The primordial power of a Druid manifests in many ways. Your Druid may be an herbalist and healer, they might lean heavily into Divination and the portents of star magic, they might draw magical power from the land itself, or they may prefer to take the forms of mighty Beasts to unleash nature's fury with claws and teeth. However you prefer to flavor your Druid, there is a cornucopia of feats to choose from to bolster your play.
Today, we're going to focus on what we think are the best feats for the Druid in the 2024 Player's Handbook. We'll discuss our picks for the best Origin, General, and Epic Boon feats. Since Druid builds can be so versatile, we'll cover some different options for different Druid play styles.
Feats Are Now Standard in the 2024 Player’s Handbook
Feats are now a standard part of the 2024 core rules, with four different types of feats to help bolster your characters. Origin feats are granted by your background and can be taken whenever you get a feat; General feats are unlocked at class level 4 and again as you progress your character; Fighting Style feats are available as part of specific class features; finally, Epic Boon feats are bestowed as powerful, game-changing gifts for characters who reach level 19.
Best Origin Feats for a Druids
Healer
Associated Backgrounds: Hermit
The Hermit background has associated ability score boost options for Wisdom and Constitution and a flavor that makes it a solid fit for the Druid. It also comes with the Healer feat, which is a boon if you plan on doing some healing. With the Battle Medic benefit of this feat, when you expend a use of your Healer's Kit to tend to a creature within 5 feet, a creature can expend one of its Hit Point Dice to let you roll that die and restore a number of Hit Points equal to the roll plus your Proficiency Bonus. A Healer's Kit costs 5 GP and has ten uses, while a Potion of Healing costs 50 GP for one use, so this feat helps your party save on gold while also helping you avoid expending all of your spell slots on minor healing spells.
This feat also allows you to reroll 1s when you're rolling dice to determine the number of Hit Points restored when you're using either a Healer's Kit or one of your healing spells (you must use the new roll). So, you'll be getting more bang for your healing buck too.
Magic Initiate (Druid)
Associated Backgrounds: Guide
Magic Initiate is an ideal Origin feat for a Druid who will focus on the robust spellcasting options available to a Druid instead of taking on Beast forms with their Wild Shape. With this feat, you gain two additional Druid cantrips. You also get to select a level 1 spell that is always prepared and can be cast once per Long Rest without expending a spell slot. In early levels of the game, when spell slots are limited, having access to an extra spell can come in handy.
With this feat, you can enhance your druid cantrips later on by selecting the Potent Spellcasting option of the Druid's Elemental Fury feature. This adds your Wisdom modifier to any damage you deal with any Druid cantrip. At level 15, Potent Spellcasting also adds 300 feet to the range of your Druid cantrips with a range of 10 feet or greater.
Plus, grabbing two extra cantrips at level 1 means you can take the Warden benefit of your Primal Order feature without missing out on the extra cantrip granted by the Magician benefit. This allows you to pick up Martial weapon proficiency and Medium armor training for a more combat-ready Druid build.
Lucky
Associated Backgrounds: Wayfarer, Merchant
The Lucky feat can be quite a fortunate pick to pair with the benefits granted by the Druid's Circle of Stars subclass (in Tasha's Cauldron of Everything) or Circle of the Moon subclass. Every time you finish a Long Rest, you have a number of Luck Points equal to your Proficiency Bonus. You can spend these points to either grant yourself Advantage on a D20 Test or impose Disadvantage on another's d20 roll when they make an attack.
There isn't a character build in D&D that wouldn't benefit from having Advantage on attack rolls, but since the Archer form of Circle of Stars' Starry Form feature and the attacks you make with the Circle of the Moon's Circle Forms feature both use a d20 attack roll, this feat is especially useful for those subclasses.
Tough
Associated Backgrounds: Farmer
A major change to the Druid in the 2024 Player's Handbook is that Wild Shape now bestows Temporary Hit Points equal to your Druid level for most Druids and three times that number for Circle of the Moon Druids. You also no longer get knocked out of your Beast forms when you drop below the Temporary Hit Points threshold, allowing you to stay in Beast forms as long as you are not Incapacitated.
With the Tough feat, you gain an additional 2 Hit Points to your Hit Point maximum per level. If you're using your Druid more as a Beast form melee combatant instead of focusing on casting spells from a distance, this will push your Hit Point maximum closer to the range of the martial classes that get a d10 Hit Point Die instead of the d8 associated with Druids.
Best General Feats for a Druid
Elemental Adept
Prerequisites: Level 4+, Spellcasting or Pact Magic Feature
The Elemental Adept feat feels primed for a spell-focused Druid, especially one with the new Circle of the Sea subclass or the Circle of the Land subclass. You select a damage type from Acid, Cold, Fire, Lightning, or Thunder, and damage dealt by spells you cast ignore Resistance to that damage type. Plus, when you roll damage for a spell that deals that type of damage, you can treat any 1 on a damage die as a 2.
A Circle of the Land Druid who taps into the powers of arid or polar land for their Circle of the Land Spells feature would likely want to select Cold or Fire damage for their Elemental Adept type. A Circle of the Sea Druid would probably want to take Cold, Lightning, or Thunder to benefit the always-prepared spells granted by that subclass.
You can take this feat more than once and select a different type of damage each time that you do, and since it also allows you to increase your Wisdom, Intelligence, or Charisma score by 1, you could boost your Wisdom to pump up your spellcasting modifier at the same time.
Chef
Prerequisites: Level 4+
This popular feat from Tasha's Cauldron of Everything has made it into the 2024 core rules, and it's an excellent option for a Druid who is playing more on the support and healer side of things. Just like in the previous version, during a Short Rest, you can use Cook's Utensils, which this feat grants you proficiency to use, to cook food to grant an additional 1d8 Hit Points to any creature who eats the food and expends 1 or more Hit Dice to regain Hit Points.
With one hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus. These treats last for 8 hours, and a creature can use a Bonus Action to eat one and gain Temporary Hit Points equal to your Proficiency Bonus.
This feat is great for a support Druid because it serves as a supplemental snack that can be used alongside your Goodberry spell. The Bolstering Treats provide more Hit Points but don't last a full 24 hours as the magical berries from Goodberry do, so they can be useful to eat in the short term while the magical berries are saved for later emergencies. Plus, making these treats doesn't expend a spell slot, so if you're low on spell slots and take a Short Rest, you can whip up some healing without tapping yourself out of resources. You also get to boost your Constitution or Wisdom score by 1 when you select this feat, both of which are beneficial for a Druid.
Sentinel
Prerequisites: Level 4+, Strength or Dexterity 13+
While the above feats leaned more towards spell-focused Druids, Sentinel is a feat for Druids who embrace leaping into the fray, whether in Beast form or using melee weapons.
With Sentinel, when a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. When you hit a creature with an Opportunity Attack, you reduce its Speed to 0 for the rest of the current turn.
Durable
Prerequisites: Level 4+
Durable is another one for the more martial Druids, but it is also pretty beneficial for spellcaster-focused Druids. The Defy Death benefit of this feat grants you Advantage on Death Saving Throws. You also get the Speedy Recovery benefit, which allows you to expend and roll a Hit Point Dice as a Bonus Action to regain Hit Points. This way, you can regain Hit Points between rests without burning through your spell slots.
Like all General feats in the 2024 Player's Handbook, Durable comes with the Ability Score Increase benefit. Durable boosts your Constitution, which could potentially give you a larger Hit Point maximum.
Best Epic Boon Feats for a Druid
Boon of Dimensional Travel
Prerequisites: Level 19+
This is the recommended Epic Boon for Druids in the 2024 Player's Handbook, with good reason. With this Epic Boon's Blink Steps benefit, you ostensibly get an at-will, free usage of Misty Step. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space that you can see.
Each of the Epic Boons also allows you to boost an ability score up to a max score of 30. While some feats limit you to specific abilities, the Boon of Dimensional Travel, like the other suggested options here, lets you pick the score of your choosing.
Boon of Fortitude
Prerequisites: Level 19+
With the Boon of Fortitude, your Hit Point maximum increases by 40. This pairs up nicely with your Wild Shape feature as a Druid and the Tough feat if you took that as an Origin feat. With the Tough feat and the Boon of Fortitude, you'd be increasing your Hit Point maximum by 80 when you hit level 20. At this point, most Druids would gain an additional 20 Temporary Hit Points every time they used their Wild Shape, but Druids with the Circle of the Moon subclass would increase theirs by 60.
It's worth noting that one of the biggest buffs to the Druid class in the 2024 Player's Handbook is that Druids gain Wild Resurgence at level 5. When you're out of Wild Shape uses, this allows you to expend a spell slot to generate a use of Wild Shape on each turn.
With all these extra Hit Points, you'll be able to take an Ancient Red Dragon's Breath Weapon to the face and brush it off like it was nothing. There's a new tank in town!
Boon of Combat Prowess
Prerequisites: Level 19+
The Boon of Combat Prowess is like being a monster with reverse Legendary Resistance. Once per turn—let me repeat that: once per turn—when you miss with an attack roll, you can hit instead.
If you're a martial or Beast form–focused Druid who chose the Primal Strikes option for your Elemental Fury feature, then by the time you reach Druid level 19 and take this Epic Boon, you'll be able to deal an additional 2d8 Cold, Fire, Lightning, or Thunder damage with your weapon or Beast form's attacks in Wild Shape. This is also a once-per-turn benefit, so you could pair it with the Boon of Combat Prowess to reliably deal that damage every turn.
This isn't just for melee attacks, either. An attack roll encompasses weapon attacks, Unarmed Strikes, and spell attacks. So you could use Boon of Combat Prowess to turn a miss with Flame Blade into an automatic hit.
Boon of Recovery
Prerequisites: Level 19+
The Boon of Recovery is another Epic Boon designed to keep you on your feet and out of Death Saving Throws. The first major benefit of this Epic Boon is that once per Long Rest, when you drop to 0 Hit Points, you can drop to 1 Hit Point instead and then regain Hit Points equal to half of your Hit Point maximum. Since this lets you avoid having the Unconscious condition (which gives you the Incapacitated condition), this also means you won't be knocked out of your Wild Shape Beast form if you're using it.
The Boon of Recovery also grants you a pool of ten d10s; as a Bonus Action, you can expend dice from this pool and regain Hit Points equal to the roll's total. You regain all of the expended dice when you finish a Long Rest.
Basically, your Druid is never, ever going down.
Natural Selections
As a Druid, you may prefer unleashing a maelstrom upon your opponents, divining portents to prepare for your adventures, or sinking your canines into the necks of those who dare challenge you. Regardless of your path, your Druid has feats ready to bolster your build with amplified power, heighten your healing, or fortify your stamina. Whatever you choose, feats will help your Druid's enemies think twice before crossing Mother Nature.
We're excited to share more of what you can expect from the 2024 Core Rulebooks, so stay tuned for additional guides previewing the 2024 Player's Handbook, which is releasing September 17!
Ready to see what's next for D&D? The 2024 Player's Handbook, 2024 Dungeon Master's Guide, and 2024 Monster Manual are all available for preorder on the D&D Beyond marketplace. Plus, you can save $60 and get exclusive digital bonuses when you preorder the Digital & Physical Core Rulebook Bundle!
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
So, I'm 4th level and I've taken the Chef feat.
And in all the pictures, I'm surrounded by animals.
I wonder where I'm going to get the meat to cook? I cast the new 2024 spell, Summon Lunch...
Terrible jokes aside, really good article!!!
Why wast a spell slot just get your sickle and get to work
anyway really nice article and I hope we get more of these for all the classes in the book
Great article! Just one thing I think it's worth picking up on:
"With the Boon of Fortitude, your Hit Point maximum increases by 40. This pairs up nicely with your Wild Shape feature as a Druid and the Tough feat if you took that as an Origin feat. With the Tough feat and the Boon of Fortitude, you'd be increasing your Hit Point maximum by 60 when you hit level 20."
Tough grants 2HP per level, so Tough + Boon of Fortitude would actually increase your hit point maximum by 80 when you hit level 20, relative to taking neither feat.
I do NOT recommend you take any of the listed 4th lvl feats in this article.
If you want actually good druid feats, choose between: Fey Touched, War Caster, Telekinetic, Resilient (Con)
Again with the mediocre picks.
Why would you double up on druid cantrips with MI when you can take MI wizard actual unique spells the druid can't get a hold of like shield? chef is bad, lucky is okay but there's better things a druid can get like alert, tough, etc.
Inspiring leader, fey touched, mage slayer, war caster, telekenetic, any feat that gives you free castings of spells really.
and for epic boons... who is using flame blade at level 19? let alone taking a feat for the sole purpose of making flame blade hit automatically? if you're a melee druid you do a TON more than you can ever do with flame blade with just a quarterstaff, and don't get me started on moon druids lmao
Thanks for pointing this out! It's been fixed
Chef? One of the best feats for any class! Priceless!
Chef is so bad that if you remove the stat bump it would be a WEAK origin feat.
I mean pardon the pun, I do like it's flavor, but come on it really needs a buff! The snack should grant way more temp hp!
wow druids now are op
Good article. What I do believe is that when the Wildfire Druid gets updated, "Fireball" should definitely be on its spell list. The fact that Light Clerics, and Land Druids get Fireball, and a subclass themed around, and with fire included in its title doesn't, is an insult imho.
I'm a level 7 wild fire druid and I took warcaster as my first feat. I look magic Initiate wizard as my origin feat, and took true strike and green flame blade and shield as my spells. Being able to cast Shillelagh as a bonus action making my quarterstaff 1d10+wis, then I cast true strike for 1d6+5 (from potent spell casting)
1d10 + 1d6 +10 force or radiant damage is not bad
Or if I did greenflame blade it 1d10+1d8 +5 and 2d8 to an adjacent creature. And if I have the wildlife spirit out and I cast gfb I can add another 1d8
Just wait until you get conjure minor elementals up on that too lol
I personally think the spell need an errata. Either once per turn. On this build, where I'm only making on attack per turn I don't think it's op. But as it is now I won't use it on a character making more than one attack per turn. (valor bard, bladesinger)
Compared to font of moonlight, which is 2d6 per hit, and doesn't scale. 2d8 per spell level is alot