Best Feats for Dreams Druid 5e
by Prince Phantom
Sadly the Circle of Dreams is probably my pick for the weakest Druid subclass, but don’t misunderstand, you can still make a very powerful character with it, it just won’t be because of your subclass selection. This statement is also an indication that the Druid is a class with very stiff competition, as this really isn’t a bad subclass at all. Our healing ability we get immediately is quite potent, akin to a Paladin’s lay on hands but as a bonus action and with range, and even an incentive to spend more than just one die at a time on an ally.
While our 6th level feature wants to put me to sleep (literally), I love getting a Misty Step/Vortex Warp-like ability at 10th level, and since it isn’t a spell, we can even cast a spell as our action on the same turn! 14th level is kinda meh, giving us the ability to cast some niche spells during downtime, but it could be useful sometimes. This leaves us with a Druid that is concerned with keeping their party up and fighting, gets great battlefield mobility and repositioning at 10th level, and slowly becomes more bonus action heavy as we gain levels. Let’s see what feats can help with these goals.
Best Feats for Dreams Druid 5e
War Caster (Lv 4): It’s pretty hard to consider almost any other feat to take before this one for most Druids. We rely so heavily on concentration spells and this subclass is not one of the few that gives us a means of protecting that concentration. You’ll find that at low levels, advantage will be enough to pass the vast majority of your concentration checks, meaning taking this feat is saving you actions in combat and preserving your spell slots. No other feat has that great an impact right out of the gate, and the other bullet points aren’t bad options either.
Telekinetic (Lv 8): I can’t recommend this quite as highly as I can on some other Druids as we will have more and more uses for our bonus action as we gain levels. However, the bonus action provided by this feat will many times be the correct option, especially if we can effect a creature with a spell like Moonbeam a second time in a round with it. Also, if you get a feat at level 1 through your race and take War Caster there, then taking this at level 4 feels a ton better. Of course we also appreciate the Wisdom bump and Mage Hand is not normally available to Druids so that’s cool.
Shadow Touched/Fey Touched (Lv 8): We are getting a feature better than Misty Step in two levels, so Fey Touched isn’t nearly as good for us as other Druids, however, Silvery Barbs is still a really good spell and that might be reason enough for you. I’d probably lean towards Shadow Touched as both Invisibility and Silent Image are not normally available to Druids, and both are great spells in their own right.
Alert (Lv 12): Going first in combat is fantastic for control casters like Druids, and also presents a unique benefit for the Dreams Druid thanks to its role as a healer. On average, monsters aren’t great at initiative. Most monsters don’t have crazy high initiative and I cannot recall a single monster that has an ability to boost their initiative rolls. This means that your party normally will go first, with Alert basically ensuring it. If we are first, our party second, and the monsters last in initiative, we can heal a party member up from 0hp before their turn comes up, keeping them from wasting a turn rolling a death save and pushing your party towards victory. Healing a friend up from 0hp just before the monster’s turn normally means they will just knock them back down, and if they’re smart, kill them outright. Alert doesn’t guarantee that initiative lines up like we want it to, but it does make it much more likely.
Ritual Caster (Lv 12): This might seem odd on a class that already has ritual casting, but when you take this feat you choose a class to learn rituals from, and we will definitely take Wizard. This combination gives you almost every ritual in the game, only missing out on a couple of inconsequential Cleric rituals. Wizards also have much better rituals than Druids, including Tiny Hut, a spell that completely invalidates our 6th level ability.
Resilient Constitution(Lv 12): The final piece in the puzzle of protecting our concentration, Resilient is a great option, especially if you set up your Constitution at character creation to be an odd number so this feat rounds it up to an even number and increases your modifier.
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