alert.
The sizeable bonus to initiative this feat grants is only eclipsed by the amazing ability of never being surprised. This means that ambushes, sneaking foes, and the like are never going to get an edge against you!
What Alert Is Useful for.
- Going first: With a +5 bonus to initiative, you can be sure to be amongst the highest initiatives during most encounters.
- Reactionary: Not being surprised means that, as long as you’re conscious, you’re never going to be denied your reactions!
Alert details: http://dnd5e.wikidot.com/feat:alert
9. Skill Expert.
Learning to make do without magic means that you can preserve your spell slots for when they are really necessary, this feat does just that.
Not only does it increase an ability score, but it also gives you proficiency in a skill of your choice as well as doubling it for a skill you already have.
What Skill Expert Is Useful for.
- Skill a monkey: From deciphering ancient runes to swimming up a waterfall, skills are the broad means through which adventurers accomplish tasks. Skill Expert makes sure that you always have a way to tackle challenges with.
Skill Expert details: http://dnd5e.wikidot.com/feat:skill-expert
10. Magic Initiate.
Magic Initiate lets you earn one first-level spell and two cantrips from any class's spell list that they choose.
While Druids already have an amazing spell list, this feat can help you access extra utility usually exclusive for other classes.
What Magic Initiate Is Useful for.
- Versatility: Spells like Hex, Armor of Agathys, and Eldritch blast are great examples of amazing ways in which to bolster your spellcasting prowess, complementing any playstyle.
Magic Initiate details: http://dnd5e.wikidot.com/feat:magic-initiate
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