There are several distinct classes in Dungeons & Dragons, each with its own unique strengths. With access to a sizable spell list and the iconic Wild Shape ability that allows them to turn into animals, Druids are among the most versatile classes in the game.
While players are able to customize their druids through their choice of subclass, race, and spells, they are also able to gain additional utility through the use of Feats. Feats are special abilities that can be gained by a player rather than increasing their ability scores on designated level ups. However, some feats are much more well-suited to Druids than others, so today, we’re going to examine the best Feats for those playing a Druid in Dungeons & Dragons.
Updated On September 23, 2021, By Paul DiSalvo: While Druids are already quite a multifarious class, having access to a wide range of utility through the ability to shapeshift via Wild Shape in addition to being able to cast spells, feats can allow characters of the class to gain access to even more utility. Whether feats are improving a druid’s spellcasting ability, increasing their physical prowess, offering out of combat utility, or bringing something new to the class that it wouldn’t have otherwise, they are an excellent means of fleshing out a character and giving them some extra value.
15 Eldritch Adept
A feat included in Tasha’s Cauldron of Everything, Eldritch Adept allows characters to sprinkle a little Warlock utility into their character without needing to multiclass.
One of the defining traits of the Warlock is its access to a wide range of special abilities called Eldritch Invocations. These abilities can provide effects ranging from allowing a character to innately cast certain spells, to breathing underwater, to being able to comprehend all written language. The Eldritch Adept feat allows a character capable of casting spells to gain any one of these invocations as long as they meet the prerequisites, making it a stellar and flexible choice that can provide a wide range of utility.
14 War Caster
While concentrations spells can be quite powerful, offering a continuous effect over a period of time, when using such spells, casters run the risk of accidentally dropping their concentration whenever they’re damaged by a foe’s attacks. The War Caster feat allows Druids to more reliably maintain key spells like Moonbeam, allowing all constitution saves made to maintain concentration at advantage.
As if this weren’t enough, this feat also allows a magic-user to utilize spells when making attacks of opportunity, further adding to its usefulness.
13 Skill Expert
Skill Expert is a great feat for those looking to improve their character’s out of combat utility. Adding +1 to any ability score and proving a character with proficiency with any one skill of their choice.
The primary appeal of this feat is the fact that it provides a character with expertise in any one skill of their choice, as long as its one which they’re already proficient. Expertise in a skill means that the character adds twice their proficiency modifier when using said skill, making them quite reliably adept at using their expertise. Whether a player wants their druid to be a master tracker or to be well-studied in medicine, this feat can help.
12 Fighting Initiate
While the Eldritch Adept feat allows a character to gain traits commonly associated with Warlocks, the Fighting Initiate feat allows a character to gain utility associated with Fighters.
Providing a character with any one Fighting Style, Fighting Initiate can be used as an easy and quick way to increase one’s AC by using the Defense Style or be used to improve one’s usefulness with certain types of weaponry. This feat can even be used to make a druid’s unarmed strikes more potent via the Unarmed Fighting style.
11 Polearm Master
Polearm Master is an underrated feat that allows a character wielding a glaive, halberd, quarterstaff, or spear to use their bonus action to make an additional attack, using the backend of said weapon.
While Druids are primarily casters, they do have exclusive access to the Shillelagh cantrip that allows them to use their wisdom modifier rather than strength when attacking with a Quarterstaff. With Polearm Master, this allows for a unique wisdom-focused physical offense option that still has access to the spells one would expect from a Druid.
10 Lucky
Lucky is an excellent feat that nearly any class in the game would be happy to benefit from. Providing a character with three luck points per long rest, whenever that character would make an attack roll, ability check, or saving throw, they can spend one of these points to roll an additional die. They can then choose which of their two dice rolls to use at that moment, functioning much like advantage.
9 Resilient
Resilient is a flexible feat that allows a character to raise one of their ability scores by one, gaining proficiency in that score’s corresponding saving throw.
In regards to Druids, this is an incredible way to gain proficiency in constitution-saving throws, allowing them to more reliably pass concentration checks for spells like Moonbeam.
8 Magic Initiate
Magic Initiate is a feat that allows a character to learn one first-level spell and two cantrips from any class’s spell list that they choose. While Druids already have access to a wealth of useful spells, Magic Initiate can help provide additional utility that a character may not have otherwise.
For example, a Druid may opt to use this class to gain access to the Hex spell from the Warlock class or to gain Shield of Faith from the Cleric spell list.
7 Fey Touched
Similar to Magic Initiate, Fey Touched is a feat that allows a character to gain access to additional magic. While less flexible as Magic Initiate, Fey Touched allows a character to learn the second-level spell Misty Step.
Misty Step is among the best low-level teleportation spells and is normally only available to Druids of the Circle of the land (Coast). As if this weren’t enough, that character can also learn one first-level divination or enchantment spell of their choice!
6 Shadow Touched
Shadow Touched is a feat with utility comparable to that of Fey Touched. Providing a character with a specific second-level spell, while Fey Touched provides access to Misty Step, Shadow Touched provides a character with the ability to cast Invisibility, as well as a first-level necromancy or illusion spell.
As Invisibility is an incredible and versatile spell that most druids don’t have access to, this can be a great choice for those looking to gain additional spellcasting flexibility.
5 Observant
Druids are a class that relies heavily on their high wisdom. This allows Druids that are proficient in perception to be some of the best lookouts in all of D&D.
The Observant Feat allows a Druid’s already high perception to be made better, improving their wisdom or intelligence by one and providing a +5 bonus to their passive perception.
4 Elemental Adept
The Elemental Adept Feat is an excellent choice for spellcasters that focus on casting spells that deal the same types of damage. Upon gaining this feat, a given player chooses acid, cold, fire, lightning, or thunder damage. When they cast spells that deal that given damage type, they ignore resistances and even treat damage dice rolls of ones and twos instead.
This feat is especially useful when paired with the Circle of Wildfire Druid subclass that has access to several useful fire-based spells.
3 Metamagic Adept
One of the appeals of playing the Sorcerer class is having access to Metamagic, abilities that allow a character to augment their spells.
Metamagic Adept is a feat that provides a spellcaster of another class such as druid with two sorcery points and access to Metamagic, providing spells with anything from improved duration to improved range.
2 Telepathic
A key aspect of playing a Druid is having access to Wild Shape, an ability that allows a character to temporarily transform themselves into an animal. This ability can be useful in a variety of circumstances whether it be for scouting, traveling, or in combat (especially if a druid at hand is of the Circle of the Moon).
One of the only real drawbacks of Wild Shape is that it prevents a druid from speaking and communicating with their party. As Druids still benefit from their feats when in their animal forms, the Telepathic feat allows them to speak telepathically to creatures within sixty feet of them.
1 Mobile
Similar to the Telepathic Feat, the Mobile Feat improves the already great effects of Wild Shape. Improving one’s movement speed by ten. This improved movement speed affects druid’s various animal forms.
This means that if a Druid with this feat were to Wild Shape into a wolf, they’d have access to fifty feet of movement on each of their turns, with a total of one hundred feet on a turn in which they choose to use the dash action!