Druid Talents: Secrets of Nature | Homebrew Directory
Aerial Surveyor
You can familiarize yourself with a 25-mile radius area around you by spending a minute studying your surroundings while at least 1,000 feet above the ground. Once you familiarize yourself with an area in this way, you gain advantage on any Investigation, Nature, or Perception checks you make while outdoors in that area for the next 24 hours. Once you use this ability, you cannot do so again until you finish a Long Rest.
Aquatic Delver
Prerequisites: Spellcasting or Pact Magic
You gain a swimming speed equal to your Speed and you add your spellcasting ability modifier to the number of minutes you can hold your breath before suffocating. In addition, while fully submerged in water, you gain blindsight out to a range equal to 5 x your Proficiency bonus.
Cavern Skulker
Prerequisites: proficiency with Perception
You always know the actual direction of any sound you hear regardless of any echoes, and the approximate distance those sounds originated from. In addition, while you are in caves and other natural underground settings, you gain blindsight out to a range equal to 5 x your Proficiency bonus.
Desert Dweller
Prerequisites: proficiency with Nature
You gain a burrow speed equal to half your Speed, and you ignore penalties to ability checks from sandstorms or other desert phenomena, and have advantage on saving throws against them. In addition, you and a number of creatures equal to your proficiency bonus with Nature are naturally acclimatized to extreme heat, preventing penalties in such places during Survival.
Early Riser
You gain the full benefit of taking a long rest in only 4 hours, and you gain the full benefit of taking a short rest in only 30 minutes.
Favored Terrain
Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You have advantage on Animal Handling, Nature, and Resilience checks made in these terrains. You choose additional favored terrain types at 5th and 13th level.
Forecast
Prerequisites: The ability to cast druidcraft
When you use Druidcraft to forecast the weather, choose a number of creatures equal to your Spellcasting ability modifier for Druidcraft, including yourself. The chosen creatures gain an additional effect based on the current weather as long as they are outside, changing as the weather does. The effect lasts for 12 hours or until you cast Druidcraft to forecast the weather again:
Herbal Apothecary
You gain proficiency with the herbalism kit. If you are already proficient in it, you gain expertise instead. Whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many.
Marshland Guide
Prerequisites: proficiency with Nature
Moving through swamps, bogs, or muddy difficult terrain costs you no extra movement, and you can always see out to 60 feet in fog, clouded water, and other similar areas of heavy obscurity. In addition, you and a number of creatures equal to your proficiency bonus with Nature are always considered to be under the effects of lavender paste.
Master Forager
Prerequisites: proficiency with Nature
You have advantage on checks when taking the Forage action Survival Action actions, and you double the bonus granted to Food and Water tests when you succeed on ability checks while Foraging.
Mountain Climber
Prerequisites: proficiency with Nature
You gain a climbing speed equal to your Speed, and are resistant to damage falling stone, or falling on stone. You and a number of creatures equal to your proficiency bonus with Nature are also acclimated to high altitudes, including elevations above 20,000 feet, preventing penalties in such places during Survival.
Tundra Explorer
Prerequisites: proficiency with Nature
You can move across and climb icy surfaces without needing to make an ability check. Additionally, terrain composed of ice or snow doesn't cost extra movement. You and a number of creatures equal to your proficiency bonus with Nature are naturally acclimatized to extreme cold, preventing penalties in such places during Survival.
Wild Psychometry
As an action, you can attempt to read the primal magic of an object or location you touch. If the target is sufficiently suffused with primal magic, make an Intelligence (Nature) check with a DC equal to 15 + the highest spell's level, or based on the rarity or power of the object or location you are touching. On a success, you receive cryptic visions of the target's primal or natural history. The higher the result, the more clear and precise the vision is. On a failed ability check, gain 1 level of Strife and you cannot use this ability again until you finish a short or long rest as your mind reels from magical visions.
Requires 3rd Level
Dual Enrollment
Prerequisites: 3rd level, Student of Nature
Choose a second option from the Student of Nature class feature. You gain the benefits from it.
Requires 5th Level
Forest Friend
Prerequisites: 5th level
The starting attitude of beasts, fey, plants, and natural monstrosities with an Intelligence score of 3 or less is one step higher. The DM can ignore this trait during an encounter; if they do, you gain one Willpower.
