Becoming A Force of Nature: 
Iluzry’s Guide to the Pathfinder 1e Druid

Introduction

Heyo Internet, my name is Ilzury or Polypan if you’ve seen me around! I am not what one would call a veteran, I don’t think, but I’ve been playing this game for a longer time! This guide, and the ones following it are all a part of my overall goal to give people more up to date content for pathfinder players to use, because I love the game and I want to help everyone become the ungodly kaiju monster of their DM’s dreams/nightmares.

To See My List of Guides, Go Here


I guess if I keep doing this I should get like a patreon or something. For now, I’m just a girl who likes making people feel strong. I’m new to this so if you are looking at this guide in the future, I hope it helps!! From one player to another. NOW onto the guide.

Table of Contents

Introduction

Table of Contents

Rating System

Class Overview

The Chassis

Class Features

Roles and Ability Scores

(5/5) Controller Caster (The Force of Nature) [Wis>>>Con/Dex>Cha>Int/Str]

(5/5) Scout (The Piped Piper) [ Wis/Dex > Int/Cha > Con/Str]

(4/5) Natural Weapon Melee (The Brutal Beast) [Str > Con > Dex/Wis >>>> Cha/Int]

(4/5) Melee Tank/Melee Disruptor (Turtle of Heaven) [Str/Con > Dex > Wis >>> Cha/Int]

(3/5) Healer (Life Incarnate) [Wis > Con/Int > Cha/Dex/Str ]

(2/5) Blaster (The Elemetal Overlord) [Wis >>>> Dex/Con> Int/Str/Cha]

(2/5) Manufactured Weapon Melee (Branch of Blades) [Str > Con > Dex/Wis >>>> Cha/Int]

(1/5) Ranged Combat (The Lord of the Wild) [Dex >>> Str > Con/Wis > Int/Cha]

(1/5) Face/Skill Monkey [Cha/Int > Wis/Dex > Con > Str]

Races

(6/5) Extreme Stat Bonuses, and  Multiple Powerful Abilities

(5/5) Bonus to Main Stat, Bonus to Secondary, and Powerful Race ability

(4/5) Races: Bonus to Main Stat, Bonus to Secondary or Powerful Race Ability.

(3/5) Races: Bonus to Main Stat

(2/5) Races: No bonus to Main Stat

(1/5) Races: Penalty to Main Stat

Wild Shape FAQ

Druid Domains

Cleric Domains

Animal and Terrain Domains

Animal Companions

Archetypes

Standout Archetypes

Death Druid [Caster/Combat]

Goliath [Caster/Combat]

Feyspeaker [Caster/Combat]

Supernaturalist [Caster/Combat]

Saurian Shaman [Caster/Combat]

Menhir Savant [Caster/Combat]

Nature’s Fang [Caster/Combat]

Planar Extremist [Caster/Combat]

Storm Druid [Caster/Combat]

Multiclassing

(4/5) Alchemist (Vivisectionist):

(4/5) Monk/Unchained Monk:

(3/5) Bloodrager (w/Mad Magic Feat):

(5/5) Crossblooded Sorcerer [Draconic/Orc Bloodline]:

(5/5) Ranger:

Prestige Classes

Progresses Class Features

(5/5) The Evangelist [Entry Level 5 or 7]

(4/5) The Green Faith Acolyte [Entry Level 5]

Does Not Progress Class Features

Full Spell Progression

(5/5) Stargazer [Entry Level 5]

(4/5) Mystic Theurge [Early Entry Level 4]

(5/5) Veiled Illusionist [Entry Level 5]

(3/5) Harrower [Entry Level 5]

(3/5) Spherewalker [Entry Level 7 or 10]

(5/5) Ritualist [Entry Level 8]

(5/5) Loremaster [Entry Level 7] (One Level Dip)

(4/5) Argent Dramaturge [Entry Level 6]

Loses One Level of Spells

(4/5) Pathfinder Savant [Entry Level 5]

(4/5) Brewkeeper [Entry Level 5]

(5/5) Agent of the Grave [Entry Level 5]

(5/5) Davirat [Entry Level 7]

Special Mention

(4/5) Mammoth Rider [ 1 Lvl Dip, Entry Level 9]

Feats

General Feats

Combat Feats

Animal Companion Feats

Wild Shape Feats

Summoning Feats

Healing Feats

Metamagic Feats

Channel Energy Feats

Teamwork feats

Equipment

Sample Build Ideas

General Druid Tactics

Damage an enemy with high armor class?

Want to control or disable an enemy?

I need to scout an area, what should I do?

Sleeping time, what can I do to improve our campment?

Need some long time buffs?

What about combat buffs?

What can I do to debuff an enemy?

If things are getting difficult, what are some good contingency spells.

How can I buff my animal companion.

What type of status ailments can I cure?

Wild shape tactics


Rating System

All Guides use the Color Rating System and honestly? It’s a good Idea.


Class Overview

The Embodiment of Nature’s will. Guardians of the forest. Children of the elements. Druids have lots and lots of lore, but at their core, they are often forces of nature, aspects of the beast and masters of the world. A lot of traits that we now ascribe to wizards often applied to druids in folklore and their class features show it!

The Druid is a divine caster with a fairly unique spell list...and a LOT of class features. Like a LOT.
Most fullcasters are lucky to get two major class features. Familiars and Arcane School. Hex and Patrons. Mystery and Curses. You get THREE and all of them are incredibly versatile and useful. You are a powerful Generalist, and if built right, can handle any problem and fit into any role in the party!!! Yes, ANY ROLE. It’s my job to tell you how to be the monster that you were born to me. Lets get into it!

The Chassis

Class Features

Roles and Ability Scores

Now, it’s sort of hard to talk about what ability scores you need without talking about what roles the druid can take...which, of course, is all of them. So first, let’s cover the roles that the druid can take, and we’ll choose abilities based on that. Try to have a 16 in your main stat and a 14 in your secondary stat. All of the following reviews are for the Base Druid, without any archetypes, multiclasses, or Prestige Classes which would augment their ability.

Also because a lot of feats require it, try to have a charisma of 13. No higher but...at least that.

(5/5) Controller Caster (The Force of Nature) [Wis>>>Con/Dex>Cha>Int/Str]

Battlefield Control, Buff, and Debuff, i.e, The God Caster. You are a full caster with a list filled to the brim with world warping power, and plenty of ways to give your team the way to shift the world in your favor. Any druid can fill this role, and frankly you have to try to be bad at it.

(5/5) Scout (The Piped Piper) [ Wis/Dex > Int/Cha > Con/Str]

You have access to scrying, speak with animals/plants, wild shape. Nature SPEAKS to you. The trees have ears...and GRRRRRRRRRRRRRRRL they got some tea to SPILL.

(4/5) Natural Weapon Melee (The Brutal Beast) [Str > Con > Dex/Wis >>>> Cha/Int]

Between Wild Shape, your spell list, and your animal companion (should you take one) you can scrape it up in melee with the best of them. It takes a bit more investment, but with the right buffs, transformations and items, you will be a blender unlike any other.

(4/5) Melee Tank/Melee Disruptor (Turtle of Heaven) [Str/Con > Dex > Wis >>> Cha/Int]

Want to keep your melee buddies out of trouble? Beastmaster style, Trip companions, and mind boggling transmutations will make you a pain to attack, and make attacking a pain. Using Weapon Shift, you can make it so that any of your many attacks can trip, grapple, dirty trick, or ruin your opponent’s life in any way you need.

(3/5) Healer (Life Incarnate) [Wis > Con/Int > Cha/Dex/Str ]

So good news! You actually have a lot of good healing spells. All the cure spells, a bunch of Remove spells, Heal, Goodberry. This makes you a pretty solid healer in general..but those cost spell slots. In combat, you can keep up with a cleric who doesn’t try.  Out of combat? Take Glorious Heat for infinite out of combat healing. You’re no oradin, but you aren’t half bad.

(2/5) Blaster (The Elemetal Overlord) [Wis >>>> Dex/Con> Int/Str/Cha]

So you get some fun blaster spells but… you're not the wizard. You don’t get the BEST blaster spells. Nor do you get the ability to change your damage type. Or boost your damage, via bloodline abilities. So it’s not that you are a BAD blaster. It’s just you don’t really have the things to make a good one.

(2/5) Manufactured Weapon Melee (Branch of Blades) [Str > Con > Dex/Wis >>>> Cha/Int]

You can’t wear metal armor, you are only ¾ bab, none of your abilities make you better at fighting, and the weapons you start with suck. It’s not impossible, but all of your class features, from your spell list, to your supernatural abilities are begging you to go Claw and Jaw. This is just harder for you in general.

(1/5) Ranged Combat (The Lord of the Wild) [Dex >>> Str > Con/Wis > Int/Cha]

Ranged combat takes a lot of feats. You need a lot of feats. You don’t have full BAB. You don’t get free feats. It’s doable but...why??? No seriously why? Any action you spend shooting arrows you COULD be turning into a Doom Scorpion. If you want arrows and nature, be a Hunter or a Ranger.

(1/5) Face/Skill Monkey [Cha/Int > Wis/Dex > Con > Str]

Base druids, this isn’t for you. You have 4+int skills, and no reason to boost int or charisma (besides a weak class feature.) Feyspeaker Druids? Kill the runway. Be gay, do crimes, get away with them.


Races

So here’s the thing about races. Besides ya know, flavor for your campaign and your character… they don’t actually… matter. They are balls of stats and abilities, which is good! If you want to play a human fighter, but you want the elf stat block, really there isn’t much reason to deny you because again...they are just stat balls. If your dm doesn’t let you split your flavor and your stats, that’s fine! Either way, I think its more important to rate races on what they give you, rather than what they are. I won’t go into a lot of detail on any one race, but I’ll give you the gist of what is worth looking at.

(6/5) Extreme Stat Bonuses, and  Multiple Powerful Abilities

(5/5) Bonus to Main Stat, Bonus to Secondary, and Powerful Race ability

(4/5) Races: Bonus to Main Stat, Bonus to Secondary or Powerful Race Ability.

(3/5) Races: Bonus to Main Stat

(2/5) Races: No bonus to Main Stat

(1/5) Races: Penalty to Main Stat

Wild Shape FAQ

Q: Okay you say wild shape is good, but I don’t really know how this works! Beast shape I? Which forms are good? What do I do???

A: No worries, I got you. Luckily, people have been wild shaping for quite some time now, so we have some experts on deck. If you want to know how Wild Shape works in general, this guide on Wild Shape explains EVERYTHING.

Q: Agh NO! Size bonus? Polymorph? This is so much! I’m new here!!! Just tell me what it does! What happens when I use wild shape???? Why is it cool??? Can I be a bear? Do I have to find the bear stats now????

A: Oh whoa whoa calm down. It’s okay! Look, wild shape is a pretty weird ability, so I can get why you are confused. How about this? I’ll give you a quick little TLDR.

A: “Was that a lot huh? Even simpler? Okay. Choose your creature (animal, elemental or plant). Check its size, and then which spell that coincides with (beast shape X, elemental body X, plant shape X) .  You change your size to the size of the creature and get any of the abilities or bonuses listed in your spell and all of your equipment and armor fuse into you when you do. This means you can’t provide material components.  If you are something that doesn't have a language, you can't use verbal components, and if it doesn't have hands, you don’t get somatic components. So unless you have Natural Spell, you can’t cast anything. You now look like whatever you are turning into and are cooler.”

Q: Okay but how do I be the BEST at wild shaping. Like how do I know what is good and what is bad and what is scary and how I make people cry?

A: Hey don’t worry. I’ve got you! Sounds like you might be...Polymorphamorous ;). If you wanna shapeshift with the best of ‘em kid, here’s how!!!

Q: So...this is a little embarrassing but how do natural attacks work…

A: Fair question! The rules for natural attacks can be found here, but I know you don’t to read this, so I’ll just give you another TLDR;


Druid Domains

So Domains!!! Finally! Took me forever but now I’m finally getting to it. Druids get access to the  Air, Animal, Earth, Fire, Plant, Water, or Weather cleric domains (as well as any of their Subdomains) and all of the Animal and Terrain Domains. This is a lot and I’m going to try and cover everything in a way that doesn’t make me lose my mind.

Important notes for these reviews.

  1. I will rate abilities that get you something synergistic higher, because you’ll actually get uses out of them.
  2. You get Domain slots and spells! When rating domain spells, I’ll sometimes have to consider if a spell is good as a domain spell vs just as a spell on its own. I mean, Is this spell better or worse knowing that It is one of the few spells i can prepare into this special slot that I will be using every day? Thus some spells will get a different rating as a domain spell, using a [D]

Okay are we ready? Let’s dive in.

Cleric Domains

Domain (Overall)

Power’s Granted

Domain Spells

(3/5) Air Domain:
So really nice spells but okayish abilities. Electricity resistance is super useful but we do have spells for that.

  • Lightning Arc (Sp): 1d6+10 damage...at level 20. Nope.
  • Electricity Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Obscuring mist
  2. Wind wall
  3. Gaseous Form
  4. [D] Air Walk
  5. Control Winds
  6. Chain Lightning
  7. Elemental Body IV (Air Only)
  8. [D] Whirlwind
  9. Elemental SWARM (Air Only)

(4/5) Air Subdomain: Cloud

So its abilities arent much better than the base domain but WOOHEE does that spell list look fine.

  • Lightning Arc (Sp): 1d6+10 damage...at level 20. Nope.
  • Thundercloud (Su): Free deafen with no save, with electricity damage. Can’t use it often but you don't need it often.
  1. Obscuring mist
  2. Wind wall
  3. Gaseous Form
  4. Solid Fog
  5. Control Winds
  6. Chain Lightning
  7. Elemental Body IV (Air Only)
  8. [D] Whirlwind
  9. Storm of Vengeance

(4/5) Air Subdomain: Lightning

This is the blaster one. If you are a blaster you should take this one.

  • Lightning Arc (Sp): 1d6+10 damage...at level 20. Nope.
  • Lightning Rod (Su): As a swift action point to a guy and say “Fuck you in particular.” 1.5x damage but you also take that .5x damage. SO not something we use all the time, but this ignores energy resistances.
  1. Shocking Grasp
  2. [D] Flame (Lightning) Blade
  3. [D] Lightning Bolt
  4. [D] Air Walk
  5. Control Winds
  6. Chain Lightning
  7. Elemental Body IV (Air Only)
  8. [D] Whirlwind
  9. Elemental SWARM (Air Only)

(4/5) Air Subdomain: Wind

Okay to good abilities and good spells makes for a pretty darn good subdomain. If you aren’t blasting, this should probably be your base.

  • Wind Blast (Su): Bull Rush wind attack. Use caster level as BAB and Wisdom for strength.
  • Electricity Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Whispering Wind
  2. Wind wall
  3. Gaseous Form
  4. [D] Air Walk
  5. Control Winds
  6. Wind Walk
  7. Elemental Body IV (Air Only)
  8. [D] Whirlwind
  9. Winds of Vengeance

(3/5) Animal Domain

Yikes first ability and well having SNA when you get it spontaneously is sorta a waste but otherwise, REALLY GOOD

  • Speak with Animals (Sp): You are the druid and you get this spell..and the spell lasts for minutes per level.
  • Animal Companion: HAVE YOUR CAKE AND EAT IT TOO. Animal companion with -3 level. This feature is amazing. Take Boon companion and rule the world.
  1. Calm Animals
  2. Hold Animals
  3. Dominate Animal
  4. [D] Summon Nature’s Ally IV (Animals Only)
  5. Beast Shape III
  6. Antilife Shell
  7. Animal Shapes
  8. [D] Summon Nature’s Ally VIII (Animals Only)
  9. Shapechange

(4-5/5) Animal Subdomain: Feather

Better first level ability a decent spells. If you want the animal companion, take this one.

  • Eyes of the Hawk (Ex): Constant bonus to the most important skill that you are great at. Also a little initiative bonus.
  • Animal Companion: HAVE YOUR CAKE AND EAT IT TOO. Animal companion with -3 level. This feature is amazing. Take Boon companion and rule the world.
  1. Calm Animals
  2. [D] Feather Fall
  3. Fly
  4. [D] Summon Nature’s Ally IV (Animals Only)
  5. Beast Shape III
  6. Mass fly
  7. Animal Shapes
  8. [D] Summon Nature’s Ally VIII (Animals Only)
  9. Shapechange

(4/5) Animal Subdomain: Fur

Another better option than the base Animal domain. The speed boost is nice, BUT if I had to choose one, feather is a passive bonus.

  • Predator’s Grace (Su): SPEEEDD BOOOST. Very useful, but limited uses are no fun at all...oh also some low light vision.
  • Animal Companion: HAVE YOUR CAKE AND EAT IT TOO. Animal companion with -3 level. This feature is amazing. Take Boon companion and rule the world.
  1. Magic Fang
  2. Hold Animals
  3. Beast Shape I (Animals Only)
  4. [D] Summon Nature’s Ally IV (Animals Only)
  5. Beast Shape III
  6. Antilife Shell
  7. Animal Shapes
  8. [D] Summon Nature’s Ally VIII (Animals Only)
  9. Shapechange

(3/5) Animal Subdomain: Insect

So if you are going for a Shino vibe, I get it, but otherwise, you are the druid, so maybe not. On the other hand, it does get rid of some redundant spells.

  • Domain Note: All your domain spells affect vermin rather than animals,even if they are mind affecting, using Fort saves instead of will for the creature. Nice...ish.
  • Exoskeleton (Su): Juuuust cast barkskin. Lasts longer, is better.
  • Animal Companion: HAVE YOUR CAKE AND EAT IT TOO. Animal companion with -3 level. This feature is amazing. Take Boon companion and rule the world.
  1. Calm Animals
  2. Hold Animals
  3. Dominate Animal
  4. Giant Vermin
  5. Vermin Shape II
  6. Antilife Shell
  7. Animal Shapes
  8. [D] Summon Nature’s Ally VIII (1d3 Goliath Stag Beetles)
  9. Shapechange

(3/5) Earth Domain

Lame abilities but WOO that spell list. Why are stone spells so powerful??? Why are these so good. Doesn't matter, kick ass.

  • Acid Arc (Sp): 1d6+10 damage...at level 20. Nope.
  • Acid Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Magic stone
  2. Soften earth and stone
  3. Stone Shape
  4. Spiked stones
  5. Wall of Stone
  6. Stoneskin
  7. Elemental Body IV (Earth Only)
  8. Earthquake
  9. Elemental Swarm (Earth only)

(4/5) Earth Subdomain: Caves

So better than earth domain, but I THINK we can do better. Still, really solid abilities, even if we do lose some gold star spells.

  • Acid Arc (Sp): 1d6+10 damage...at level 20. Nope.
  • Tunnel Runner (Su): You get spider climb, darkvision, and if you are under ground bonus to stealth AND initiative for MINUTES per level. Jesuss.
  1. Magic stone
  2. Create Pit
  3. Spiked Pit
  4. Spiked stones
  5. Wall of Stone
  6. Hungry Pit
  7. Elemental Body IV (Earth Only)
  8. Earthquake
  9. Elemental Swarm (Earth only)

(1/5) Earth Subdomain: Metal

You legally cannot take this subdomain, so auto red

(3/5) Earth Subdomain: Petrification

You trade out a useless ability for...a self harming one….at least the spells are sick i guess.

  • Fossil Form (Sp): Okay scaling hardness cool...bonuses against petrification nice...wait...staggered???? Why would I ever...WHAT????
  • Acid Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Magic stone
  2. Soften earth and stone
  3. Stone Shape
  4. Calcific Touch
  5. Stoneskin
  6. Flesh To Stone
  7. Elemental Body IV (Earth Only)
  8. Statue
  9. Elemental Swarm (Earth only)

(4/5) Earth Subdomain: Radiation

Much better abilities but generally worse spells. Either way, not a bad pick up.

  • Radiating Touch: Pick an object. Throw it at a guy. Will save or become sickened, with 5 feet aoe aura. Now we’re talking
  • Acid Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Magic stone
  2. Defoliate
  3. Stone Shape
  4. Blight
  5. Wall of Stone
  6. Stoneskin
  7. Elemental Body IV (Earth Only)
  8. Horrid Wilting
  9. Elemental Swarm (Earth only)

(3/5) Fire Domain

Following the path of the other Elemental domains, its just okay...but does get you fireball so that's nice.

  • Fire bolt (Sp): 1d6+10 damage...at level 20. Nope.
  • Fire Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Burning Hands
  2. [D] Produce Flame
  3. FIREBALL
  4. Wall of Fire
  5. Fire Shield
  6. Fire Seeds
  7. Elemental Body IV (Fire Only)
  8. Incendiary Cloud
  9. Elemental Swarm (Fire Only

(3/5) Fire Subdomain: Arson

FIIIIIIREEEEEE!!!! Okay so your ability still sucks but MORE EXPLODE FIRE ABILITIES. Another great pick for blaster builds

  • Call Fire (Su): 1d4 damage...in a line...yeah no this is equally bad.
  • Fire Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Burning Hands
  2. Flaming Sphere
  3. FIREBALL
  4. Wall of Fire
  5. Flame Strike
  6. Fire Seeds
  7. Delayed Blast Fireball
  8. Incendiary Cloud
  9. Elemental Swarm (Fire Only

(3/5) Fire Subdomain:

Ash

Wall of ashes is cool and getting Disintegrate is choice. A little better than the base domain.

  • Fire bolt (Sp): 1d6+10 damage...at level 20. Nope.
  • Wall of Ashes (Su): Minutes per day WALL OF ASH. Blocks line of sight, and if you go through it, get blinded. Also lesser glitterdust.
  1. Burning Hands
  2. [D] Produce Flame
  3. FIREBALL
  4. Wall of Fire
  5. Fire Shield
  6. Fire Seeds
  7. Disintegrate
  8. Incendiary Cloud
  9. Fiery Body

(4/5) Fire Subdomain:

Smoke

Much better starting ability, and some decent controller spells. I’d say unless you are blasting, go with this one.

  • Cloud of Smoke (Su): Hey! Debuff smoke! Much better. Drop this on a guy melee guy and then beat his ass….also it doesn’t seem to have a duration so..enjoy just having a smoke cloud
  • Fire Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Burning Hands
  2. Pyrotechnics
  3. Stinking Cloud
  4. Wall of Fire
  5. Fire Shield
  6. Fire Seeds
  7. Disintegrate
  8. Incendiary Cloud
  9. Fiery Body

(2/5) Plant Domain

Oof. Its not awful but its not...great. Your powers are all great against plants...but how often are you fighting plants

  • Wooden Fist (Su): Congrats, you now have unarmed strikes! Really short duration but seems neat.
  • Bramble Armor (Su): 1d6+10 damage to anyone who attacks you with melee attacks. Er...I guess this is a melee defense ability.
  1. Entangle
  2. Barkskin
  3. Plant Growth
  4. Command Plants
  5. Wall of Thorns
  6. Repel Wood
  7. Animate Plants
  8. [D] Control Plants
  9. Shamblers

(3/5) Plant Subdomain:

Decay

So better than the base ability by a mile. This can hurt!

  • Wooden Fist (Su): Congrats, you now have unarmed strikes! Really short duration but seems neat.
  • Aura of Decay (Su): Heyyy -1 to STR no save every round. The damage is cute but its that strength damage that is amazing. Stack this with a Cherry Blossom Spell and death.
  1. Entangle
  2. Barkskin
  3. Contagion
  4. Poison
  5. Wall of Thorns
  6. Harm
  7. Animate Plants
  8. [D] Control Plants
  9. Shamblers

(4/5) Plant Subdomain: Growth

Good for fighty boys who also want to hug tree’s

  • Enlarge (Su): ENBIGGENATE. Swift action enlarge for a round is pretty sweet.
  • Bramble Armor (Su): 1d6+10 damage to anyone who attacks you with melee attacks. Er...I guess this is a melee defense ability.
  1. Enlarge Person
  2. Barkskin
  3. Plant Growth
  4. Command Plants
  5. Righteous Might
  6. Repel Wood
  7. Animate Plants
  8. [D] Control Plants
  9. Shamblers

(3/5) Plant Subdomain:

Leshy

Are you a summoner? Did you somehow lose your SNA ability? This is great for you.

  • Leshy Caller (Sp): NEW SUMMONS. Only reason this isn't purple is because well...you can already do the first part.
  • Bramble Armor (Su): 1d6+10 damage to anyone who attacks you with melee attacks. Er...I guess this is a melee defense ability.
  1. Tree Shape
  2. Barkskin
  3. Plant Growth
  4. Command Plants
  5. Commune With Nature
  6. Repel Wood
  7. Animate Plants
  8. [D] Control Plants
  9. Shamblers

(2/5) Plant Subdomain: Thorns

Another sort of debuffer but its not...amazing. Maybe just go with one of the others

  • Cruel Thicket (Su): Bleed damage! WOO good shit. Very strong option.
  • Bramble Armor (Su): 1d6+10 damage to anyone who attacks you with melee attacks. Er...I guess this is a melee defense ability.
  1. Thorn Javelin 
  2. Barkskin
  3. Thorny Entanglement
  4. Thorn Body
  5. Wall of Thorns
  6. Repel Wood
  7. Animate Plants
  8. [D] Control Plants
  9. Shamblers

(2/5) Water Domain

Like most basic elemental domains, it’s not...great. Take it if you are on a pirate adventure though, you'll be a god at the helm.

  • Icicle (Sp): 1d6+10 damage...at level 20. Nope.
  • Cold Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Obscuring mist
  2. Fog Cloud
  3. Water Breathing
  4. Control Water
  5. Ice Storm
  6. Cone of Cold
  7. Elemental Body IV (water only)
  8. Horrid Wilting
  9. Elemental Swarm (water only)

(4/5) Water Subdomain: Flotsam

Sift is a bonkers ability only held back by your spending habits and creativity. Its a shame its still not great. Still way better than base.

  • Icicle (Sp): 1d6+10 damage...at level 20. Nope.
  • Sift (Ex): Once a day pull out 50gp x your cleric level in WHATEVER. Remember, it doesn’t say it CANT be magic items or relics. Just has to be under the price. Yes this is silly.
  1. Obscuring mist
  2. Fog Cloud
  3. Make Whole
  4. Control Water
  5. Major Creation
  6. Animate Objects
  7. Elemental Body IV (water only)
  8. Horrid Wilting
  9. Elemental Swarm (water only)

(3/5) Water Subdomain: Flowing

Okay this is...better. Not best but moves garbage to decent. Worth using for surfer boi character.

  • Go With The Flow (Su): Bap someone with no save calm emotions. Good for roleplay and specific class features but otherwise, it just makes you chill brah~
  • Cold Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Obscuring mist
  2. Cat’s Grace
  3. Water Breathing
  4. Freedom of Movement
  5. Ice Storm
  6. Fluid Form
  7. Elemental Body IV (water only)
  8. Mind Blank
  9. Elemental Swarm (water only)

(2/5) Water Subdomain: Ice

So cold doesn't necessarily do something to put it ahead of the pack. I'd say try something else.

  • Icicle (Sp): 1d6+10 damage...at level 20. Nope.
  • Body of Ice: DR5/- for cleric rounds per day, but DOUBLE DAMAGE from fire. The DR isn’t a lot, but it’ll stack up in certain fights. Still due to the short duration and drawback, cant rate it higher
  1. Obscuring mist
  2. Fog Cloud
  3. Water Breathing
  4. Control Water
  5. Ice Storm
  6. Cone of Cold
  7. Freezing Sphere
  8. Horrid Wilting
  9. [D] Polar Ray

(3/5) Water Subdomain: Oceans

Good if you want to be druid jesus. Has more repositioning options so its passable.

  • Surge (Su): Push a guy away or pull him closer. Yay repositioning tools.
  • Cold Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.

  1. Obscuring Mist
  2. Slipstream
  3. [D] Water Walk
  4. Control Water
  5. Ice Storm
  6. Cone of Cold
  7. Elemental Body IV (water only)
  8. Horrid Wilting
  9. Tsunami

(3/5) Water Subdomain: Rivers

Abilities are alright but the spells? Oof. At least you get elemental body II for all.

  • Current Flow (Su): Increase your land or swim speed by 10 feet as a swift action. While the bonus is small, its also a free action and lasts multiple rounds per use.
  • Cold Resistance (Ex): Decent resistance! Most games don’t go to twenty, but getting resistance 20 is good shit.
  1. Hydraulic push.
  2. Slipstream
  3. Water Breathing
  4. Control Water
  5. Elemental Body II
  6. Fluid Form
  7. Elemental Body IV (water only)
  8. Horrid Wilting
  9. Elemental Swarm (water only)

(4/5) Weather Domain

OwO what’s this? A base domain that is pretty good? Spells are mostly good and the powers are nice. Okay! We can work with this!

  • Storm Burst (Sp): 1d6+10 damage...that debuffs attack rolls slightly...still not great but at least better than the others.
  • Lightning Lord (Sp): Call lightning as a spell light ability!!! And look! You can call them down all in one action! HELL YEAH. Only thing that makes this less than good is that they cant be piled onto one guy, and it still has spell resistance...
  1. Obscuring mist
  2. Fog Cloud
  3. Call Lightning
  4. Sleet Storm
  5. Ice Storm
  6. Control Winds
  7. Control Weather
  8. [D] Whirlwind
  9. Storm of Vengeance

(4/5) Weather Subdomain: Monsoon

Refreshing rain is good, but not sure if its good enough to beat out the other abilities.

  • Storm Burst (Sp): 1d6+10 damage...that debuffs attack rolls slightly...still not great but at least better than the others.
  • Refreshing Rain (Su): Nauseated is a notoriously tricky thing to cure, and this does it in an area with no catch. Along with fatigue for our ragers?
  1. Obscuring mist
  2. Fog Cloud
  3. Hydraulic Torrent
  4. Control Water
  5. Fickle Winds
  6. Control Winds
  7. Control Weather
  8. [D] Whirlwind
  9. Tsunami

(3/5) Weather Subdomain: Seasons

Slightly better abilities, Spells are a toss up. Still, I’d use most of these, so I can only complain so much.

  • Untouched by The Seasons (Su): Endure elements, hours per level. So not amazing, but when you need this? You'll really be glad you have this ability.
  • Lightning Lord (Sp): Call lightning as a spell light ability!!! And look! You can call them down all in one action! HELL YEAH. Only thing that makes this less than good is that they can't be piled onto one guy, and it still has spell resistance...
  1. Goodberry
  2. Fog Cloud
  3. Call Lightning
  4. Blight
  5. Ice Storm
  6. Control Winds
  7. Control Weather
  8. Sunburst
  9. Storm of Vengeance

(4/5) Weather Subdomain:

Storm

So great spell list, very diverse, very powerful but ugh abilities. Great for a caster focused build! Storm Blaster Druid? Looking at you.

  • Storm Burst (Sp): 1d6+10 damage...that debuffs attack rolls slightly...still not great but at least better than the others.
  • Gale Aura (Su): No five foot step and running up on you is harder. Great for casters who want to avoid a fight and need some help escaping.
  1. Obscuring mist
  2. Fog Cloud
  3. Call Lightning
  4. Sleet Storm
  5. Call Lightning Storm
  6. Sirocco
  7. Control Weather
  8. [D] Whirlwind
  9. Storm of Vengeance

Animal and Terrain Domains

Domain (Overall)

Power’s Granted

Domain Spells

(2/5) Aquatic Domain:
Domain spells are okay to great, but main abilities sorta suck.

  • Sealord (Su): Channel Energy, but only on aquatic/water creatures. Gives you access to feats, but won’t be helpful for like...channeling.
  • Seastrike (Su): Good if underwater a lot. Otherwise garbage.
  1. Hydraulic Push
  2. Slipstream
  3. Water Breathing
  4. Freedom of Movement
  5. Black Tentacles
  6. Freezing Sphere
  7. Animal Shapes (Just sealife)
  8. Seamantle
  9. Tsunami

(3/5) Artic Domain:
Barely Green. New spells it gets are good, great antifire attacks.

  • Call Cold: Same as Sealord, but cold now.
  • Banish Flames: Fire is one of the most common attack types in the game, so being able to dispel/counter fire effects with your channel energy is pretty swell!
  1. Frostbite
  2. Aspect of the Bear
  3. Sleet Storm
  4. Wall of Ice
  5. Aspect of the Wolf
  6. Freezing Sphere
  7. Wind Walk
  8. Polar Ray
  9. Polar Midnight

(1/5) Badlands Domain:

Domain powers are awful and spells don't make up for it.

  • Subsistence (Ex): You have goodberry. This is completely useless.
  • Wasteland Stride (Ex): Woodland stride, but rocks!
  • Badlands Spirit (Su): Get some SLA’s...specifically when you wild shape into a earth elemental
  1. Cloak of Shade
  2. Feast of Ashes
  3. Cloak of Winds
  4. Spiked Stones
  5. Wind Blades
  6. Find The Path
  7. Fire Storm
  8. Earthquake
  9. Storm of Vengeance

(3/5) Cave Domain:

Neat abilities and okay to strong spells makes this a pretty good domain pick up.

  • Cavesight (Sp): Bap people with darkvision! Useful for night-vision or caves. This plus light cantrip means you'll never need a lantern.
  • Tremorsense (Ex): Like blindsense but cooler!
  1. Detect Abberation
  2. Stone Call
  3. [D] Deeper Darkness
  4. Echolocation
  5. Wall of Stone
  6. Conjure Black Pudding
  7. Statue
  8. Earthquake
  9. Imprisonment

(4/5) Crocodile Domain:

Great abilities and a surprising number of early access spells makes this a top tier domain. Yes.

  • Familiar: Yay! Action economy, scouting, little team buddy! Have a wide range of uses, great ability
  • Death Roll (Ex): Make a grapple check while grappling to knock enemy prone. Doesn’t seem to be an action
  • Ambush (Ex): SNEAK ATTACK :O How do we keep getting sneak attack? Its garbage sneak attack but hey! We take what we can get!!!!
  1. Touch of the Sea
  2. Savage Maw
  3. Walker Walk
  4. Strong Jaw
  5. [D] Legend Lore
  6. Mass Owl’s Wisdom
  7. True Seeing
  8. [D] Mass Heal
  9. [D] Regenerate

(5/5) Desert Domain:

Our first powerhouse domain! Solid spells, INCREDIBLE abilities. Easy 5/5

  • Heat Simmer (Su): Free action blur? It doesn’t last very long but it also doesn’t eat actions. Always useful!
  • Servant of the Sands (Sp): At level 8 you can call (not summon) a Janni...once per day. If you have the cash you can get a small platoon. At level 12 you can call any genie...including an efreeti..who know wish….at level 12. That’s busted.
  1. Cloak of Shade
  2. Shifting Sands
  3. Cup of Dust
  4. [D] Hallucinatory Terrain
  5. [D] Transmute Rock to Sand (Mud)
  6. Sirocco
  7. SUNBEAM
  8. Sunburst!!!
  9. [D] Horrid Wilting

(4/5) Eagle Domain

Fun spells, good abilities. Solid domain, though you might just have too many ways to fly. If you do archery, consider this

  • Familiar: You get a Hawk! Nice! Familiars are always great.
  • Hawkeye (Su): As a swift action get bonus to ranged attack (eh) or perception check (Yeah). Sorta lame, but when you need it, you’ll need it bad.
  • Aerial Evasion (Ex): Evasion (YAY) but only while flying (darn)...wait we are a druid. We can be a bird. And we get fly. YAY NEVERMIND.
  1. Aspect of the Falcon
  2. [D] Eagles Splendor
  3. [D] Fly
  4. [D] River of Wind
  5. [D] Overland Flight
  6. Eagle Aerie
  7. Animal Shapes (just birds)
  8. SUNBURST
  9. Winds of Vengeance

(2/5) Frog Domain:

Okayish domain abilities and okayish spells make for an okayish domain. NEXT.

  • Familiar: You get a Toad! Nice! Familiars are always great.
  • Sticky Strike (Su): Do the frog tongue thing. Costs a standard action and only moves them 5 feet though...ugh
  • Webfoot (Ex): You get a swim speed and a climb speed. Fun when you need them...but...we have spells for this...and we are a druid..
  1. Jump
  2. Delay Poison
  3. Lily Pad Stride
  4. Shout
  5. Blessing of the Salamander
  6. Confusion
  7. Animal Shape (only amphibians)
  8. [D] Shout, Greater
  9. Summon Froghemoth

(3/5) Jungle Domain:

Wouldn’t kneecap you to choose it, but definitely not the best. Goes up to blue if you are in the jungle covered in traps.

  • Brachiation (Ex): Do the Tarzan Thing. Acrobatics is a good skill and a climb speed saves time.
  • Trap Sense (Ex): You get a bonus to avoid...traps...which apparently are all over the jungle. Oh do the indiana jones thing.
  1. [D] Glide
  2. Tarball
  3. [D] Venomous Bolt
  4. Arboreal Hammer
  5. Blessing of the Salamander
  6. Swarm Skin
  7. Creeping Doom
  8. Wall of Lava
  9. Shambler

(4/5) Monkey Domain

If you want to be a trickster druid, here’s a pretty good way! Aladdin and abu strike again.

  • Familiar: You get a monkey! Nice! Familiars are always great.
  • Monkey Athletics (Su): Oh hey a bonus to some useful rogue skills. I wonder what we’d use these for.
  • Range Legerdemain (Su): Stolen from the arcane trickster. Hark! What is this? Two abilities that actually go together? AMAZING!!!
  1. [D] Beguiling Gift
  2. [D] Spider Climb
  3. [D] Cacophonous Call
  4. Freedom of Movement
  5. [D] Summon Nature’s Ally (Apes Only)
  6. Confusion
  7. Animal Shapes (Apes Only)
  8. Clenched Fist
  9. Foresight

(3/5) Mountain Domain

Good spells, but pretty bad abilities. Rough.

  • Foothold (Su): Make some difficult terrain or climbing places. Useful, but not garbage.
  • Thin Air (Su): Fort save or fatigued..and then altitude sickness which affects people...oh. Once every 6 hours. And this works...for rounds equal to druid level. Yeah this blows
  1. Stone fist
  2. Stone Call
  3. [D] Cloak of Winds
  4. Stoneskin
  5. Geyser
  6. Suffocation
  7. Flesh to Stone
  8. Reverse Gravity
  9. Clashing Rocks

(3-4/5) Panther Domain

This really really wants you to be a hunter in the shadows. Okay domain that gets much stronger in the late game. Ask your dm if you can homebrew a darkness version of the Radiant Special armor Quality for greater improved initiative.

  • Hunter’s Senses: freevision and scent for minutes per level. Scent is nice, but rarely comes up and potential darkvision is great...if you didn't have magic to light the dark. Still, fun little buffs
  • Move in Darkness (Ex):  Congrats you are now batman! A scaling bonus to initiative is no joke. Find a way to get darkness in a way that won’t screw over your team, and you’ve got a great buff. Try snagging Dancing Darkness.
  1. True Strike
  2. [D] Darkness
  3. [D] Deeper Darkness
  4. Moonstruck
  5. Commune With Nature
  6. Mislead
  7. True Seeing
  8. Nine Lives
  9. [D] Spell Immunity

(5/5) Plains Domain

YES. Simple but powerful abilities, great spells and just a LITTLE bit of cheese. Favorite for summoner builds but honestly? If you don’t know what domain to pick, pick Plains.

  • Migrating Herd (Su): EXTENDED SUMMONS. All has to be is a quadruped herbivore...which means triceratops is a go! Also its faster. BOOYA.
  • Pounce (Ex): Pounce a few times per day! If you are a wild shaper, this means you can make non pounce monsters pounce monsters!!! Enjoy your full attacking super octopus! WOO[D]
  1. Mount*
  2. [D] Chameleon Stride
  3. Haste
  4. Aspect of the Stag
  5. Control Winds
  6. Find The Path
  7. [D] Whirlwind
  8. Animal Shapes (All)
  9. [D] World Wave

*You have Mount and Alter summoned monster. Time to become an angel summoner.

(2/5) Plane of Air Domain

Spells are so so, abilities are ruh-ro. I think this is best for a very plane jumping weird power campaign.

  • Granted Powers: Fly as a class skill. wild empathy on air subtype creatures AND you can trade out your 8th level ability for a Small Elemental Familiar. Sweet.
  • Aerial Agility: Uh when gravity is weird you are fine...I guess...Er-
  • Wind Savant: Bonus to saves against poisons/gases and the wind is less windy. Its...okay? I guess!
  1. [D] Featherfall
  2. Elemental Speech
  3. Fly
  4. [D] Planar Adaptations
  5. [D] Overland Flight
  6. [D] Mass Planar Adaptation
  7. Mass Fly
  8. [D] Mass Invisibility
  9. Wings of Vengeance

(2/5) Plane of Earth Domain

Okay-ish abilities REALLY bad spell list for domains...like really bad. oof.

  • Granted Powers: Wild empathy on earth subtype creatures AND you can trade out your 8th level ability for a Small Elemental Familiar. Sweet.
  • Spelunker: Immune to rocky areas sometimes.
  • One With Stone (Su): Earth glide! Great ability, but only get rounds per level. Ouch. Still, amazing ability.
  1. Stone Fist
  2. Elemental Speech
  3. Burrow
  4. [D] Planar Adaptation
  5. Passwall
  6. [D] Mass Planar Adaption
  7. [D] Stone to Flesh
  8. Repel Metal or Stone
  9. Clashing Rocks

(3/5) Plane of Fire Domain

So your abilities range from nice to ouch, and spells are...eh to yay.
So this one is okay.

  • Granted Powers: Wild empathy on fire subtype creatures AND you can trade out your 8th level ability for a Small Elemental Familiar. Sweet.
  • Fire Hardened(Ex): Fire resistance 5...and you are immune to the fire dominant planar trait...So great if you are on the plane of fire alot. Otherwise? Trash.
  • All-Consuming Flames (Su): Pass around cold/fire outsider bane or flaming to all allies. Versatile and nice.
  1. Obscuring Mist (Smoke)
  2. Elemental Speech
  3. Ash Storm
  4. [D] Planar Adaptation
  5. [D] Scorching Ash Form
  6. [D] Mass Planar Adaptation
  7. Delayed Blast fireball
  8. Destruction
  9. Fiery Body

(2/5) Plane Of Water Domain

Youuuu can do better. Again, if on the plane of water, or under water a lot, its better. For now? Probably skip.

  • Granted Powers: Wild empathy on water subtype creatures AND you can trade out your 8th level ability for a Small Elemental Familiar. Sweet.
  • Aquatic Veil (Su): bonus to swim checks...you are the druid. Become a fish. Summon a fish. Come on.
  • Hydraulic Crush (Sp): HYDROPUMP!!! Does okayish damage but really wants you to be underwater.
  1. Touch of the sea
  2. Elemental speech
  3. Water breathing
  4. [D] Planar Adaptation
  5. Solid Fog
  6. [D] Mass Planar Adaptation
  7. Fluid Form
  8. Seamantle
  9. Tsunami

(3/5) Serpent Domain

Abilities are pretty flipping bad, and possibly broken in the not fun way but the spells are great so...maybe just try not to think of the abilities….

  • Familiar: You get a viper! Nice! Familiars are always great.
  • Slither (Ex): Get weird and stretchy. Squeeze into tight spaces with ease and get some neat bonuses against AoO’s
  • Venom Immunity: So this is...weird. It replaces venom immunity (so what happens if you take an archetype that replaces it?) and gives you...venom immunity...yeah this is either broken or awful.
  1. Charm Animal
  2. [D] Animal Trance
  3. Poison
  4. Strong Jaw
  5. Snakestaff
  6. Charm Monster
  7. Animal Shapes (Reptiles and Snakes)
  8. [D] Scintillating Pattern
  9. Crushing Hand

(3/5) Swamp Domain

Okayish spells, and pretty decent abilities make this an okayish domain. You aren’t hurting yourself too bad but you can do much better.

  • Natural Healing(Su): Channel Energy, but only on plants, animals and vermin. Also heal ability damage. This is just better sealord. NICE.
  • Reed Hunter (Ex): Blindsense/Blindsight 30 in fog, vegetation or water. Great for mist and fog spells that are now a problem for everyone who isn’t you.
  1. Hydraulic Push
  2. Burst of Nettles
  3. Lily Pad Stride
  4. Cape of Wasps
  5. Insect Plague
  6. Mass Fester
  7. Animate Plants
  8. Blood Mist
  9. Shambler

(4/5) Vulture Domain

Good spells, and pretty good abilities make this very worthwhile. Good pickup for druids who are worried about a lot of death.

  • Natural Healing(Su): Bonus against death effects! Yay! For rounds equal to your druid level...boo...multiple times a day! Yay again! Much better in undead campaign
  • Agent of Rebirth (Sp): Once a day reincarnation SLA. Cost gold but you can roll twice on the table and choose the better. Still REALLY neato ability, and its a get out of jail card if you have the GP, which is the only thing holding it back.
  1. Deathwatch
  2. Glide
  3. Death Knell**
  4. Death Ward
  5. [D] Breath of Life
  6. Circle of Death
  7. Ressurrection
  8. Finger of Death
  9. Winds of Vengence

**So if untype bonuses from the same source can stack, get a bag of nearly dead rats and become god. Otherwise, it sucks.

(5/5) Wolf Domain

Find your man, hunt him down and then trip the fuck out of him. GREAT for melee junkies who want to combat manuever people. Even gets some early access spells.

  • Improved Trip: You get Improved Trip. If you planned on tripping people, this is great. Otherwise, Its not..the worst… i guess.
  • Pact Tactics(Ex): Wis+3 per day choose a adjacent square and say you are there for flanking until your next turn or if you move...oh..okay...let's see what else...USE YOUR WIS MOD FOR YOUR ATTACK BONUS IF YOU DONT USE THIS ABILITY??? NOW WE ARE TALKING!!!!
  1. Hunter’s Howl
  2. Blood Hound
  3. [D] Aspect of the Wolf
  4. Strong Jaw
  5. [D] Tireless Pursuers
  6. Find The Path
  7. Animal Shapes (Canines Only)
  8. Phantasmal Revenge**
  9. Freedom



Animal Companions

I imagine you all are wondering what amazing insights I have about animal companions. Well fortunately for all of us, so many other people have written about them, I have decided to defer to their expertise, which is much better than mine.


Archetypes

Iluzry continues her horrid criminal streak, robbing so many content creators of their beautiful guides. Why? Because I am lazy, and honestly, these people put a lot of work into their stuff. Honestly? The only thing I’m going to do is pull out archetypes that are either classics or what I’d consider stand-outs. Not necessarily the BEST in all cases but the ones I think are worth looking at or I think are interesting.

Ratings For All The Druid Archetypes

Standout Archetypes

 Death Druid [Caster/Combat]

What you gain

What you lose

  • A Phantom! In general, a bit better than an animal companion.
  • New Spells!!! 1000% better than than nature sense and wild empathy
  • +4 to Saves against Negative energy, death and energy drain. Nice! Undead can eat shoes
  • IMMUNITY TO NEGATIVE ENERGY AND ENERGY DRAIN. WOO!!

  • Nature’s Bond! OW. OW OW OW OW. I mean you get a ghost so its at least a little...
  • WILD SHAPE. UGH THIS REALLY HURTS. It’d be one thing if we just lost the bond but this two? Two of the big three??? Ow.
  • Nature Sense/Wild Empathy. Trade copper for platinum. Nice.
  • Venom immunity for Energy immunity. More dangerous but less common than poison so...

Overview: Druid with a stand, er-I mean spectral companion. You get a lot of new spells and are immune to negative energy and energy drain by the end. AMAZING for undead campaigns, BUT losing wild shape and nature’s bond HURTS. A lot. Best for scouts, as ghost are ghosts, but absolutely HORRID for melee. Still, with shared spells, you can probably make it work.

 Goliath [Caster/Combat]

What you gain

What you lose

  • Bluff, Diplomacy, and Know. Local
  • Giant as a bonus language..for free
  • Spontaneous enlarge person!!! WOOO
  • Animal/Destruction/Strength Domains as options!!!
  • Wild empathy only works on big things...i guess if you use this...its...less good?
  • GIANTS FORM WILD SHAPE. WOO YEAH. ENBIGGENATE FOR HOURS PER LEVEL!!!!
  • New options for Summon monster! Yay new things!!!

  • Nature sense...OKAY SURE YEAH
  • IF you choose a domain it has to be one of the new ones...which are...good
  •  IF you choose an animal companion it has to be a Dinosaur or Megafauna...which aren't...bad options…
  • +4 against magic powers of giants. Giants have less magic power than Fey
  • You can’t become a plant or elemental with wild shape. Ever.
  • You have to become a Dinosaur or Megafauna...which aren't bad options???
  • No poison Immunity or Thousand Faces. Mmm Yeah I guess this isn't..fun...

(5/5) Overview [Melee Only]: BIG SMACK!!!! This archetype gives you A SECOND spontaneous ability, more summon options, better battle domains, and some neat class skills. The biggest drawback is that your wild shape is now incredibly restricted, only being dino’s and kaiju. This makes things harder on our utility shifters...but for our battle boys??? For Manufactured Weapon Druids, this archetype IS YOUR GO TO. For Natural weapon/Tank Druids, this is still really good! For everyone else? You can probably just get away with a Mask of Giants and call it a day.

 Feyspeaker [Caster/Combat]

What you gain

What you lose

  • Cha-Based Casting. This is fun. Not great on its own, but can be combined with feats/dips to be really good.
  • FREE SPELLS FROM WIZ LIST. HECK YES.
  • Extra skill points AND skills. Enjoy being the face!
  • Wild Mischief..uh..meme on animals i guess??
  • Your BAB. You now have wizard progression. Yowch
  • You lose ALL spontaneous Nature’s Ally. Ach. This even hurts spellcasters…
  • Medium Armor! I mean...okay you lost your bab, you werent fighting anyway. Still sucks.
  • Delayed Wild Shape.. Also you cant turn into an elemental...at least we dont lose it right??

(4/5) Overview: Don’t be a fighter. All fighters consider this archetype mega hyper omega red. Okay...so now that I’ve said that...This is actually really good for casters. Especially Controllers and Face/Skill Monkeys! Getting free spells from Illusion and Enchantment can be REALLY good. This gets you access to Hold Person, Silent Image, Heroism, Geas, SIMULACRUM. Combine with Dreamed Secrets and Druidic Herbalism and you can be one of the most versatile casters in the game!!!


 Halcyon Druid [Caster/Combat]

What you gain

What you lose

  • Bonded Mask: Choose one of your magic items. That is now a bonded item. This means Yay, you can cast one spell on your list for free without having it prepped. But also if you lose it you have to make crazy concentration checks. Which is okay. Not amazing but it’s nice to have.
  • Diplomacy and all knowledge skills. Knowing things continues to be useful!
  • Spontaneous casting all Good domain spells. These are pretty okay with some good ones later on.
  • NATURAL ARCANA. This is the reason you choose this archetype. Plain and simple. Wizard spells are the best, and getting pick of the litter is insanely strong.
  • Bonus against evil powers. You are usually the good guys, so this is good.
  • Embody Mask: Holy Wild Shape. ITs only minutes per level but its a neat trick to pull out.
  • Lose nature’s bond...for a bonded item AAAGGGHHH. This hurts. Any one option is better than a bonded item. Losing all of them SUCKS.
  • Nature sense and nature’s lure. This is a trade up. Woop.
  • Wild Empathy...i mean sure fine.
  • Spontaneous Summon Nature’s Ally. Okay so you get good domain spells instead but...not as good as summoning. Just isnt.
  • WILD SHAPE. OUCH. FUCK OW okay wow ow. The only reason this isnt red is because you get wizard spells but gdi this hurts.
  • Thousand Faces for Holy Wild Shape

(4/5) Overview: So okay let's talk about it. You get wizard spells. This is objectively great...but you give up Spontenous Nature’s Ally, Wild Shape AND Nature’s bond for it. That hurts a lot! Wizard spells are great...but you can only cast so many spells. For pure casters who only want to cast, this is objectively good...but I just...can’t in good conscience give it the full grade.

 Supernaturalist [Caster/Combat]

What you gain

What you lose

  • You can use mind-effecting and animal spells onto plants. This would usually be awful...if you weren't the druid.
  • You CAN choose a plant bond...CAN. DON'T HAVE TO.
  • Psychic Sensitivity as a bonus feat. Skill unlocks are TIGHT...but we still don't have a lot of skill points…
  • EXTRA SPELLS FROM THE PSYCHIC LIST. YAAAAAASSS.
  • Animal Spirit! Claws, Jaws and Paws! Neat little thing..I wonder what we give up...
  • Armor. You aren’t proficient in any type of armor armor. Rip. Luckily so long as we stick to light armor, this is usually easy to get around.
  • Nature Sense, Trackless Step, Resist Nature’s Lure.
  • WILD SHAPE. OUCH again. Losing the whole thing sucks a lot.

(4/5) Overview: Great for casters, because you get new free spells, and we keep our summon nature’s ally and nature’s bond...buuuut we LOSE wild shape. Still, for those who don't want to be a huge monster most of the day, it works well. Since you can choose ANY spell from the psychic list It can be really really really good. Very versatile.

 Saurian Shaman [Caster/Combat]

What you gain

What you lose

  • Destruction/War/Strength Domain options
  • Wild Empathy as a full round action but better. Cool I guess...
  • Lesser Dino Wild Shape!! You can speak normally and with all animals. Works for minutes per level and is technically a polymorph.
  • Totemic Summons!!! STANDARD ACTION SUMMONS. FREE TEMPLATES??? Temp Hit points? TAKE ME NOW.
  • Wild shape bonuses for reptiles or dinos!! WOOO
  • Some cool feats, buttt you get them a bit late.
  • IF you choose an animal companion it has to be a dinosaur...which..are good.
  • IF you choose a domain...it has to be one of the angry ones...which...are good.
  • Thousand Faces...I mean yeah it sucks but not that bad for what you get.
  • Druid level -2 for wild shape...but +2 for dinos. Win some you lose some. It hurts but again...dino’s aren’t bad options
  • Venom Immunity: Aw we lose our poison immunity...for some okay free feats.

(5/5) Overview: Honestly? It’s good for anyone. Controllers love the fast boosted summons. Claw and Jaw brawlers love the bonuses to wild shape. What you actually lose are...little things. It’s very combat oriented, but you get a lot and lose a little. I’d highly suggest Versatile Nature’s Ally to make for incredibly diverse summons with a lot of stopping power. Probably the best option for Summoners

 Menhir Savant [Caster/Combat]

What you gain

What you lose

  • Detect Undead/Fey/Outsiders/Incorporeal/Astral creatures. Detect Unnatural. Okay not bad!
  • Get +1 Caster Level a couple times a day. Barely Green but honestly this isnt...i mean it isn't much. It’ll help sometimes?
  • Transport Via Plants as an SLA two levels early. Now we’re talking!!!
  • GO GHOST. Nice trick
  • Nature Sense, Woodland Stride, Wild Empathy, Trackless Step. Oh. Nothing important then.
  • Thousand Faces. Trade at will for SLA’s. Not great, but not bad.

(3/5) Overview: So you get some cool SLA’s...which is nice...but you also lose your worst abilities. So why doesn’t it have a higher rating? Well it doesn’t make you better at what you do well. It just takes the worst parts about being a druid and makes them not suck. So I consider this a straight upgrade to the base druid, but below any archetype that makes you good in a specific role.

 Nature’s Fang [Caster/Combat]

What you gain

What you lose

  • SNEAK ATTACK. Mmm spicy stab damage. With your spellcasting, you have lots and lots of ways to sneak up on people.
  • SLAYER TALENTS. You can trade all of these out for combat talents via Rogue Talent and Combat Trick or Ranger Combat Styles, which makes it good feat with happy builds!!!
  • Studied Target! Extra damage on your attacks after you study a target. At 9th level it can be done as a swift action.
  • Nature Sense, Wild Empathy, Woodland Stride, Resist Nature’s Lure. Good riddance!!!
  •  Wild Shape: Agh stop that! Stop taking this! Ugh...fine. Fine! We’ll make the trade.
  • Venom Immunity. I mean yes it sucks but...for the action economy.

(5/5) Overview: So basically, we lose wild shape in exchange for all of the good parts of being a slayer besides the BAB. For Manufactured weapon fighters, this isn’t a bad pick up!! Not the best, but its not bad at all! Very strong option! For archers THIS IS YOUR GO TO THIS IS YOUR GOD. This gives you more than enough feats to actually be able to hold your own, even with the lesser bab. Find a way to get a haste equivalent , and you’re golden.

 Planar Extremist [Caster/Combat]

What you gain

What you lose

  • SPONTANEOUS SUMMON MONSTER. Objectively better than Summon nature’s ally.
  • Aura Class feature. Why is this useful? Sacred Summons. That’s why. It’s rating is purely based on that.
  • Unchained Eidolon! Okay in most cases better than a base Animal Companions
  • Bloodrager Bloodlines..but only for one that matches your alignment….which now has to be extreme.
  • 1 less spell slot per level...agggh christ. This hurts ANYONE. Not..impossible to deal with but it hurts.
  • Nature's Bond...well you get an eidolon for this, so, not bad if you were going to get an eidolon.
  • Wild Shape! Achimama. Wild shape lasts hours for level. Bloodline powers only work for minutes per level.

(3/5) Overview: So okay you get spontaneous summon monster, which is a straight upgrade, and a nice one at that and you get an eidolon...which doesn't get any extra evolution points. And you lose one spell per level...yikes. Look with sacred summons and an eidolon, you can do some serious work and bloodline powers are nice but they don’t really go together well. I say its good for summoners but skip for anyone else.

 Storm Druid [Caster/Combat]

What you gain

What you lose

  • Two Weather Based Domains! Yay! I mean its nice to have two but this is only really good if-
  • WE CAN CAST FROM OUR DOMAINS SPONTANEOUSLY!!! YAAAAHHHH
  • Wind walker and storm voice...well these are useless but you traded them for useless so...it comes out meh?
  • Free visibility in fog/weather. This might actually be a thing you use.
  • We lose spontaneous SNA...which sucks but...if you are taking this...well you aren’t a summoner...still sucks.
  • You HAVE to choose one of these domains...of which there aren’t a lot...but again...if you are taking this…

(3/5) Overview: Look, this is the only time I’m going to be straight with you all. If you are a blaster? Use the Lightning Subdomain, take a level in sorcerer and take this. This is basically the only way a druid can kinda be good at blasting. Everyone else? Skip.


Multiclassing

In general, don’t! Why? Remember your ridiculously versatile and powerful class feature known as MAGIC. Yeah that scales with your class level. So does wild shape. So does your nature bond. Which means taking levels in other classes makes it less powerful...and its really really powerful. So in general, don’t!

...but if you must!! A few rules. Yes we have rules here.

  1. It must give you a massive benefit and synergize with your role.
  2. You must not dip more than 2 levels. Total. You don’t want to lose out
  3. Try to mitigate losses. Take Shaping Focus or Boon Companion as needed.

Okay...now that’s that...we can talk. Most of these will be for combat druids, as caster druids should just...keep being druids. Saves you time.


Prestige Classes

Okay but what about prestige classes? They progress spells!!! I’m sure they must be good. Which ones are good for that???

Okay but remember your other amazing class features? Your domain? Your Animal companion? If you plan on progressing any of your class features besides spells, prestige classes are usually awful.

For those of you that don't know, prestige classes are a special type of class made for multiclassing. They have special requirements to take levels in, and can sometimes progress class features that you already have or give you new ones. You take levels in a prestige class otherwise like how you'd take levels in a normal class.

 Prestige classes work best when you have nothing to progress, or nothing you care about progressing, and you want to get extra abilities.On top of that most of the abilities you get from prestige classes aren’t even that good! I’m serious. Most prestige classes are garbage and they don’t even make a lot of them anymore.

Okay...now that I’ve had my rant..I’m going to separate these into Progress Class Features and Does Not Progress Class Features. Neither is particularly better or worse, it just matters what you care about.

Progresses Class Features

These are actually very rare. A lot of prestige classes are meant to give you something NEW, not keep giving you something old. Luckily, paizo loves to keep doing stuff, so well, we have a few options. Not many, but a few.

Does Not Progress Class Features

Much more common, but because they DON’T progress your class features. Still, they are fun and can be really strong for certain builds but well, we will see okay?


Feats

Feats are one of the most important parts of Pathfinder, and are your primary ways of augmenting your character outside of your class features. As a druid you have a lot of features that can be base boosted by feats! We LOVE feats. Druids are super feat starved because we have so many that make us awesome, that we have to choose carefully on what KIND of awesome we are.

Pathfinder has waaayy too many options as per usual, and as such, I’ll only be doing the stand outs.

General Feats

Combat Feats

Animal Companion Feats

Wild Shape Feats

Summoning Feats

Healing Feats

Metamagic Feats

Channel Energy Feats

Teamwork feats

Equipment

SO reader I am going to level with you. I HATE EQUIPMENT SHOPPING. I hate it, I hate it I hate it. Least favorite part of character creation. There is too much equipment in the game, and too many ways it can be used, and it’s EXHAUSTED. So I refused to tell you all of the best things. Luckily, someone else has done all the work for me. So if you want to know what the best gear is, read The Armamentarium, a guide written by Allerseelen.

So as per usual, instead of getting into the gritty details, I’ll tell you about some standouts. 

Sample Build Ideas


General Druid Tactics

Stealing this STRAIGHT from Prometeus Guide to the Druid because I think talking about HOW to play a class and how to respond to problems is really solid. Without further ado? Prometheus tactics guide.


PROMETEUS TACTICS

I want you to think of Druids as a class that have the wits to know the strengths of his surroundings and be the swiss army of nature. On every campaign there are a lot of challenges and we need to have in mind some common ways to overcome them.

Feel free to leave you comment to add more challenges, combos and common Druid tactics. This tactics are focused for lower levels because at later levels you will learn more solutions simply by playing.

Damage an enemy with high armor class?

Combat builds: Cast Flame Blade and dive to combat. Summon Swarm for the auto hit traits of swarms, transform as vermin with Vermin Shape I

Casters: Use spells to damage him like Produce Flame or Flaming Sphere. Summon Swarm for the auto hit traits of swarms.

Want to control or disable an enemy?

Combat builds: With Stone Call you can make their surroundings a difficult terrain, Wild Shape as a Wolf for trip. Cast Lockjaw on your animal companion to gain the grab ability.

Casters: There are plenty of spells to handle that like Entangle to keep him in place, Thunderstomp to trip him, Stone Call to make their surroundings a difficult terrain, etc

I need to scout an area, what should I do?

Wild shape as an animal form according to the region like an Owl, Eagle, Dog, Rat, etc. Additional you can cast Commune with Birds to gain additional information on the zone or Negate Aroma so you can't be tracked back or Heightened Awareness to detect clues to track and additional information.

Sleeping time, what can I do to improve our campment?

With Goodberry you can provide food and rations to your team, with Read Weather you can always have the forecast the weather at your location, Hide Campsite provide invisibility to the campment. Make Snare traps to protect it. Dream Feast to sleep as if having a nutritious meal.

Need some long time buffs?

Endure Elements to provide protection on hot or cold environments, Longstrider to increase movement speed, Pass without Trace to leave no trails while moving, cast Aboleth's Lung if you need to swim for a prolonged period of time, talk in animal form with Beast speak, cast Wild Instinct to sharpen your instincts,  with Barkskin you can improve your natural armor, Ward of the Season to provide additional bonuses, Echolocation for blindsight.

What about combat buffs?

There are plenty like Magic Fang to improve damage to you while wild shapes and your animal companion, Shillelagh to provide a big bonus to a club, Bull's Strength to improve strength, Savage Maw to gain bite attack, Strong Jaw to improve damage while wild shaped, Barkskin for natural armor.

What can I do to debuff an enemy?

Endothermic Touch to stagger your target, Faerie Fire to cancel blur and prevent invisibility, Flare Burst to dazzled all around 10 ft, Frostbite for fatigue, Mudball for blindness, Nauseating Dart for sickened, Snowball for damage and stagger a foe, Thunderstomp to trip someone, Accelerate Poison if applicable, Burdened Thoughts to make flying targets land from heavy encumbrance, Frigid Touch staggered and cold damage, Fury of the Sun fatigue, Hold Animal to paralyze an animal, Pox Pustules subject is sickened and has –4 Dex, Vine Strike to entangle your opponent, Contagion for disease, Poison touch deals 1d3 Constitution damage. Sirocco to cause damage fatigue and prone.

If things are getting difficult, what are some good contingency spells.

Air Bubble to create a small pocket of air around your head, Cheetah's Sprint for a powerful sprint out of trouble, wild shape to assume any form, Liberating Command to make Escape Artist checks, Remove Sickness to suppress disease, nausea, and the sickened condition, Wave Shield to prevent an attack, Delay Disease, Delay Poison, Resist Energy for damage reduction to one element, Cloak of Winds to prevent archers, Eagle Eye to make an invisible factor a help.

How can I buff my animal companion.

There are a lot of buff like Bristle to trade armor for damage, Acid Maw to gain acid damage, Magic Fang to enhance one natural weapon, create a Companion Life Link to protect them, Lockjaw to gain grab for a natural attack, Savage Maw to gain a bite attack if doesn’t have one, Companion Mind Link to talk to your companion, Strong Jaw to augment his damage, Animal Growth to double his size, Bloody Claws to cause bleed damage with natural attacks, etc.

What type of status ailments can I cure?

Suppress disease, nausea, and the sickened condition with Remove Sickness. Remove Disease, Delay Disease, Delay Poison. Accept Affliction to transfer afflictions to caster, Death Ward

Wild shape tactics


Wild shape notes