Druids are one of the most slept-on classes in D&D, as many adventurers avoid their more complicated nature, opting for more traditional spellcasters like Wizards or Clerics.
However, their general power shouldn’t be underestimated, especially when coupled with a few exceptional Feats that make their gameplay even better.
While all spellcasters have utility and control, Druids often outperform many of them, and when combined with Feats, those numbers are even higher.
Best Druid Feats in 5e
Gain Proficiency in any combination of three tools or skills you choose.
Druids aren’t known for having a lot of skills, so Skilled might seem like an odd choice, but having more skills won’t hurt.
If you need more skills or aren’t satisfied with what you currently have, take Skilled.
14. Dungeon Delver
You are alert to main traps and secret doors in dungeons, gaining the following benefits:
- Gain advantage in Wisdom (Perception) and Intelligence (Investigation) checks to detect if there are secret doors
- Gain advantage on saving throws to avoid or resist traps
- Gain resistance to damage dealt by traps
- Fast pace traveling doesn’t impose the -5 passive Wisdom (Perception) penalty
Druids really struggle when traps come into the equation.
If you are really scared of traps and the campaigns constantly have you venturing through dangerous dungeons, consider taking Dungeon Delver.
You are exceedingly agile and speedy, gaining benefits:
- Speed increases by 10 feet.
- Using the Dash action makes difficult terrain not cost you extra movement that turn.
- Making a melee attack against a creature doesn’t provoke opportunity attacks from it for the rest of the turn, whether you hit or not.
The effects of Mobile apply to you while in Wild Shape, so if you want to use alternative strategies for lesser-played forms, Mobile is a pretty good option.
You can also take Mobile if you need a quick way to escape dangerous situations.
Mentally connect with others, gaining benefits:
- Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
- Speak telepathically to any visible creature within 60 feet. Telepathic communication is in a language you know, and the creature only understands you if it knows the language.
Communicating with the creature doesn’t allow it to respond to you telepathically.
- You may cast the Detect Thoughts spell, requiring no components or spell slot. Casting the spell like this again means you have to first complete a long rest.
The spellcasting ability for the spell is the ability you chose to be increased. You can cast the spell with 2nd-level spell slots or higher if you have any.
Druids in Wild Shape often find it difficult to communicate with party members while in their form.
By taking Telepathic, you can solve that issue and gain a Wisdom increase, which is great.
11. Gift of the Metallic Dragon
Manifest powers from metallic dragons, gaining benefits:
- Draconic Healing – Learn Cure Wounds and be able to cast it without having to expend a spell slot. Casting the spell like this restricts you from casting it again until you’ve finished a long rest.
The spell may also be cast using spell slots you have. The spellcasting ability for it is Intelligence, Wisdom, or Charisma when cast with this feat (choose upon gaining the feat).
- Protective Wings – Manifest protective wings capable of shielding others. If you or another visible creature within 5 feet is hit by an attack roll, use a reaction to manifest spectral wings from your back for a brief moment.
This grants a bonus to the target’s AC (equals your Proficiency bonus) against the attack roll, causing it to potentially miss. The reaction can be used a number of times equal to your Proficiency bonus.
All expended uses are regained when you finish a long rest.
Druids have horrible AC, so Protective Wings can be useful for them or other players.
Protective Wings can even be used while in Wild Shape. So Gift of the Metallic Dragon can have a lot of value for certain Druids.
You’re quick to notice details of your environment, gaining benefits:
- Increase Intelligence, or Wisdom, by 1 (maximum of 20).
- Seeing a creature’s mouth while it’s speaking a language you understand lets you interpret what it’s saying by looking at its lips.
- Gain a +5 bonus to passive Wisdom (Perception) and passive Intelligence (Investigation).
Druids already have high Wisdom, so gaining a Perception buff makes it so they can use their proficiencies on other skills if they want to.
The Wisdom increase is also a big help, especially if you’re concerned about your Ability score increases. So consider getting Observant if you want to have a bit more out of combat value.
9. Gift of the Gem Dragon
Manifest powers from gem dragons, gaining benefits:
- Ability Score Increase – Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
- Telekinetic Reprisal – Taking damage from a creature within 10 feet of you lets you use a reaction to emanate telekinetic energy.
The creature that dealt damage to you is forced to make a Strength save (DC equals 8 + your Proficiency bonus + ability modifier score increased by feat).
If the save fails, the creature will take 2d8 Force damage while being pushed up to 10 feet away from you.
If the save succeeds, the creature takes half damage and is not pushed. The reaction can be used a number of times equal to your proficiency bonus. You also regain all expended uses when finishing a long rest.
Telekinetic Reprisal can be used while in Wild Form, and it can even work for other Druids who don’t have a use for their reaction.
Gift of the Gem Dragon can be a big help if you take a more head-on approach with the Druid.
8. Elemental Adept
- Choose one of the following damage types when you gain this feat: Acid, Cold, Fire, Lightning, or Thunder.
- Spells of the chosen type ignore resistances, and when rolling damage for a spell with the chosen damage type, any 1 on the damage die is treated as a 2.
- You may select this feat multiple times and choose a different damage type each time if you do.
Note: You must be able to cast at least one spell to take Elemental Adept.
Druids can use a lot of spells that deal elemental damage, so if you’re playing something like a Land Druid, consider taking Elemental Adept.
7. Gift of the Chromatic Dragon
Manifest powers from chromatic dragons, gaining benefits:
Chromatic Infusion allows you to use a bonus action and touch a martial or simple weapon, infusing it with one of these damage types: Poison, Lightning, Fire, Cold, or Acid.
For a minute, the weapon now deals an extra 1d4 damage on a hit of the infused damage type. After using this bonus action, you can’t do so again until after finishing a long rest.
Reactive Resistance lets you use your reaction to give yourself resistance to whichever damage you took out of the following types: Poison, Lightning, Fire, Cold, or Acid damage.
The reaction can be used a number of times equal to your proficiency bonus, and you’ll regain all uses whenever you finish a long rest.
Chromatic Infusion can easily be shared with your allies, while Reactive Resistance can be used in place of Absorb Elements (even though you have Absorb Elements).
Gift of the Chromatic Dragon works well to decrease spell slot usage and basically gives you two buffing spells without having to worry about not having enough spell slots to last the day.
Note: Just note that Reactive Resistance can be used while Wild Shaped.
6. Shadow Touched
Exposure to Shadowfell’s magic changed you, granting benefits:
- Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
- Learn Invisibility (spell) and one 1st-level spell you chose from the Illusion or Necromancy schools.
You may cast these spells without using a spell slot, but casting it this way means you can’t cast the spell like this again until you’ve finished a long rest.
The spells can also be cast using your spell slots of the appropriate level. The spellcasting ability for the spells is the ability you increase with the feat.
Druids don’t get invisibility, and having other 1st-level spell options also gives Shadow Touched a lot of value.
There aren’t many good options to take with Shadow Touched, but if you’re creative, you can come up with some pretty consistent high-value spells.
Gain 3 luck points. When making an attack roll, ability check, or saving throw, you may spend one luck point to roll an additional d20.
You may choose to spend one luck point after rolling the die but before the outcome is determined. You then choose which d20 will be used for the attack roll, ability check, or saving throw.
You may also spend one luck point when an attack roll is made against you, rolling a d20 to choose whether the attack uses your roll or the attacker’s.
More than one creature spending a luck point to influence the outcome of a roll will cancel each other out, and no additional dice will be rolled.
Expended luck points are regained when you’ve finished a long rest.
Lucky is one of those Feats that just works in any class, so if you want to take a Feat but are worried about whether it’s good or not, just take Lucky. There’s not much that can go wrong with choosing Lucky.
4. Skill Expert
You may increase one of your ability scores by 1, but only to a maximum of 20, and you’ll gain proficiency with one skill you choose.
Then, you may choose one skill you have proficiency with, gaining expertise with that skill and doubling any ability checks made with it.
The chosen skill must be one that isn’t currently benefiting from a feature (like Expertise), which can double your proficiency bonus.
Druids already have high Wisdom stats, so you can easily get expertise in Perception.
The fact that you can increase any ability by 1 and also gain proficiency with one more skill makes it even easier to incorporate into your build.
Skill Expert is a great Feat to take if you want more out-of-combat value.
3. Fey Touched
Gain the following benefits:
- Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20)
- Learn Misty Step and one 1st-level spell you choose. The 1st-level spell must be Divination or Enchantment, and both spells can be used without expending a spell slot.
Casting a spell this way means you cannot cast it like this again until you’ve finished a long rest.
These spells can also be cast using spell slots of the appropriate level, and these spells use the spellcasting ability increased by the feat.
One of the go-to spells that most characters go for after getting Fey Touched is Misty Step, which you can’t normally get on a Druid.
You gain the following benefits and choose one ability score:
- Chosen ability score increased by 1 (maximum of 20)
- Gain Proficiency in the chosen ability in saving throws
If you want to keep your Concentration up, get Resilient.
Druids can have quite a lot of Concentration spells, and Constitution saves are pretty common, so having proficiency with it grants a lot of value.
1. Metamagic Adept
Exert your will on spells, altering how they function:
- Learn two Metamagic options you choose from the Sorcerer class. Only one Metamagic option may be used when casting a spell unless it says otherwise.
Reaching a level granting the Ability Score Improvement feature lets you replace one Metamagic option with another from the Sorcerer class.
- Gain 2 sorcery points for Metamagic (added to other sorcery points from other sources, but only works for Metamagic).
All expended sorcery points can be regained when you finish a long rest.
Note: You must have the Spellcasting or Pact Magic feature to be able to use Metamagic Adept.
Metamagic Adept is exceptional on any spellcaster.
Druids can choose to empower damage spells, extend buffing spells, or even increase the range of the spell.
There are up to 11 options that are all exceptionally powerful.
The most obvious answer many people give when choosing Feats for a Druid would be mentioning Feats that strengthen their spellcasting or Wisdom score
They aren’t wrong, as the Feats for a Druid are a bit more limited compared to other classes, so you’ll have to dig deep to find the one that best fits your Druid. Just keep your main strengths in mind, and you’ll be fine!
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