What are good feats for a druid? [Archive] - Wizards Community

Post/Author/DateTimePost
Dirge

04-11-07, 04:14 PM
I'm playing a druid for the first time (starting at level 5, human). My feats so far are Augment Summoning, Companion Spellbond and Spell Focus (Conjuration). Natural Spell is a given for level 6. Any suggestions for feats beyond that? I'm not really looking to focus or optimize any aspect of the class, just trying to make him as well-rounded and useful as possible. Any help would be appreciated.
sineous blackspell

04-11-07, 04:18 PM
all metamagic feats is what i would reccomend
Argo

04-11-07, 04:22 PM
What's your backstory?
Dirge

04-11-07, 04:32 PM
I haven't completely fleshed out the story yet, but he's kind of a peacekeeper (true neutral, high charisma, maxed out Diplomacy) who tries to talk things out before attacking. At some point in his past he prevented a major conflict by ironing out a misunderstanding between a human forest settlement and the elves that lived nearby.
Tony Vargas

04-11-07, 06:53 PM
Unless your DM has in some way nerfed it, or Wildshape: Natural Spell.

Because the Druid summons spontaneously, Augment Summoning is obviously desireable, but the preq isn't of much use if you only have the PH spells to work with.

Tracking is also a very good and oft-overlooked feat for the Druid. It's apropriate, and the Druid has Survival in-class.
NineInchNall

04-11-07, 07:31 PM
Companion Spellbond from PHB2 is also nice.

You should check out the Druid Handbook (http://boards1.wizards.com/showthread.php?t=733400), over on the Character Optimization board.
maxxrox

04-11-07, 11:17 PM
If you have Augment Summoning, Imbued Summoning should be nice. Speaking Wild Shape, Extra Wild Shape, and the Wild feats from Complete Divine all work nicely.
Keladelros

04-11-07, 11:40 PM
I would tell you to take a look at your character (which you have).

1. He/She isn't combat oriented.
2. He/She is a problem solver and negotiator, not a problem maker and combatant.

From just these two examples what can you realize about your feat progression?

Skills maybe? The 'skill focus' feat on diplomacy might be a good idea for your character concept.

Spells maybe? Some of the druid spells availiable through the many books out there are built toward a more... friendly and negotiative mindset, especially if you are in a wilderness campaign. If you're doing a traditional dungeon delving type of campaign, more combative spells might be more effective. Spell Focus might be an effective choice if you expect to be using one quite often, and Metamagic feats do help quite a bit.

Then there are feats that help or alter your wild shape abilities. I have found this to be particularly useful no matter what kind of druid one plays, as wild shape can be used for a great many things.

Those are just some suggestions.
Krusk

04-11-07, 11:45 PM
If you've got augment summoning, and plan to go that route check out the summoning feats in there.


beckon the frozen gives them the cold subtype and 1d6 cold damage
and if you can manage it grab icy calling for basically a secondary augment summoning. It has a feat prereq that is ok at best.

Basically if your gonna play a summoner i would say play one from the artic north.

if none of those fit your character you could always pick up improved natural attack from the MM. Ups the damage die for your wildshape form by one. i think you need to specify claw or bite ect but still useful. pick something generic like claw. everything has claws.
TheDarkLord

04-11-07, 11:49 PM
Natural spell.

The only feat that a druid needs ;).
Katana_Uno

04-12-07, 01:03 AM
There are some good Wild Feats to choose from in the Complete Divine.

I took Spontaneous Healer, p84 Complete Divine, because we didn't have a Cleric so my Druid became the primary healer. It allowed me to prepare non healing spells and worked well for our group.
Jym

04-12-07, 02:20 AM
I'm also playing a druid for the first time ever, and I'm going to take Fiery Burst (Complete Mage) when I hit level 3. (Heat Metal is a 2d level fire spell you can keep in reserve.) Gives a nice, limited range fire attack with no save and no SR. And if I'm reading the rules right, you can even be in animal form when you let it loose bc it's a supernatural ability.
haferka

04-12-07, 09:48 AM
Extend Spell.

Extended Creeping Cold is a nice "negotiator tool"..

"Give up or you will surely... DIE!"

Spell compendium lvl 2 Spell (3rd lvl slot with extend).. 1d6 cold increases +1d6 per round for duration.. 3 rds (set duration).. extended its 6 rounds.. (21d6 total over 6 rounds). BTW.. there is a "Greater Creeping cold.. which is 3 levels higher.. Same EXACT spell as Extended Creeping Cold.
Peregrine_Wolf

04-16-07, 03:49 PM
I'm trying out catfolk arcan heirophant in one of my campaigns, and although I'm mostly combat oriented, I too am the only healer...1 barb and a few fighter PrC's are the other players. I find that, in combat, a ranged druid is pretty good until you get wildshape. Then you go kill with your animal companion. Ironically, I'm a cat with a pet wolf =p