Druid Feats
Animal Companion Feat 1
Prerequisites animal order
You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Animal Empathy Feat 1
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Fire Lung Feat 1
Prerequisites flame order
A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the Concealed condition from smoke.
You need only a successful DC 10 flat check to recover from persistent fire damage, rather than DC 15 (and the DC when receiving particularly effective assistance is DC 5 flat instead of 10).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Leshy Familiar Feat 1
Prerequisites leaf order
You call a minor spirit of nature into a plant body, creating a leshy companion to aid you in your spellcasting. You gain a familiar, which has your choice of either the plant or fungus familiar ability; this doesn't count against your usual limit of familiar abilities (typically 2). The spirit you call has a more tenuous connection to its plant body than fully independent leshies, so it is Tiny in size like other familiars.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Plant Empathy Feat 1
You have a connection to flora that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Reach Spell
Feat 1
Source Pathfinder Player Core
You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Shore Step Feat 1
Prerequisites wave order
The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water.
In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Athletics check to Swim, you get a critical success instead.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Steadying Stone Feat 1
Prerequisites stone order
The earth has taught you how to remain unyielding and firm. If you roll a success on an Acrobatics check made to Balance on uneven ground composed of earth or rock, you get a critical success instead.
As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that would attempt to knock you prone. If you're a rock dwarf, this bonus increases to +3.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Storm Born Feat 1
Prerequisites storm order
You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don't require a flat check to succeed against a target Concealed by weather (such as fog).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Untamed Form Feat 1
Prerequisites untamed order
You are one with the wild, always changing and adapting to meet any challenge. You gain the Untamed Form order spell, which lets you transform into a variety of shapes that you can expand with druid feats.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Verdant Weapon Feat 1
You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can use an Interact action to cause it to immediately grow into that weapon; a second Interact action returns it to seed form. The verdant weapon can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form.
You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane seed; any runes on the previous seed transfer to the new seed at no cost, but inapplicable runes are suppressed.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ExplorationAn activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
Widen Spell
Feat 1
Source Pathfinder Player Core
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
OracleThis indicates abilities from the oracle class.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Call of the Wild Feat 2
You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace a spell you've prepared in one of your druid spell slots with a Summon Animal or Summon Plant or Fungus spell of the same rank.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Enhanced Familiar Feat 2
Source Pathfinder Player Core
Prerequisites a familiar
Animist You are able to materialize more of your attuned apparition's essence, creating a more powerful vessel for it to inhabit and aid you with.
Druid You infuse your familiar with additional primal energy, increasing its abilities.
Magus You infuse your familiar with more magical energy.
Sorcerer, Wizard, Witch You infuse your familiar with additional magical energy.
Thaumaturge By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.
You can select four familiar or master abilities each day, instead of two.
Special Add the bonus familiar abilities you gain for being a witch to this amount. If your arcane thesis is Improved Familiar Attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimistThis indicates abilities from the animist class.
DruidThis indicates abilities from the druid class.
MagusThis indicates abilities from the magus class.
SorcererThis indicates abilities from the sorcerer class.
ThaumaturgeThis indicates abilities from the thaumaturge class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Order Explorer Feat 2
You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don't gain any of the other benefits of the order you chose.
Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Poison Resistance Feat 2
Source Pathfinder Player Core
Alchemist Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.
Druid Your affinity for the natural world grants you protection against some of its dangers.
You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemistThis indicates abilities from the alchemist class.
DruidThis indicates abilities from the druid class.
Anthropomorphic Shape Feat 4
Prerequisites Untamed Form
Humanoids' supposed place apart from animals is follyβtaking on their forms just requires some extra practice. You add the shapes listed in Humanoid Form to your Untamed Form list.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Brutal Crush
Feat 4
Source Pathfinder Howl of the Wild
Prerequisites animal instinct or untamed order
Requirements Your last action dealt bludgeoning damage using an unarmed Strike granted by a morph or polymorph effect.
You've learned how to cloud your foes' minds with the brutal impact of your repeated attacks. Make an unarmed Strike against the same target. If the Strike hits and deals bludgeoning damage, the target is Stupefied 2 for 1 round (Stupefied 3 on a critical hit).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BarbarianThis indicates abilities from the barbarian class.
DruidThis indicates abilities from the druid class.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
Creature Comforts
Feat 4
Source Pathfinder Howl of the Wild
Prerequisites animal instinct or untamed order
Trigger You become frightened.
Requirements You're under a morph or polymorph effect.
You've found comfort in the forms of other creatures, insulating yourself from feelings of fear. Reduce your frightened condition value by 1 (to a minimum of 0).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BarbarianThis indicates abilities from the barbarian class.
DruidThis indicates abilities from the druid class.
Cryptic Spell
Feat 4
Source Pathfinder Dark Archive (Remastered)
Requirements You're in natural terrain.
You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. If the next action you take is to Cast a Spell, the spell gains the subtle trait, masking the spell's manifestations in the natural sights and sounds of the environment.
The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Elemental Summons Feat 4
You can call the elements to you. You can spend 10 minutes in concert with nature to replace a spell you've prepared in one of your druid spell slots with a Summon Elemental spell of the same rank.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Fire Resistance Feat 4
Prerequisites flame order
Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against fire effects.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Forest Passage Feat 4
Prerequisites leaf order
You can always find a path, almost as if foliage parted before you. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Form Control
Feat 4
Source Pathfinder Player Core
Prerequisites Untamed Form
With additional care and effort, you can take on an alternate shape for a longer period of time. If your next action is to cast untamed form, the spell's rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss untamed form as normal.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Leshy Familiar Secrets Feat 4
Prerequisites leaf order
The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one ability from this feat at a time.
- Grasping Tendrils Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet.
- Purify Air Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. Creatures within a 15-foot emanation of the leshy gain a +2 circumstance bonus to their saving throws against inhaled poison effects, olfactory effects, or other effects that rely on breathing (such as toxic cloud), at the GM's discretion.
- Verdant Burst When your familiar dies, it releases its primal energy to cast the 3-action version of Heal, heightened to a rank 1 lower than your highest-rank spell slot. The heal spell gains a status bonus equal to twice the spell's rank to the Hit Points it restores to plants. You must be able to cast 2nd-rank spells using spell slots to select this familiar ability.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Mature Animal Companion (Druid) Feat 4
Prerequisites Animal Companion
Your animal companion has grown up over the course of your adventures, becoming a mature animal companion and gaining additional capabilities.
Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that roundβyou can't Command it later.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Natural Swimmer Feat 4
Prerequisites wave order
Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Order Magic Feat 4
Prerequisites Order Explorer
You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order.
Special You can take this feat multiple times. Each time you do, you must choose a different order you have selected with Order Explorer.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Rip and Tear
Feat 4
Source Pathfinder Howl of the Wild
Prerequisites animal instinct or untamed order
Requirements Your last action dealt piercing or slashing damage using an unarmed Strike granted by a morph or polymorph effect.
You've learned to debilitate your enemies in the same way a hunter tears at their prey. Make an unarmed Strike against the same target. If the Strike hits and deals piercing or slashing damage, the target takes an additional 1d6 persistent bleed damage. If you're at least 12th level, increase this to 2d6 persistent bleed damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BarbarianThis indicates abilities from the barbarian class.
DruidThis indicates abilities from the druid class.
Sheltering Cave Feat 4
Source Pathfinder Secrets of Magic
Prerequisites stone order
Requirements You're standing on ground composed of earth, stone, or a similar material.
You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the structure trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements.
The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
ExplorationAn activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
PrimalThis magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.
Snowdrift Spell
Feat 4
Source Pathfinder Player Core
Prerequisites storm order
The howling wind and precipitation of your magic turn to thick snow. If your next action is to Cast a Spell that has the air, water, or cold trait, and that does not have the fire trait, select one creature affected by the spell on the ground. Each square on the ground under or adjacent to the creature fills with ankle-deep snow. Those squares are difficult terrain until the beginning of your next turn. A creature can Interact to clear a square of snow, and the snow in a square melts if that square is exposed to a fire effect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Advanced Elemental Spell Feat 6
Prerequisites flame stone storm or wave order
Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers.
You gain an advanced order spell associated with your order:
- if you're a member of the flame order, you gain Combustion;
- if you're a member of the stone order, you gain Stone Lance;
- if you're a member of the storm order, you gain Powerful Inhalation;
- if you're a member of the wave order, you gain Pulverizing Cascade.
Increase the number of Focus Points in your focus pool by 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Current Spell
Feat 6
Source Pathfinder Player Core
As you use your magic to manipulate air or water, you spin off some of its currents to form a barrier around you. If your next action is to Cast a Spell with the air or water trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the air trait, water trait, or both until the start of your next turn, depending on the spell's traits.
Effect: Current Spell
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Fungal Exhalation Feat 6
Source Pathfinder #202: Severed at the Root
Prerequisites spore order
You can conjure toxic spores to infect enemies. You gain the Fungal Exhalation order spell.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
FocusFocus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Pointsβyou can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
Green Empathy Feat 6
Prerequisites leaf order
You can communicate with plants and fungi on a basic level and use Diplomacy to Make an Impression on them and to make very simple Requests of them. Non-creature plants and fungi typically can't fulfill most requests you might ask of them unless you have access to other magic such as Speak with Plants.
Because of your affiliation with the leaf order, plants and fungi have a sense that you support them, so you gain a +2 circumstance bonus on your check to Make a Request of a plant or fungus using Green Empathy.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Grown of Oak Feat 6
Prerequisites leaf order
You can make your skin take on the woody endurance of an ancient tree and have your familiar follow suit. You can cast Oaken Resilience at will as an innate primal spell with a spell rank one lower than the highest rank of spells you can cast. This spell targets you, as well as your leshy familiar if it's within 30 feet of you.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Hedge Prison Feat 6
Source Pathfinder #202: Severed at the Root
Prerequisites cultivation order
You cultivate plants to entrap your foes. You gain the Hedge Prison order spell.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
FocusFocus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Pointsβyou can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
Insect Shape Feat 6
Prerequisites Untamed Form
Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the shapes in Insect Form to your Untamed Form list. Whenever you use untamed form to polymorph into the non-flying insect shapes listed in pest form, the duration is 24 hours instead of 10 minutes.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Instinctive Support
Feat 6
Prerequisites Animal Companion
Trigger You Cast a non-cantrip spell that targets only your animal companion.
When you support your animal companion, your companion supports you in turn. After your spell takes place, your companion gains its actions for the turn, as if you Commanded it, and one of the actions must be Support. If the companion has used any other actions already, it can't Support you, as normal.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Intensified Element Stance
Feat 6
Source Pathfinder Lost Omens Tian Xia Character Guide
Prerequisites trained in Medicine
Access Tian Xia origin
Requirements You were the recipient of elemental medicine (see Prepare Elemental Medicine) during your last daily preparations.
You expend the elemental medicine in your body to empower your attacks, though you can't consume any more elemental medicine until the next day. While in Intensified Element Stance, your strikes and damaging spells deal an additional 1d6 damage against certain creatures, depending on the type of elemental medicine you expended. If the person who crafted the elemental medicine expended was legendary in the skill they used, increase this damage to 2d6.
- Earth acid damage against water creatures
- Fire fire damage against metal creatures and constructs that are primarily metallic
- Metal electricity damage against wood or plant creatures and constructs primarily made of wood or plant matter
- Water sonic damage against fire creatures
- Wood cold damage against earth creatures and constructs that are primarily made of rock or earth
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
RangerThis indicates abilities from the ranger class.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Misty Transformation
Feat 6
Source Pathfinder Howl of the Wild
Frequency once per minute
Trigger You transform due to a polymorph effect. Wild mists cover your form.
You create a hazy cloud in a 5-foot burst centered on one corner of your space. If your new form is Large or larger, the cloud covers your entire space instead. All creatures within the area are Concealed, and all others are concealed to them. The cloud lasts until the beginning of your next turn but is immediately dispersed by a strong wind.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
PrimalThis magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.
Steady Spellcasting Feat 6
Source Pathfinder Player Core
Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat. If you succeed, your action isn't disrupted.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
ClericThis indicates abilities from the cleric class.
DruidThis indicates abilities from the druid class.
MagusThis indicates abilities from the magus class.
NecromancerThis indicates abilities from the necromancer class.
OracleThis indicates abilities from the oracle class.
PsychicThis indicates abilities from the psychic class.
SorcererThis indicates abilities from the sorcerer class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Storm Retribution
Feat 6
Prerequisites storm order, tempest surge order spell
Trigger An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.
Requirements You have at least 1 available Focus Point.
You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast Tempest Surge on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Toppling Transformation
Feat 6
Trigger Your size increases due to a polymorph effect.
You use your body's expansion as leverage to displace a nearby creature. You attempt to Shove or Trip an adjacent creature. For the purposes of determining what size creature you can affect, use your final size after the triggering effect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Can't You See? Feat 8
Source Pathfinder Dark Archive (Remastered)
Prerequisites trained in Occultism, expert in Stealth
The eye rebels, the mind recoilsβno matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to Point Out your location must attempt a DC 14 flat. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to [/act seek] you while you're Hidden to or Undetected by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be hidden to a creature that thinks you're in a different location, though you're actually undetected by it for targeting and further uses of the Seek action.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
RangerThis indicates abilities from the ranger class.
Deimatic Display
Feat 8
Prerequisites trained in Intimidation
Imitating animal threat displays, you make yourself appear larger and more imposing. Attempt an Intimidation check to Demoralize each enemy within 30 feet. This attempt has the visual trait, loses the auditory trait, and you don't take a penalty if the creature doesn't understand your language. Roll your check only once and compare it to the Will DC of each target. You gain a +2 circumstance bonus to the check against animal, fungus, and plant creatures and take a β2 circumstance penalty against other creatures. Each target is then temporarily immune for 1 minute.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Eerie Environs Feat 8
Source Pathfinder Dark Archive (Remastered)
Prerequisites trained in Intimidation, trained in Stealth
The natural world can be scary to those not used to itβand you make it scarier still. If you're Hidden from a creature, you can attempt to [/act demoralize] it without losing your hidden conditionβimitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
RangerThis indicates abilities from the ranger class.
Eerie Traces Feat 8
Source Pathfinder Dark Archive (Remastered)
Prerequisites trained in Intimidation, trained in Survival
The tracks you leave behind are strange, somehow disconcerting and unnervingβthey might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a Survival check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC.
Success The tracker is unaffected.
Failure The tracker becomes Frightened 1 for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter frightened 1.
Critical Failure As failure, but your disturbing traces cause the tracker to be Frightened 2 instead.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
ExplorationAn activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
MoveAn action with this trait involves moving from one space to another.
RangerThis indicates abilities from the ranger class.
Ferocious Shape Feat 8
Prerequisites Untamed Form
You've mastered the shape of dinosaurs. Add the shapes listed in Dinosaur Form to your untamed form list. Whenever you use Untamed Form to take a shape that grants you a specific Athletics modifier, you gain a +1 status bonus to your Athletics checks.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Fey Caller Feat 8
You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add Illusory Disguise, Illusory Object, and Illusory Scene to your spell list, which you cast as primal spells.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Fiery Retort
Feat 8
Source Pathfinder Secrets of Magic
Prerequisites flame order
Trigger An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack.
Frequency once per minute
Ignoring your pain, you sear your attacker with a wave of flame. The triggering opponent takes (@actor.level) firefire damage equal to your level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Floral Restoration
Feat 8
Source Pathfinder Player Core
Prerequisites leaf order
Frequency once per day
You request that nearby plants share their vitality with you to replenish your body and magic. You regain 1 Focus Point and ceil(@item.level/2)d8 healing Hit Points.
You must be in a location of at least 15 feet by 15 feet of healthy plant life, though this can be grass, lichen, seaweed, or any other form of naturally occurring flora. Using Floral Restoration on a given section of nature does not harm it, but it prevents that section of nature from giving its vitality to another use of Floral Restoration for 24 hours.
At 9th level, and every 2 levels thereafter, increase the healing by 1d8.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
HealingA healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
VitalityEffects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.
Forgotten Presence Feat 8
The world conspires to keep you forgotten and unnoticedβmemories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to Recall Knowledge about you take a β2 circumstance penalty. Add Rewrite Memory to your spell list as a primal spell.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
Incredible Companion (Druid) Feat 8
Prerequisites Mature Animal Companion
Your animal companion continues to grow and develop. It becomes either a nimble or savage animal companion, gaining additional capabilities determined by the type.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Raise Menhir
Feat 8
Frequency once per hour
You raise a druidic monument, such as a standing stone or warding tree, from the ground, creating a powerful primal ward that blocks other types of magic. The monument appears in an unoccupied square on the ground within 30 feet, making that square difficult terrain. Choose arcane, divine, or occult; all creatures within 15 feet of the monument gain a +2 status bonus to their saving throws against effects with that trait. The monument lasts for 1 round before crumbling back into the earth or wilting away into nothingness, but you can Sustain the monument for up to 1 minute.
Effect: Raise Menhir
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Soaring Shape Feat 8
Prerequisites Untamed Form
Wings free you from the shackles of the ground below. Add the bat and bird shapes in Aerial Form to your Untamed Form list. If you have Insect Shape, you also add the wasp shape to your untamed form list. If you have Ferocious Shape, you also add the pterosaur shape to your untamed form list. Whenever you use untamed form to take a shape that grants you a specific Acrobatics modifier, you gain a +1 status bonus to Acrobatics checks.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Wind Caller Feat 8
Prerequisites storm order
You bid the winds to aid you, carrying you through the air and allowing you passage through the strongest headwinds. You gain the Stormwind Flight order spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Eerie Proclamation
Feat 10
Source Pathfinder Dark Archive (Remastered)
Prerequisites expert in Occultism, expert in Survival
Frequency once per hour
Requirements You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).
You know there are places in the world that are just wrongβplaces where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10-foot square you can see and make an ominous proclamation of some manner (i.e. "This is cursed ground," "That is an ill-omened place."). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you're a druid) or class DC (if you're a ranger).
Success The target is unaffected.
Failure Something goes horribly awry for the victim in the cursed ground. The details are up to the GMβit can be a purely "natural" accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition.
Critical Failure As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute.
| d4 | Failure | Critical Failure |
|---|---|---|
| 1 | Clumsy 2 | Clumsy 3 |
| 2 | Enfeebled 2 | Enfeebled 3 |
| 3 | Stupefied 2 | Stupefied 3 |
| 4 | Dazzled | Blinded for 1 round, then Dazzled |
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AuditoryAuditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
CurseA curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
DruidThis indicates abilities from the druid class.
LinguisticAn effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
PrimalThis magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.
RangerThis indicates abilities from the ranger class.
Elemental Shape Feat 10
Prerequisites Untamed Form
You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the shapes in Elemental Form to your Untamed Form list. Whenever you're polymorphed into another shape using untamed form, you gain resistance 5 to fire.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Harden Flesh
Feat 10
Source Pathfinder Secrets of Magic
Prerequisites stone order
Requirements You're standing on earthen or stone ground.
You fortify your skin with minerals drawn from earth and stone. You gain resistance 3 to physical damage, except adamantine, until the beginning of your next turn. At 12th level, and every 4 levels thereafter, the resistance increases by 1, to a maximum of resistance 6 at 20th level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
Healing Transformation
Feat 10
You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores 1d6 Hit Points per spell rank to that creature. This is a healing effect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Overwhelming Energy
Feat 10
Source Pathfinder Player Core
Druid With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances.
Sorcerer You alter your spells to tear through an enemy's defenses.
Wizard Multiple circles of runes rotate around your hand as you overcharge your spell to tear through your enemy's defenses.
If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by Wall of Fire. A creature's immunities are unaffected.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
SorcererThis indicates abilities from the sorcerer class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WizardThis indicates abilities from the wizard class.
Plant Shape Feat 10
Prerequisites leaf order or Untamed Form
You can take the shape of a plant creature. If you don't have untamed form, you can cast Plant Form once per day, heightened to the same rank as your highest-rank druid spell slot.
If you do have Untamed Form, add the shapes listed in Plant Form to your Untamed Form list, and whenever you're polymorphed into another shape using untamed form, you gain resistance 5 to poison.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Primal Howl Feat 10
Prerequisites Incredible Companion
Your companion can let out a howl laced with your primal magic. It gains the Primal Howl advanced maneuver, in addition to any advanced maneuvers it already knows.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Pristine Weapon Feat 10
Prerequisites Verdant Weapon
Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes 1d6 bleed damage as the primal energies within your weapon slow its natural healing.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Side by Side (Druid) Feat 10
Prerequisites Animal Companion
You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Thunderclap Spell
Feat 10
Source Pathfinder Player Core
Prerequisites storm order
Your lightning splits the air, generating a booming shock wave. If your next action is to Cast a Spell that has the electricity trait or deals electricity damage, has no duration, and requires creatures to attempt a saving throw, the force of the spell's lightning creates a thunderclap, in addition to its other effects. Each creature that failed its Reflex save against the spell is Deafened for 1 round, and those who critically failed are also knocked Prone.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
SonicAn effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Defensive Dismissal
Feat 12
Trigger A creature you're aware of critically succeeds on a Strike against you.
Requirements You're under a polymorph effect that you can Dismiss.
You change your form as a means of evading a potentially fatal blow. You Dismiss the polymorph effect you're under, and the result of the triggering Strike becomes a success instead of a critical success. If you would no longer fit in your space as a result of returning to your normal form, this action fails and you don't Dismiss the polymorph effect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Dragon Shape Feat 12
Prerequisites Soaring Shape
You can take on the shape of some of the world's most fearsome creatures. Add the shapes listed in Dragon Form to your Untamed Form list. Whenever you're polymorphed into another form using untamed form, you gain resistance 5 to your choice of bludgeoning or poison.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Explosive Metamorphosis
Feat 12
You use additional primal energy to transform, creating a burst of elemental energy to complement your transformation. If your next action is to cast a non-cantrip morph or polymorph spell, select acid, cold, electricity, or fire. Your transformation creates a 5-foot emanation around your new form that deals 1d6 damage of that type per rank of the spell. Each creature in that area attempts a basic Reflex save against your spell DC.
If your polymorph action had a trait corresponding to an energy type, you must select that one if possible. This action gains the trait corresponding to the energy type selected.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Garland Spell
Feat 12
Source Pathfinder Player Core
Prerequisites leaf order
If your next action is to Cast a Spell with the fungus or plant trait, a garland of plants grows in a 10-foot burst in the spell's range. The plants are difficult terrain and hazardous terrain, covered in your choice of thorns or poisonous vines. Any creature that moves into one of these squares or ends its turn in one takes 2d6 damage ((ternary(gte(@actor.level,20),4,ternary(gte(@actor.level,16),3,2)))d6 piercing damage for thorns or (ternary(gte(@actor.level,20),4,ternary(gte(@actor.level,16),3,2)))d6 poison for vines). A creature can take this damage only once per turn. You and your familiar are immune to this damage.
The plants last for 1 minute or until you cast another Garland Spell, whichever comes first.
The damage increases to 3d6 at 16th level and 4d6 at 20th level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Green Tongue Feat 12
Prerequisites Green Empathy
You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of Speak with Plants. Most non-creature plants recognize you as a druid of the leaf order and are friendly to you.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Necromantic Deflection Feat 12
Source Pathfinder Lost Omens Knights of Lastwall
You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ChampionThis indicates abilities from the champion class.
DruidThis indicates abilities from the druid class.
Pesh Skin
Feat 12
Source Pathfinder #149: Against the Scarlet Triad
Requirements You are transformed into a plant by a polymorph spell.
Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it. Each time a creature touches you, hits you with an unarmed attack, or hits you with a melee weapon attack while adjacent to you, that creature takes 1d6 piercing damage. Increase the damage to 2d6 piercing if the polymorph spell is 8th rank or higher, or to 3d6 piercing if it's 10th rank.
When an adjacent creature damages you with piercing or slashing damage, it must succeed at a fortitude against your class DC or become Stupefied 1 (or Stupefied 2 on a critical failure) until the end of its next turn.
These benefits last until you're no longer polymorphed into a plant.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
MorphEffects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.
Primal Focus Feat 12
Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. Whenever you Refocus, completely refill your focus pool.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Primal Summons Feat 12
Prerequisites Call of the Wild
Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the Primal Summons order spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Purifying Spell
Feat 12
Source Pathfinder Secrets of Magic
Prerequisites wave order
You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast Heal targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the water trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Uplifting Winds Feat 12
Prerequisites storm order
The winds are eager to keep you aloft. When you are flying and Cast a Spell that has the air or electricity traits, you gain a +10 status bonus to your fly Speed, and you can immediately Fly up to half your Speed.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Wandering Oasis Feat 12
Prerequisites master in Survival
You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in Survival, you and those allies are also protected from extreme environmental heat and cold.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Bizarre Transformation
Feat 14
Source Pathfinder Dark Archive (Remastered)
Prerequisites Untamed Form
The forms you take on defy beliefβchimerical sights of twisted antlers or acidic drool. If your next action is to cast Untamed Form, you can change the damage type of a single unarmed attack granted by untamed form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. The chosen attack gains the appropriate trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Cleansing Transformation Feat 14
Prerequisites Healing Transformation
You learn to cleanse bodily toxins alongside the transformations of your shape-changing magic. When you use Healing Transformation, your polymorph spell can also attempt to counteract one disease or poison afflicting the target. If you don't successfully counteract it, you can't use Cleansing Transformation against that specific affliction for 24 hours.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Reactive Transformation
Feat 14
Prerequisites Untamed Form, Dragon Shape, Elemental Shape, Plant Shape, or Soaring Shape
Trigger varies
You transform reflexively when in danger. You cast Untamed Form to transform into one shape granted by one of the prerequisite feats you have, depending on the trigger. Your shape's resistances and weaknesses apply against the triggering damage.
Trigger You fall 10 feet or more
Effect Choose a shape from Aerial Form.
Trigger You take bludgeoning or poison damage
Effect Choose a primal dragon shape from Dragon Form that resists the triggering damage.
Trigger You take fire damage
Effect Choose a fire elemental shape from Elemental Form.
Trigger You take poison damage
Effect Choose a shape from Plant Form.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Sow Spell
Feat 14
Source Pathfinder Player Core
You fold your spell into a seed. If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful perception check against your spell DC.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Specialized Companion (Druid) Feat 14
Prerequisites Incredible Companion
Your animal companion continues to grow in power and ability. It gains one specialization of your choice
Special You can select this feat up to three times. Each time, add a different specialization to your companion.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Timeless Nature Feat 14
With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against diseases and primal magic.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Towering Transformation
Feat 14
Source Pathfinder Howl of the Wild
Trigger Your size increases due to a polymorph effect.
The physical growth of your transformation is a spectacle that shakes foes to their core. Each enemy smaller than your new size within 30 feet of you must attempt a will save against your class DC or spell DC, whichever is higher.
Success The creature is unaffected.
Failure The creature becomes Frightened 1.
Critical Failure The creature becomes Frightened 2, and you can push it up to 10 feet from you. This is forced movement.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BarbarianThis indicates abilities from the barbarian class.
DruidThis indicates abilities from the druid class.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
FearFear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
RageYou must be raging to use abilities with the rage trait, and they end automatically when you stop raging.
VisualA visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Verdant Metamorphosis Feat 14
Prerequisites leaf order
You have turned into a plant version of yourself, gaining the plant trait and losing traits inappropriate for your new form (typically humanoid). You also gain the Verdant Rest action.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Effortless Concentration
Feat 16
Source Pathfinder Player Core
Trigger Your turn begins.
You maintain your active spells with hardly a thought. You immediately gain the effects of a Sustain action for one of your active class spells.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BardThis indicates abilities from the bard class.
DruidThis indicates abilities from the druid class.
NecromancerThis indicates abilities from the necromancer class.
SorcererThis indicates abilities from the sorcerer class.
SummonerThis indicates abilities from the Summoner class.
WitchThis indicates abilities from the witch class.
WizardThis indicates abilities from the wizard class.
Impaling Briars Feat 16
Prerequisites leaf order
You can fill an area with devastating briars. You gain the Impaling Briars order spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Monstrosity Shape Feat 16
Prerequisites Untamed Form
You can transform into a powerful magical creature. Add the cave worm and sea serpent shapes listed in Monstrosity Form to your Untamed Form list. If you have Soaring Shape, also add the phoenix shape to your untamed form list.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Too Much to Swallow
Feat 16
Prerequisites Untamed Form
Trigger You're subject to an effect you could attempt to Escape.
While you might be small enough to grab normally, you can change that at a moment's notice. You cast Untamed Form. If you took on a new form that's too large for the effect, you automatically escape. Otherwise, you attempt to Escape. If this ends an effect where you entered the creature's space, such as Swallow Whole, exit that creature to an adjacent area where your new form could fit.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Invoke Disaster Feat 18
Prerequisites Wind Caller
You can invoke nature's fury upon your foes. You gain the Storm Lord order spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Perfect Form Control Feat 18
Prerequisites Form Control, Strength +4
Thanks to magic and muscle memory, you can stay in your alternate shapes indefinitely. When you use Form Control, instead of lasting 1 hour, Untamed Form duration is unlimited (you can still Dismiss it).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Primal Aegis Feat 18
You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, vitality, and void damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Apex Companion Feat 20
Prerequisites Animal Companion
You can call upon the essence of every individual animal of a particular species to temporarily transform your animal into an exemplar of its kind. You learn the Apex Companion order spell. Increase the number of Focus Points in your focus pool by 1.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
Cunning Trickster Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to Feint a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the Conceal Spell feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Emancipator's Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to Escape.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Grand Medic's Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's rank until the start of your next turn.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Heart of the Kaiju Feat 20
Prerequisites Monstrosity Shape
Witnessing the might of the kaiju King Mogaru, Alru, and Toraloa up close awoke a new ferocity within you. When you transform using Monstrosity Shape, you can take on a kaiju form. When you take this feat, choose acid, cold, electricity, fire, or sonic damage; this is the damage your breath weapon deals. You can't change this later. The battle form is Gargantuan size with the following specific abilities; the damage values already include the extra die from being a 9th-rank spell.
Kaiju Speed 40 feet; physical resistance 5;
Melee 1 jaws (reach 20 feet), Damage 3d12+20 piercing;
Melee 1 claws (agile, reach 20 feet), Damage 3d8+20 slashing;
Breath Weapon 2 (evocation, primal) Each creature in a 60-foot cone takes 15d6 @item.flags.system.rulesSelections.damageType damage (of your chosen damage type), with a reflex save against your spell DC. Once activated, your breath weapon can't be used again for 1d4 rounds.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
Hierophant's Power Feat 20
You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-rank spell slot.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
DruidThis indicates abilities from the druid class.
Ley Line Conduit
Feat 20
Source Pathfinder Player Core
Frequency once per minute
You can draw magic from the ley lines of the world. If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don't expend the prepared spell as you cast it.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Protective Spirit Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. Effect: Protective Spirit Mask
You also gain the Protector's Interdiction reaction.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Sky Master Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Stalking Feline Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to Hide or Sneak as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or Hidden to Sneak.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Storyteller's Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast Foresight once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Thick Hide Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
Tireless Guide's Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.
True Shapeshifter
Feat 20
Prerequisites Dragon Shape, Untamed Form
You transcend the limitations of form. Once per day you can cast Nature Incarnate, even if you don't have it prepared, to transform into a kaiju. If you have Plant Shape, you can choose to transform into a green man instead. You also gain the True Shapeshift activity.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
Verdant Presence
Feat 20
Frequency once per hour
Trigger You take damage or cast a primal spell.
The life-giving properties of the aeon orbs flourish within you. Small plants or fungi magically appear on all surfaces in a 60-foot emanation around you. This life withers after 1 day unless the environment can support it. You can choose one of the following options each time you use this feat.
- You can cause any number of 5-foot squares in the area to be light undergrowth, which is difficult terrain and provides lesser cover.
- You can cause a tree or giant mushroom to appear in any unoccupied location in the area; it occupies an entire 5-foot square and provides standard cover. The tree or mushroom has 5 Hardness and 50 Hit Points.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DruidThis indicates abilities from the druid class.
Vigilant Mask Feat 20
Source Pathfinder #174: Shadows of the Ancients
Prerequisites Druid Dedication or Wizard Dedication
Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DruidThis indicates abilities from the druid class.
WizardThis indicates abilities from the wizard class.