Elemental Summons (Feat 4)
Druid
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You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a summon elemental spell of the same level.
Fire Resistance (Feat 4)
Druid
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Prerequisites flame order
Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. You gain fire resistance equal to half your level and you gain a +1 circumstance bonus to saving throws against fire effects.
Form Control [A] (Feat 4)
Druid
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Manipulate
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Metamagic
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Prerequisites Strength 14, Wild Shape
With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.
Leshy Familiar Secrets (Feat 4)
Druid
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Metamagic
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Prerequisites leaf order
The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time.
Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.
Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled poison effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect.
Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a level 1 lower than your highest-level spell slot. The heal spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability.
Mature Animal Companion (Feat 4)
Druid
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Prerequisites Animal Companion
Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules for more information. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.
Natural Swimmer (Feat 4)
Druid
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Prerequisites wave order
Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.
Order Magic (Feat 4)
Druid
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Prerequisites Order Explorer
You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.
Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.
Sheltering Cave (Feat 4)
Druid | Conjuration | Earth | Exploration |
You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the structure trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements. The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close it.
Thousand Faces (Feat 4)
Druid
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Prerequisites Wild Shape
Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list.
Woodland Stride (Feat 4)
Druid
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Prerequisites leaf order
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don’t impede your progress.
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