1st Level Druid Feats

Animal Companion (Feat 1)

Druid

Prerequisites animal order


You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information.


Fire Lung (Feat 1)

Druid

Prerequisites flame order


A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the concealed condition from smoke. You need only a successful DC 10 flat check to recover from persistent fire damage, rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10).


Leshy Familiar (Feat 1)

Druid

Prerequisites leaf order


You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiars, which are detailed here.


Nature's Wrath (Feat 1)

Druid


The power of nature grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level.


Reach Spell [A] (Feat 1)

Druid
Concentrate
Metamagic

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.


Shore Step (Feat 1)

Druid

Prerequisites wave order


The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water. In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Acrobatics check to Swim, you get a critical success instead.


Steadying Stone (Feat 1)

Druid

Prerequisites stone order


The earth has taught you how to remain unyielding and firm. If you roll a success on an Acrobatics check made to Balance on uneven ground composed of earth or rock, you get a critical success instead. As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that would attempt to knock you prone. If you're a rock dwarf, this bonus increases to +3.


Storm Born (Feat 1)

Druid

Prerequisites storm order


You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).


Verdant Weapon (Feat 1)

Druid
Exploration

You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts. When holding the imprinted seed, you can spend a single Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus.

You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon.


Widen Spell [A] (Feat 1)

Druid
Manipulate
Metamagic

You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.


Wild Shape (Feat 1)

Druid

Prerequisites wild order


You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats.

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