Druid Feat Guide for D&D 2024 (5.5e)

Evaluating every feat for a druid and finding the best and worst options.

Druids have loads of tools at their disposal as full casters and with their wild shape capabilities. This gives them a bunch of roles they can fulfill.

When it comes to feats, druids need to be aware of both the roles they’re filling as well as how wild shape interacts with feats. Feats work in wild shape, but some won’t really have any benefit in that form like those that aid weapon attacks or spellcasting.

To help you choose your druid’s feats, I’ve gone through every single feat released for D&D 2024 and evaluated them to help you know which are best and worst for a druid. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.

I’ve evaluated every feat based on how well I think it fits the druid class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.

For example, sentinel works great on a moon druid for easier opportunity attacks, but is poorer on backline caster builds. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for a druid). My commentary on each feat should give more explanation here when necessary so you know which feats work only for certain builds.

As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:

  • HoF: Forgotten Realms: Heroes of Faerun
  • ABoH: Astarion’s Book of Hungers
  • LFL: Lorwyn First Light

If you just want an at a glance view of how well I’ve scored each feat for a druid, then I’ve included them all in the tables below for each feat type.

Origin feats by score

ScoreFeats
5/5Lucky, magic initiate, musician, spellfire spark
4/5Alert, tireless reveler, tough, vampire’s plaything, Zhentarim ruffian
3/5Lords Alliance agent, purple dragon rook, skilled
2/5Child of the sun, crafter, Shadowmoor hexer, vampire hunter, Zhentarim ruffian
1/5Cult of the Dragon initiate, Emerald Enclave fledgling, Harper agent, healer, savage attacker, tavern brawler, tyro of the gauntlet

General feats by score

ScoreFeats
5/5Fey touched, inspiring leader, mage slayer, polearm master, sentinel, shadow touched, war caster, Zhentarim tactics
4/5Genie magic, medium armor master, resilient, skulker
3/5Bloodlust, charger, chef, defensive duelist, delicious pain, durable, fairy trickster, mounted combatant, mythal touched, observant, polearm master, purple dragon commandant, ritual caster, skill expert, speedy, spellfire adept, telekinetic
2/5Cloying mists, cold caster, dragonscarred, enclave magic, heavily armored, keen mind, light bringer, lordly resolve, love bites, moderately armored, poisoner, rebuke, shield master, spell sniper, street justice, telepathic, weapon master
1/5Actor, athlete, bomber, crossbow expert, crusher, dual wielder, elemental adept, grappler, great weapon master, Harper teamwork, heavy armor master, lightly armored, martial weapon training, order’s resilience, piercer, putrefy, sharpshooter, slasher, street justice, treacherous allure, vampire touched, weapon master

Epic boon feats by score

ScoreFeats
5/5Boon of combat prowess, boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of recovery, boon of the bright sun, boon of the night spirit
4/5Boon of bloodshed, boon of fortune’s favour, boon of looming shadows, boon of speed, boon of the soul drinker, boon of truesight
3/5Boon of energy resistance, boon of exquisite radiance, boon of fortitude, boon of the furious storm
2/5Boon of blazing dawn, boon of bountiful health, boon of communication, boon of poison mastery, boon of skill, boon of spell recall, boon of terror
1/5Boon of irresistible offense, boon of misty escape, boon of revelry
Circle of stars druid
Druid: Wizards of the Coast
  • Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical. If you want to be casting AoE spells early in combat, you may want to be doing so before all the martials get in the way.
  • Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally decent. Faerie fire is decent at low levels, but hard to justify at higher levels. Faerie fire just doesn’t scale that well. It is a free spell casting though, but maybe only consider it if you’ll be sticking to lower levels.
  • Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
  • Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. Druids at least have a high wisdom to make this more effective.
  • Emerald enclave fledgling (1/5) – HoF – Speak with animals is decent on a druid with the option to find a familiar and your natural competence dealing with animals. However, druids already have this spell prepared from level 1 as standard and the ability with the help action is a poor use of action economy making this extra pointless on a druid.
  • Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with spells or perhaps the attack action. Everything else is a ribbon feature. Just not a good feat. It’s maybe decent if you’re playing a hobgoblin with their bonus action help.
  • Healer (1/5) – An action to do worse healing than a potion of healing or cure wounds and healing word has similar healing. 2 of these also only require a bonus action rather than the action needed here.
  • Lords alliance agent (3/5) – HoF – Heroic inspiration on a critical hit is alright, but most druids neither make enough attacks rolls to make this worthwhile, or stay close enough to melee allies to benefit from the advantage gained. The exception here is a moon druid who might be making multi-attacks fairly regularly.
  • Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
  • Magic initiate (5/5) – Druids are obviously very competent with spells so can wield these new spells capably. More spells and an extra casting is great for a dedicated spellcaster.
  • Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
  • Purple dragon rook (3/5) – HoF – The skills mostly aren’t great for a druid, though insight is a decent option. The heroic inspiration you grant is also much less than the musician feat so I’d just take that. Technically this is an alright feat though, even just with the heroic inspiration boost, but musician does a similar thing so much better.
  • Savage attacker (1/5) – Druids rarely make weapon attacks, and when they do, are limited to a single attack. They’re best off using spells or wild shape attacks.
  • Shadowmoor hexer (2/5) – LFL – An improved hex you can repeat cast is OK but most druids don’t make enough attacks rolls to get the most out of something like hex. The exception might be a moon druid with multi attack but you have a conflict between your first round bonus action and the wildshape form you want to use making this difficult to use.
  • Skilled (3/5) – Many druids will operate as scouts making a few extra skills handy to round out your capabilities.
  • Spellfire spark (5/5) – HoF – A bit less damage from magic is good for anyone. Sacred flame is a decent cantrip, but being able to cast it as a bonus action is a really useful way to up your damage output in a turn. Cantrips scale in damage with your level so this will get better as you level up. Casting cantrips also won’t get in the way of using levelled spells on the same turn either.
  • Tavern brawler (1/5) – Druids should rarely build for unarmed combat. They should normally be casting spells or using wild shape. It’s also worth pointing out that mechanically, a creature’s attacks don’t count as unarmed strikes (they’re their own class of attacks) so your wild shape form wouldn’t benefit from tavern brawler unless you explicitly made an unarmed strike following the standard rules for that (which would likely be sub-optimal).
  • Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
  • Tough (4/5) – Some decent extra resilience that’s good for everyone. This is especially great on melee builds like moon druids, but also great for sea druids who get closer to the danger.
  • Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
  • Vampire hunter (2/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Vitality ward is great against necrotic damage, but that’s really situational.
  • Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as a bonus action are handy for getting out of melee combat when you want to duck out of it or move around a bit more.
  • Zhentarim ruffian (4/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is going to be a challenge for most druids as they aren’t melee focused enough to exploit this more or be consistently standing their ground. The exception is a moon druid who can benefit quite a lot from this, especially if you build for more frequent opportunity attacks (like with Zhentarim tactics).
Druid calling lightning: Wizards of the Coast
Druid calling lightning: Wizards of the Coast
  • Actor (1/5) – Druids are usually pretty hopeless at face skills, and actor requires strong face skills to be any good.
  • Athlete (1/5) – The climb speed is the only thing that’s particularly useful here. Druids can easily gain a climb speed (and later a fly speed) through wildshape making this a little obsolete.
  • Bloodlust (3/5) – ABoH – Decent improvement to some of your healing as well as a bit of a damage buff on some attacks.
  • Bomber (1/5) – ABoH – Thrown weapons aren’t really for a druid. Spells and cantrips are probably your best option in most cases or you’ll be using wild shape attacks. There might be a case for using ranged weapon attacks early on before cantrips are upgraded, but you’re almost certainly investing in dexterity over strength which means ranged weapons are going to be better than thrown weapons.
  • Charger (3/5) – This works in wild shape allowing for a bit of extra damage or pushing once per turn which is decent, as long as you can get a run up.
  • Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
  • Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
  • Cold caster (2/5) – HoF – This is OK and druids have a few attack roll cold spells, but I just don’t see these being used enough to justify taking this feat, or the effect being potent enough to only enjoy once or twice an encounter.
  • Crossbow expert (1/5) – Druids probably won’t be making many weapon attacks. Even for those that will use a crossbow (perhaps at early levels), this isn’t solving druid problems like using a crossbow and extra attack (as druids don’t have extra attack).
  • Crusher (1/5) – I’m not sure a druid can really get enough use out of this to justify it. Your best option might be a moon druid with a wild shape form that deals bludgeoning damage. These do exist, but among the best damage dealing options, very few deal bludgeoning damage and even then, that’s not consistent. For instance, a giant squid will do some bludgeoning damage, but makes other attacks that won’t. You really need a consistent damage type for this to work.
  • Defensive duelist (3/5) – Nothing says you have to be attacking with the finesse weapon, just holding it so you can still cast spells while lugging a dagger around. Works best on druids that get close to melee like the circle of the sea. Just don’t take it on a moon druid. They should be in wild shape for a lot of encounters.
  • Delicious pain (3/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing can be quite decent, but it doesn’t work on the triggering damage. This means you’ll have to be triggering a lot of attacks. Moon druids tend to “moonlight” as party tanks anyway so can be a good shout for them. Other druids likely aren’t attracting enough attacks to justify this.
  • Dragonscarred (2/5) – HoF – A resistance is good and attempting to frighten with a bonus action can be handy, but this requires 2 feats to make work. If it didn’t rely on a bit of a poor origin feat, this would be a better option on a druid.
  • Dual wielder (1/5) – You really need nick mastery to properly take advantage of dual wielder (the point primarily being getting another attack when dual wielding). Druids should not be investing enough in weapon attacks to make that worthwhile.
  • Durable (3/5) – The self healing is mainly what you want from this. Decent if you’re after a bit more resilience which can be good for frontline druids.
  • Elemental adept (1/5) – It’s easy enough for a druid to bypass resistances by using spells with a different damage type. This doesn’t add enough to worry about anything more than varying up damage type.
  • Enclave magic (2/5) – HoF – The precursor to this, as mentioned, is almost pointless for a druid making this a touch sell, especially as you can just grab beast sense from your spell list. It’s a shame as this could be quite useful for a druid, but the 2 feat investment is too much.
  • Fairy trickster (3/5) – HoF – Flustering strike is quite good to make enemies less resilient to spells. How good this is depends on how many attack rolls you think you’ll be making. Disengaging into difficult terrain is likely quite rare so not worth bothering with.
  • Fey touched (5/5) – Misty step is a really handy spell to have available and there’s a free casting of it. Spells like silvery barbs, sleep and Tasha’s hideous laughter all make good 1st level options.
  • Genie magic (4/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer spell list isn’t huge though. You do still have some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too. There’s also chromatic orb which is especially good when cast at a higher level.
  • Grappler (1/5) – Druids aren’t generally a good option for investing in unarmed combat as they don’t tend to make enough attacks to justify the multiple feats required. Wild shape creatures also aren’t making unarmed strikes. Creature attacks tend to be their own unique class of attack. Some wild shape creatures will grapple as part of their attacks and this could help here, but this affects a limited subset of wild shape forms.
  • Great weapon master (1/5) – Most druids don’t make enough weapon attacks to justify this. Moon druids might make enough attacks, but it won’t be with weapons.
  • Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than casting a spell or attacking, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action.
  • Heavily armored (2/5) – This is potentially +1AC over what you can get through light or medium armor but you’d need to invest in strength over dexterity which is fine if you’re starting at a high level, but leaves you vulnerable until you reach at least level 4. Medium armor master might be a better option for that reason.
  • Heavy armor master (1/5) – Druids don’t naturally get heavy armor proficiency and gaining it and this is probably too much investment.
  • Inspiring leader (5/5)  – Lots of regular temporary hit points for the whole party and it scales a fair bit with your level.
  • Keen mind (2/5) – Study is rarely useful in the heat of combat so little point in having it as a bonus action. Expertise in a knowledge skill isn’t much good for the low intelligence druid.
  • Light bringer (2/5) – ABoH – The healing is OK, but bloodlust is better and light is only OK.
  • Lightly armored (1/5) – Pointless. You already have this proficiency.
  • Lordly resolve (2/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is good but you’ll need to use your bonus action to activate it and that can be tricky to anticipate.
  • Love bites (2/5) – ABoH – Decent for keeping creatures from following up with an attack against you after your attack. It works automatically too so great against really resilient enemies. But it requires melee weapon or unarmed attacks which probably won’t be common for a druid, especially once cantrips upgrade at level 5. Even moon druids can’t use this with their natural weapon attacks when in wild shape.
  • Mage slayer (5/5) – Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
  • Martial weapon training (1/5) – You should be easily able to get the weapon training you need through primal order. Even then, weapons aren’t usually important for a druid.
  • Medium armor master (4/5) – If you’ve taken the warden primal order, then you’ll have medium armor proficiency. This will allow you too get a +1AC boost if you bump your dexterity up to 16. It’s a decent boost.
  • Moderately armored (2/5) – I’d probably just take the warden primal order if I want medium armor proficiency, but if you really want the extra cantrips, this is an alternative.
  • Mounted combatant (3/5) – If you can regularly have access to a mount, then this could be decent. Many creatures are smaller than the likely large mount you’ll be riding.
  • Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
  • Observant (3/5) – Perception is decent for anyone, especially given your high wisdom. Search as a bonus action is decent too, but situational. You’re not necessarily a scout, but this can work alright for you.
  • Order’s resilience (1/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally which might not be often. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
  • Piercer (1/5) – Like crusher, this only possibly works for a moon druid because they’re making multiple attacks per turn. The problem is that there’s inconsistency in wild shape forms meaning the damage type you’ll be inflicting won’t always be piercing. Unfortunately, this feat relies on using consistent piercing damage.
  • Poisoner (1/5)  – Most druids won’t be making weapon attacks enough to gain proper benefits from this. Certainly not beyond level 5 when cantrips start scaling.
  • Polearm master (3/5)  – There’s maybe a case to be made for a sea druid using this as an extra disincentive for entering their reach. Grab a quarterstaff and use reaction attacks to cause problems for creatures getting close to you. Your bonus action will be occupied though, and you’re unlikely to be using your action for weapon attacks so the bonus action attack is a little wasted. I don’t think this is any good on any other druid subclass.
  • Purple dragon commandant (3/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is better the more attacks you have and the longer you can survive while bloodied. The problem for most druids is you might not always be making attacks but moon druids should consistently benefit from this.
  • Putrefy (1/5) – ABoH – Automatic poisoned condition is decent but it does tie you down to necrotic damage spells. Unfortunately, druids have very few of these and they certainly aren’t the kind you’ll be casting often. This just doesn’t have enough opportunities to use to be a meaningful option.
  • Rebuke (2/5) – ABoH – Druids have a few more options for radiant damage than necrotic, but not loads. This would rely on you using starry wisp or moonbeam a fair bit which could be a little limiting.
  • Resilient (4/5)  – If you want to take this, constitution is your best option followed by dexterity. You’ll likely want the boost to concentration saving throws which is why constitution is the better option and you don’t already have proficiency here.
  • Ritual caster (3/5) – If you want some out of combat spellcasting utility, then you can get a few interesting spells this way and won’t consume precious spell slots while allowing you to be even more of a utility caster.
  • Sentinel (5/5) – Easier opportunity attacks is excellent on a moon druid who should be on the frontlines and likely has quite strong opportunity attacks. You’ll need to be fighting alongside an ally to make this work regularly enough. This is also a great feat for a tanky moon druid to keep enemies close and focused on you.
  • Shadow touched (5/5) – Invisibility is great for scouting, utility and ambushes and another spell can be handy too. Color spray or silent image can be good options for your level 1 spell.
  • Sharpshooter (1/5) – You should probably be using cantrips or spells for ranged attacks rather than weapons.
  • Shield master (2/5) – Druids can use shields, but tend not to invest in strength making this difficult to succeed with. They also won’t benefit at all from a shield while in wild shape. The dexterity saving throw boost is welcome though.
  • Skill expert (3/5) – Alright if you want to be an expert at a skill. Some druids might operate as scouts, in which case, this can be useful for something like perception or stealth.
  • Skulker (4/5) – Great on anyone due to the easy blindsight. You won’t get much from improved hiding in combat though as that’s a challenge for anyone other than a rogue.
  • Slasher (1/5) – Like piercer and crusher, this relies on consistently using slashing damage. Most druids will rarely use weapons and moon druids using wild shape attacks will find slashing damage forms limiting as the best options have varying damage types. This just makes this feat too limiting.
  • Speedy (3/5) – Faster movement is useful for most classes. Disadvantage from opportunity attacks will make it easier for you to get out of danger or weave between enemies.
  • Spellfire adept (3/5) – HoF – Druids have some radiant spells to use this with. It’ll work best with AoE spells so that the damage is magnified across multiple targets. This maybe applies to moonbeam at lower levels and sunbeam and sunburst at higher levels. Just be aware of the expending of your hit point dice. Not many creatures have resistance to radiant damage so that is potentially quite situational.
  • Spell sniper (2/5) – Druids don’t have a lot of spell attacks to make full use of this. Its worth can depend a lot on your DM and how much they use cover. I don’t think it’s worth it on a druid though. They tend towards more battlefield control and healing over ranged spell attacks.
  • Street justice (1/5) – HoF – This works alongside creatures you can wild shape into that can grapple, so a giant squid can use its “street smarts” to enhance its grapples. A base druid though tends to be poor at grapples and most wild shape forms don’t have special grapple capabilities like a giant squid (which requires being a level 18 moon druid to access). They’re some very niche benefit there, but it’s not enough and the social benefits aren’t worth it on the low charisma druid either.
  • Telekinetic (3/5) – An invisible, silent mage hand is great for stealth and pretty solid on any build. Telekinetic shove could be a handy way of getting out of melee range with your bonus action or nudging an enemy into the radius of one of your spells.
  • Telepathic (2/5) – Telepathy is fine for silent communication, but it’s better on a charisma build.
  • Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
  • Vampire touched (1/5) – ABoH – Like fey touched but with worse spells. Spider climb can also be accomplished by simply wild shaping so not worth it on a druid. I’d go for a different spellcasting feat.
  • War caster (5/5) – Great for druids to help maintain concentration on spells, especially as some druids have a tendency to get in danger on the frontlines.
  • Weapon master (1/5) – Druids don’t use weapon attacks enough to justify this.
  • Zhentarim tactics (5/5) – HoF – A changeable expertise is handy for druids that operate as scouts. This also makes opportunity attacks much easier. Can work decently on the frontline sea druid and even better on a moon druid who might also benefit from some quite powerful opportunity attacks.
Adventurers fighting a skeletal horde
Adventurers surrounded by undead: Wizards of the Coast
  • Boon of blazing dawn (2/5) – ABoH – Radiant immunity is alright, but not an overly common damage type. Druids already have alternative damage types so don’t need a method for grabbing radiant damage.
  • Boon of bloodshed (4/5) – HoF – The advantage should happen a fair bit which is handy, and advantage on attacks is often useful. Extra damage when bloodied is decent, but only a small amount once per turn. Moon druids should make attacks regularly enough that this would be quite good for them. Much less so for other subclasses who tend to make very few spells attacks.
  • Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is decent for long adventuring days but your boost from this will be less than for some other classes. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust. However, this may be less useful for moon druids who will get a big stack of temporary hit points when they wild shape in combat making this less useful.
  • Boon of combat prowess (5/5)  – An automatic hit once per round is good, but only if you make regular attacks. This should be quite common for moon druids but not for other subclasses. In fact moon druids will benefit a lot as their wild shape attacks tend to deal more than standard and can have other effects, especially at higher levels.
  • Boon of communication (2/5) – HoF – Decent enough feat, but works better on a charisma class.
  • Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied. This is best on a frontline druid who might find themself in harms way more often.
  • Boon of dimensional travel (5/5) – Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either. This will help you stay out of trouble a lot. It works while in wild shape too.
  • Boon of energy resistance (3/5) – More damage resistances is useful and reaction attacks will be occasionally handy. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest. Works best on frontline druids who may be the target of attacks more often.
  • Boon of exquisite radiance (3/5) – HoF – This is only good on AoE damage dealers as you magnify the boosted damage by each target. If you want to take this, you should make sure you have something like sunburst as a known spell or at least sunbeam.
  • Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
  • Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth the transformation. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with. Even with wild shape, this remains worth it as it can far exceed your usual forms, even for a moon druid.
  • Boon of fortitude (3/5) – Some decent extra resilience. Especially if you pair this with something like bloodlust, that will let you heal yourself more regularly. Not that it’s a huge amount.
  • Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
  • Boon of irresistible offense (1/5) – Most druids don’t make enough attacks to justify this and even moon druids can just deal radiant damage with their attacks.
  • Boon of looming shadows (4/5) – ABoH – Dodge as a bonus action is very good. Extended reach is no good for druids who should rarely be making weapon attacks at this level. This remains a problem for moon druids who aren’t using weapons in wild shape.
  • Boon of looming shadows (4/5) – ABoH – Dodge as a bonus action is very good. Just be aware you won’t always benefit from this as you may need your bonus action for other things. Extended reach is no good for druids who should rarely be making weapon attacks at this level. This remains a problem for moon druids who aren’t using weapons in wild shape.
  • Boon of misty escape (1/5) – ABoH – Just a terrible feat.
  • Boon of poison mastery (2/5) – HoF – Druids only really have poison spray to use with this but it’s best used with an AoE damage dealer. That makes this sub-optimal on a druid, especially as you won’t always be using poison spray anyway.
  • Boon of recovery (5/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy too.
  • Boon of revelry (1/5) – HoF – Not a great spell for anyone.
  • Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same meaning most skills should be covered.
  • Boon of speed (4/5) – More speed is great, escaping grapples is handy but a little situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
  • Boon of spell recall (2/5) – You won’t recover many spells with this, and they’re also your least important spell slots, but more spell uses is still handy.
  • Boon of terror (2/5) – HoF – Immunity to the frightened condition is useful but intimidation proficiency isn’t great on a non-charisma character. The challenge is stoking fear. If the party has a reliable method for causing the frightened condition, then this could be quite good to consume an enemy’s turn with fleeing. It only needs a reaction too. Decent if you can integrate frightened into party tactics but not very good if you can’t.
  • Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent, even when you consider the conflict with wild shape temporary hit points.
  • Boon of the furious storm (3/5) – HoF – Decent if you plan on taking a bunch of thunder and lightning spells, but you’ll want to be using them regularly to really feel the benefits. Thunder and lightning damage isn’t hugely common so the resistances may not be used loads.
  • Boon of the night spirit (5/5) – Invisibility gained quite easily and regularly is great for druids who might want to be lurking on the backlines. Be aware this will only work in shadowy places, but if you spend plenty of time in dungeons, then this should be fine.
  • Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
  • Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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