Best Feats for Land Druid 5e
by Prince Phantom
Of the Druid subclasses, few give as much support to our spellcasting as the Circle of the Land. An extra cantrip (which Druids are starved for), the wizard’s arcane recovery feature, and a huge range of options for an expanded spell list makes the Land Druid very potent at casting even during the early tiers. The later subclass features are a bit more situational, but immunity to non-magical difficult terrain and eventual immunity to poison damage are both great features.
All put together, I see the Land Druid as fairly underrated. It’s definitely not the best, but provides great flexibility and is generally pretty good at everything you’d expect a Druid to be good at. I’d guess that the reason it isn’t picked more often is because all of the Druid subclasses are great, so you really can’t go wrong with any of them. Let’s see what feats can help this generalist subclass gain some focus.
Best Feats for Land Druid 5e
War Caster (Lv 4): Druids are famous for their reliance on concentration spells. Thankfully, among the many expanded spell list that Land provides, you will find a number of great non-concentration spells like Cone of Cold. Still, the backbone of most all Druid strategies is to cast a concentration spell that has a big effect on the battle, then defend that concentration while peppering in other combat options. War Caster is step one in protecting your concentration, and the other benefits are also very nice. If you are wanting to hold a staff for you spellcasting focus and a shield, that can make spellcasting difficult, and very occasionally you’ll get to smack something with a spell instead of a wimpy melee attack as a bonus action.
Fey Touched (Lv 8): Misty Step is not a Druid spell, unless you are a Land Druid of the Coast, so for every Land Druid except that one, this is a great pickup. Teleportation options in general are lacking for the Druid, and it’s an important niche to fill. It’s more than just moving 30ft as a bonus action, it’s a free escape from grapples and restraints, a way out of area of effect spells, a way to circumvent Wall of Force, and so much more. Oh yeah and Silvery Barbs is also a heck of a spell and really makes save or suck spells suck a lot less.
Telekinetic (Lv 8): Druids get most of their bonus action options from their subclass, and this one gives us exactly zero of those. This makes the consistent and infinite use bonus action of Telekinetic very easy to slot into our build and can do quite a lot of work for us, as we have a ton of great area of effect spells to push targets into. Even a simple Moonbeam can deal its damage twice in one round to a target by pushing your enemy into the effect after you’ve moved it off of them. Druids also can’t get Mage Hand, and that’s a great cantrip to add to our list.
Alert (Lv 12): Big control spells are most effective when cast at the beginning of combat, and the earlier the better. With the bevy of great control spells added and automatically prepared by this subclass, that rings ever more true for us. A favorite of mine is the Underdark giving Web, a spell that by all accounts should be a Druid spell to begin with, but nonetheless is an amazing spell for right at the start of combat when enemies are most likely to be bunched up at their end of the battlefield. Oh and the other effects of this feat are nice too.
Resilient Constitution (Lv 12): Through this, our automatic proficiency in Wisdom saves, and Absorb Elements, we will be decent to great at the 3 most common save types, which is a big boon to our survivability. This also makes us almost never have to worry about failing a concentration save until we are facing huge stacks of damage at once. Try to set your constitution to an odd number at character creation so you can round up to an even one with this feat.
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