Standard Class Features
"I am a Druid, I have special abilities that are more powerful than your entire class!" (http://www.giantitp.com/comics/oots0346.html) 'Nuff said.
- Spells: Spellcasting is one corner of the trifecta that is Druid. The fact that it will receive its own section in the guide should attest to its awesomeness.
- Bonus Languages: I only mention this because Druid is the only class that adds an automatic language (not to be confused with bonus languages), Druidic. This language is usually the major stumbling block for players wishing to enter the Fochluchan Lyricist prestige class.
- Animal Companion (Ex): At first glance, you'd wonder what makes your animal companion so awesome, but you realize how very useful an obedient animal can be for you. Especially after you buff it into an engine of destruction. This will also get its own section, review the different companions you can get.
- Nature Sense (Ex): Sort of like the ugly sweater your grandmother gives you: love her, hate the gift.
- Wild Empathy (Ex): Animal Diplomacy. But it's a lot harder to get an animal to be helpful, because the check is harder to modify.
- Woodland Stride (Ex): While it's not exactly a medal-winner in its own right, it helps you if you have to be the scout.
- Trackless Step (Ex): Nice if you're being followed, but...that's about it.
- Resist Nature’s Lure (Ex): If you're facing a lot of Fey, it's okay, but otherwise it's just a step along the path toward...
- Wild Shape (Su): This is the reason you picked Druid. It's own section is later, but suffice it to say that this is where the Druid's Real Ultimate Power comes from.
- Venom Immunity (Ex): At least we won't have to worry about assassins...
- A Thousand Faces (Su): Free disguising is good, but true seeing has been available for a while.
- Timeless Body (Ex): Say goodbye to aging penalties! If you're starting at this level, feel free to age yourself to venerable for the extra untyped +3 to mental stats.
Alternate Class Features
Many of these abilities are situational, so I won't rank any of them. Decide which ones you like best for yourself.
Alters Armor/Weapon Proficiencies
Deadly Hunter (UA, p 58): Gain bonus to AC when unarmored and fast movement (as monk). Gain favored enemy, track, and swift tracker as a ranger. Lose armor and shield proficiency and wild shape.
Alters Spellcasting
Druidic Avenger (UA, p 51): No Animal Companion or Spontaneous Casting, penalty to Wild Empathy. Gain Fast Movement and Rage.
Fangshields Druid 4 (CoV, p 40): Must be non-humanoid. Spontaneous Curing. Replaces Resist Nature's Lure.
Halfling Druid 1 (RotW, p 157): Add Climb, Hide, Jump, and Move Silently to skill list. 6 skills points per level. Spontaneous Casting (Special list of spontaneous spells), Enhanced Link (bonus to ride animal companion)
Half-Orc Druid 6 (RoD, 159): d10 hitdice, Add Intimidate as class skill. 6th level: Augmented Nature's Allies (+4 Str/Con on SNA's), lose one wildshape/day.
Goliath Druid 1 (RoS, p 151): Elemental Bond (better earth summons, can't summon other elements)
Spontaneous Affliction (EoE, p 21): lose ability to spontaneous SNA, gain ability to sicken humanoids.
Spontaneous Rejuvenation (PHB2, p 39): Lose spontaneous SNA spells. Gain the ability to sacrifice spells to give allies fast healing.
Alters Animal Companion
Aquatic Druid (Storm, p 50): Choose an aquatic animal companion.
Druidic Avenger (UA, p 51): No Animal Companion or Spontaneous Casting, penalty to Wild Empathy. Gain Fast Movement and Rage.
Elemental Companion (CM, p 33): Gain an Elemental as a companion instead of an animal.
Halfling Druid 1 (RotW, p 157): Add Climb, Hide, Jump, and Move Silently to skill list. 6 skills points per level. Spontaneous Casting (Special list of spontaneous spells), Enhanced Link (bonus to ride animal companion)
Half-Orc Druid 1 (RoD, 159): d10 hitdice, Add Intimidate as class skill. Animal Companion gains Toughness.
Goliath Druid 6 (RoS, p 151): Earth Companion (animal companion gains earth-type and some stat changes)
Phynxkin Companion (DrM, p 13): Gain a phynxkin instead of your normal animal companion.
Plant Companion (DragMag 357): Gain a plant companion instead of an animal.
Shapeshifter (PHB2, p 39): Lose animal companion and wildshape. Gain the ability to change into several forms, with set bonuses, at will.
Shifter Druid 1 (RoE, p 126): Add Balance, Climb, and Jump to class skills. Beast Spirit (grants powers and abilities as level increase). Replaces animal companion.
Urban Companion (City, web): Instead of a normal animal companion, instead gain something similar to a familiar.
Alters Nature Sense
Urban Sense (City, web): Lose nature's sense, gain a +2 bonus to sense motive and knowledge: local checks.
Alters Wild Empathy
Druidic Avenger (UA, p 51): No Animal Companion or Spontaneous Casting, penalty to Wild Empathy. Gain Fast Movement and Rage.
Half-Orc Druid 4 (RoD, 159): d10 hitdice, Add Intimidate as class skill. Bully Animal (use Str instead of Cha for wild empathy), lose resist nature's lure.
Root Walker (DS, p 9): Lose Woodland Stride, Resist Nature's Lure, and Wild Empathy. Gain Wild Empathy towards vermin; move over earth, stone, and rock debris; and +4 bonus on saving throws against spell like abilities of abberations.
Voice of the City (City, web): Lose wild empathy to gain the ability to communicate with people who speak languages you do not know.
Alters Woodland Stride
Crowd-Walker (City, web): Exchange woodland stride for the ability to move in crowds more easily.
Root Walker (DS, p 9): Lose Woodland Stride, Resist Nature's Lure, and Wild Empathy. Gain Wild Empathy towards vermin; move over earth, stone, and rock debris; and +4 bonus on saving throws against spell like abilities of abberations.
Sandskimmer (Sand, p 47): Gain Sandskimmer, lose Woodland Stride.
Alters Trackless Step
Go to Ground (City, web): Lose trackless step, gain the ability to hide from Urban Tracking.
Alters Resist Nature's Lure
Fangshields Druid 4 (CoV, p 40): Must be non-humanoid. Spontaneous Curing. Replaces Resist Nature's Lure.
Half-Orc Druid 4 (RoD, 159): d10 hitdice, Add Intimidate as class skill. Bully Animal (use Str instead of Cha for wild empathy), lose resist nature's lure
Heat Endurance (Sand, p 47): Gain Heat Endurance, lose resist nature's lure.
Iron Constitution (City, web): Lose Resist Nature's Lure. Gain the Strong Stomach feat, and +2 bonus to saves against disease.
Planar Druid 4 (Pla, p 31): Gain Knowledge: The Planes as a class skill. Resist Planar Might (+2 bonus to saves to resist spell-like abilities of outsiders). Lose Resist Nature's Lure.
Root Walker (DS, p 9): Lose Woodland Stride, Resist Nature's Lure, and Wild Empathy. Gain Wild Empathy towards vermin; move over earth, stone, and rock debris; and +4 bonus on saving throws against spell like abilities of abberations.
Shifter Druid 4 (RoE, p 126): Add Balance, Climb, and Jump to class skills. Reckless Nature (+2 initiative checks and reflex saves, -2 to will saves) replaces Resist Nature's Lure
Alters Wild Shape
City-Shape (City, web): Smaller wild shapes, but gain the ability to change into vermin.
City-Soul (City, web): Lose the ability to wild shape into an elemental, turn into animated objects instead.
Aspect of the Dragon (DrM, p 11): You don't gain wildshape. Instead take on various aspects of dragons.
Drow Druid (DotU, p58): Wildshape into a monstrous spider instead of animals.
Halfling Druid 5 (RotW, p 157): Add Climb, Hide, Jump, and Move Silently to skill list. 6 skills points per level. Undersized Wildshape (wildshape limited to smaller forms, usable more times per day)
Half-Orc Druid 6 (RoD, 159): d10 hitdice, Add Intimidate as class skill. Augmented Nature's Allies (+4 Str/Con on SNA's), lose one wildshape/day.
Fangshields Druid 5 (CoV, p 40): Must be non-humanoid. Wild Shape Hands (form hands while wildshaping)
Fangshields Druid 7 (CoV, p 40): Must be non-humanoid. Wild Shape (Humanoid), lose 1 use of wild shape.
Goliath Druid 12 (RoS, p 151): Earth Wild Shape (change into an earth elemental instead of plant)
Shapeshifter (PHB2, p 39): Lose animal companion and wildshape. Gain the ability to change into several forms, with set bonuses, at will.
Shifter Druid 5 (RoE, p 126): Add Balance, Climb, and Jump to class skills. Wild Shifting (can use racial shifting an extra time per day, and add Wisdom bonus to duration. At 8th level claws are treated as one size larger, at 15th level they are treated as two sizes larger. Gain additional uses each time you would gain more uses of wildshape.). Replaces normal wildshape ability. At 16th level, gain the ability to change into an elemental as normal.
Waste Vermin Wildshape (Sand, p 47): Wildshape into a wasteland vermin, lose 1 wildshape/day.
Alters Venom Immunity
Planar Druid 9 (Pla, p 31): Gain Knowledge: The Planes as class skill. Planar Tolerance (become attuned to planes). Lose Venom Immunity.
Alters Thousand Faces
Halfling Druid 13 (RotW, p 157): Add Climb, Hide, Jump, and Move Silently to skill list. 6 skills points per level. Camouflage. Lose Thousand Faces.
Planar Druid 13 (Pla, p 31): Gain Knowledge: The Planes as class skill. Counter Summoning (counter summon monster spells). Lose Thousand Faces.
Wild Reaper VariantDragon 311 - this version changes a lot of things, and it's one of the few upgrades to the base druid chassis.
Alters:
Wild Shape - forms must be carnivorous or omnivorous animals that eat carrion. No plant or elemental forms.
Spells - A much larger list of spontaneous casting, several of which are very nice. Spontaneous castings is delayed until 3rd level
Animal Companion - same rules as wild shape
Poison Immunity - traded for disease immunity
Turn Undead - At 12th level, the Wild Reaper gets Turn Undead - qualifying the druid for DMM
A Thousand Faces - traded for a +4 bonus to saving throws against death effects and level drain
Fast healing 1 - gained at 16th level, increases to fast healing 3 at 20th
Ability damage healing 1 - gained at 17th level, increasing to ability damage healing 2 at 20th
Timeless Body is delayed until 19th level
Druids are full casters, no matter how much you beat things up with your bare paws. Your ability to escape from danger or create danger for your opponents is, at least, partially dependent on what spells you have available.
0th Level
Create Water: Never run out of water. Plus, you can make a scrying pool.
Cure Minor Wounds: One point isn't a lot, but this can stabilize a dying ally.
Detect Magic: One of the most powerful and versatile zero-level spells, for any caster.
Guidance: Tell your Rogue to ask for "guidance" prior to every trap he attempts to disarms or UMD roll he has to make (outside of combat). That +1 bonus can be critical.
Light: Remember, you lose darkvision when you Wild Shape, even if your chosen form has it. (Obviously, this doesn't apply to situations where you're getting Ex special qualities of your form, as with Exalted or Dragon Wild Shape.)
1st Level
Acquatic EscapeCSc: Change into a fish for 1 round/level. Good for sudden escapes or quick responses to getting dumped into water.
Aspect of the WolfSpC: This is a fairly handy melee self-buff for early levels (instead of going the wooden club route with Shillelagh). At later levels, you can share it with your Animal Companion to help deal with the practical issues of traveling with a snarling bear the size of a bull elephant.
Babau SlimeSpC: Great for grappling druids, and a general-purpose damage buff for any Wild Shaping Druid.
Beget BogunSpC: Creates a small little creature to do your chores.
CamouflageSpC: +10 to Hide, and it works in any environment.
Endure Elements: A great travelling spell, and especially handy in any game that takes you into harsh environments.
Enrage AnimalSpC: A solid buff for your animal companion, enabling it to rage like a barbarian without the fatigue.
Entangle: A best-in-class battlefield control spell.
Eyes of the AvoralBoED: Long duration, big Spot bonus.
Faerie Fire: Good for dealing with invisible foes.
Lessor VigorSpC: This spell actually outperforms Cure Light Wounds, especially out of combat. Wands of Lesser Vigor are great for healing between fights.
Magic Fang and Silvered ClawsBoED: Decent buff to help your Animal Companion bypass DR. Not very good for anything else.
Obscuring Mist: The next best thing to invisibility, when it comes time to get out of a fight. Cast Mist, walk 5 feet backwards, and run away in a different direction.
Omen of PerilSpC: Poor man's Augury. Quite possibly the most versatile first-level divination in the game, and doesn't even have a costly component or XP cost, like many similar divinations.
Pass Without Trace: Not for the druid, but to cover the tracks of her companions.
Produce Flame: Fairly powerful attack spell. You'll probably be relying on this to attack until you get Wild Shape, and makes a decent buff (due to the way holding touch spells works) after you get Wild Shape.
Rot of AgesDrM: lol no sneak attack 4 u. Too bad about the short duration, though.
Shillelagh: It's pronounced "shi-lay-lee." Dramatically increases club/quarterstaff damage (to the point where you'll actually want to wield a club or quarterstaff), and stacks with Spikes and Brambles. Decreases in usefulness after you get Spikes, until you're high enough level to Quicken it.
Spider HandBoVD: Best. Scouting. Spell. Ever. Send out a nondescript spider to do all the scouting, with only negligible consequences if it dies? Yeah, I'll take that. It's not even an evil spell.
ThunderheadSpC: 1d6 damage per round/level unless they make a reflex to negate, and also acts as a tracker against targets who turn invisible
Twilight LuckBoED: +1 on saves is always handy, especially at higher levels. Just lay off the booze.
Winged WatcherCSc: Change into a bird for 1 round/level. Good for sudden escapes or quick responses to needing to fly.
Wood WoseSpC: Unseen Servant, only druidic. It just can't handle doorknobs.
2nd Level
Acorn of Far Travel (http://www.wizards.com/default.asp?x=dnd/fw/20040710a)WotC - A nice spell from the "Far Corners of the World" article series that lets you emulate forested terrain to improve spells such as deadfall, creaking cacophony, fey ring, or splinterbolt. You can also use the acorn as an oak tree for spells like tree stride or transport via plants.
Align FangSpC: Handy for DR problems.
Animalistic PowerPHB2: Versatility over the animal stat buffs, traded for half the power. It's a style thing; either way is good.
Barkskin: Excellent for use while Wild Shaped, since your AC will often be pretty poor.
Bear's Endurance and Bull's Strength: As useful as it is for everyone. Bear's Endurance will be your main in-combat healing spell for low levels; just keep people alive until you can use Vigor.
Bite of the WereratSpC: A variety of handy stat buffs, plus an additional bite attack for forms that don't have a natural bite.
Blinding SpittleSpC: Absolutely broken. Blindness with no save, with a ranged touch attack at:4. Why do they keep reprinting this spell?
Blood SnowFrost: Only prep it during the winter or when in an arctic or otherwise frozen area, but d2 Con damage/round is awesome.
BramblesSpC: Excellent weapon buff, especially coupled with Shillelagh.
Briar WebSpC: A handy entangling spell that may also cause damage.
Creeping ColdSpC: A great attack spell, and replaces produce flame.
DesiccateSand: d6/level (max 5d6) on a single target, with a weird damage type that ignores DR and energy resistance. Can even cause dehydration (which is fatigue on steroids).
EarthbindSpC: Ground those fliers.
Embrace the WildSpC: and Listening LorecallSpC: Hopelessly nerfed in Spell Compendium. Unless you really, really need Scent for something, Blindsight is just plain better, save for duration. Embrace the Wild is generally better because of the skill boosts, until you have 12 ranks in Listen, when Listening Lorecall's Blindsight kicks in. Either way, Blindsight is worth it, despite the higher spell level.
Gust of Wind: Very underrated utility spell. Clears fogs, blows away small foes, extinguishes torches, and disperses swarms.
Halo of SandSand: Yet another druid AC buff. This one is deflection, though, so it stacks with Barkskin and armor.
KelpstrandSpC: I like to think of this spell as webshooters. This spell is excellent for tying down not-particularly-strong foes, and remember that you can throw multiple strands on one target. The low grapple DC and the slow scaling for multiple strands means that this spell goes stale quickly, however.
Lesser Restoration: Very handy for healing ability damage.
Luminous ArmorBoED: An AC boost while you're Wild Shaping, plus light and another -4 for enemies to hit you in melee. Stacks with Barkskin, but not Wilding armor. Mind the Str damage, though.
Master AirSpC: Self-only flight, with short duration. Still handy, though.
Nature's FavorSpC: Excellent (swift!) animal buff spell; cast it on your Animal Companion or summons. Technically better than Greater Magic Fang, but has a shorter duration and doesn't bypass DR. The Complete Divine version is even stronger, but the spell was nerfed in Complete Adventurer.
Resist Energy: Fairly handy when you know a certain type of energy damage is in the offing.
Share HuskSpC: A great scouting spell. Use it if Spider Hand isn't available.
Snake's Swiftness, MassSpC: The lower-level, single-target version of this spell isn't anything special, but giving a free attack to all of your party members, plus your animal companion, plus any summons you have nearby is just too fun.
SplinterboltSpC: its the druidic scorching ray, but with no SR (and coupled with a nice high dex animal form, (e.g., Legendary eagle) its nearly as easy to hit with). 4d6 x3 with a 18-20 threat range isn't half bad. thanks jackmojo
Wild InstinctsRoE: +1 to spot + listen just for preparing it, swift cast for +10 to both and retain dex when flatfooted or vs unseen opponents for min./level.
3rd Level
Alter FortunePHB2: Fantastic spell. Great for emergencies (reroll a save!)
Arctic HazeFrost and HaboobSand: Damaging and opaque fog. Useful as battlefield control. TremorSpC: can be used similarly, but it doesn't damage and doesn't block line of sight.
Attune FormSpC: Immunity from planar effects for caster level/3 characters. A handy spell for high levels, and much more useful than the lower-level Avoid Planar EffectsSC: due to the longer duration.
Bite of the WerewolfSpC: Again, a variety of nifty stat buffs and a spare bite attack.
BlindsightSpC: 30' Blindsight. Who needs See Invisibility?
Call Lightning: Good damage, and gives you plenty of turns of attacks. The attack spell you'll be using when you get 3rd-level spells.
CrumbleSpC: Think of this as druidic Knock. Lots of things won't stand up to a casting of this spell.
Cure Moderate Wounds: Should be self-explanatory.
Energy BarrierKey of Destiny: It lets you put up an immobile protective barrier against acid, cold, electricity, fire, or sonic energy and their residual effects (e.g. fire: also blocks heat, acid: water, cold: snow, etc.). This amorphous barrier can completely surround you if you like and the duration is "concentration +1 round/level," which could be huge in some circumstances. If your DM allows Dragonlance materials, this is a great protective spell.
Entanging StaffSpC: Free action grapples with a +8 bonus. Great for when you're out of Wild Shape for some reason or if you're using a Spikes-enspelled staff as a Legendary Ape.
Evard's Menacing TentaclesPHB2: To the extent that you have a good strength bonus, this spell provides some battlefield control and meets out some damage and gives a climbing bonus to boot
ForestfoldSpC: +10 on Hide and Move Silently checks in a natural environment of your choice.
Giant's WrathSpC: An interesting alternative to Call Lightning. At early levels, the lack of a need for an attack roll, the lack of DR issues, and the greater number of uses per cast makes Call Lightning the better choice. At higher levels, though, the high strength of Wild Shape forms, the caster-level based damage bonus, and the lack of SR on Giant's Wrath helps it catch up.
Girallon's BlessingSpC: This spell gives the creature touched an extra set of arms for 10/minutes per level, which can be quite handy if your wildshape form could use some arms to manipulate objects. There are probably better ways to mete out damage, but solid choice if you think your shark form may need to open a door, chest, etc.
Greater Magic Fang: Handy self-buff and good to share with your Animal Companion.
JunglerazorSC: Does 1d10/level (up to 10) in a 120ft line. Because it's target specific, shoot through your friends to damage only plants, plant critters, vermin, fey and animals.
Plant Growth: A powerful battlefield control spell (or a nice way to help the local economy) in the right circumstances.
Poison: Con damage is always handy, and the DC scales upward as you increase in level. A much-overlooked spell.
Primal FormSpC: This spell isn't overwhelmingly powerful, but it's a versatile self-buff. Flight and swim speed are easy to get with Wild Shape, but this spell is available before plentiful Wild Shape uses, and you can choose on the fly among a melee buff, a defensive buff, or a source of flight.
Primal InstinctDrM: +5 competence bonus to Initiative (and Survival) for 24 hours.
Protection From Energy: A versatile, effective defensive buff. You'll rarely regret prepping it.
Remove Disease: Not something you're going to prep every day, but handy when you need it.
Sleet Storm: Handy battlefield control. Great for covering an escape. Not as good as Arctic Fog or Haboob, though.
SpiderskinSpC: Barkskin, plus a save bonus against poison and a Hide bonus. Use it on the party sneak, or when you're fighting monstrous vermin or Yuan-Ti.
SpikesSpC: Improved Brambles. Higher attack, better threat level; what's not to like?
SpritjawsSpC: I love this spell, and it's one of a druid's few good force spells. Throw this spell out there and it's a combination of Spiritual Weapon and Telekinetic Grapple. It damages and confounds enemies, doing an especially good job of pinning down spellcasters and incorporeal foes.
Stone Shape: Good for making your own entrance or exit. Great for throwing the GM a loop in a dungeon crawl.
Swift Lion's ChargeMiniHB/Lion's ChargeSpC: Pouncing is very handy, but this spell can start to eat up spell slots pretty quickly. A similar, overpowered spell named Lion's Charge is in Savage Species, and, while it isn't swift, it gives the Pounce ability for a duration.
ThornskinSpC: Good as a wildshape buff, especially for grapplers, since even trying to escape hurts your enemy.
Touch of JubilexBoVD: Evil. A great early save-or-die. Whatever it is, in four turns, it'll be dead. Not something you can safely use repeatedly, though, because of the Corruption cost.
VenomfireSK: Ridiculously broken spell at high levels. For level/hours, +d6/level damage with no cap added as an additional effect to a poisonous natural attack. Great for Fleshraker Wild Shape, or a poisonous breath weapon or AoE effect.
Vigor and Mass Lesser VigorSpC: Both can be better than Cure Moderate Wounds at low levels, but only outside of combat. It works when you can't summon Unicorns yet and you don't have that handy wand of Cure Light Wounds. Doesn't work with Extend Spell (see CD FAQ), but Mass Lesser Vigor does work with Persistent Spell.
Wind Wall: Another highly underrated spell, this stops archers, swarms, and foes size Tiny or smaller cold.
4th Level
Arc of LightningSpC: A decent no-SR spell, with damage competitive with that of a wizard or psion. It's a conjuration spell, so, that Spell Focus: Conjuration feat you had to pick for Augment Summoning might be useful.
Aspect of the WerebeastRoE: Nothing about this Shifter-only self-buff says it only works when you're in a humanoid form. Add +4 to two different attributes, and add Improved Grab, Pounce, or wolf-like Trip to whatever form you're in.
Bite of the WereboarSpC: Useful stat buffs, a spare bite attack, and one of the better AC buffs around.
Blast of SandSand: Cone of Cold lite (cone, d6/level, max 10d6), only without the energy type. No SR!
Boreal WindFrost: Does decent cold damage, has a fairly big AoE, blows enemies away, disperses fogs and swarms, and keeps going for multiple turns without concentration. Compares favorably even to Flame Strike.
Claws of the SavageBoVD: Got claws? This gives you a +2 enhancement bonus on them, and also gives increases your claw damage as if you were two sizes larger. It is an Evil-typed spell, though.
Enhance Wild ShapeSC: You can pick up plant forms early or get minor stat buffs, but the big bonus is the access to extraordinary abilities. Pick up the Blindsight of a Desmodu War BatMM2, or abuse Master of Many FormsCAdv.
Flame Strike: Excellent damage and an AoE. Should replace Call Lightning as your attack spell of choice.
Freedom of Movement: Makes you immune to grapples, able to fight underwater, and immune to spells that impede movement. A very handy defensive spell.
Giant Vermin: Ridiculously powerful at high levels: at level 20 you can make a 40 HD monster.
Greater Luminous ArmorBoED: As Luminous Armor, only +8 AC instead of +5. Again, mind the Sacrifice cost.
Heart of EarthCM: Temp HP for hours/level, but the real value is that you can end it early for a component-less Stoneskin as a swift action.
Hibernal HealingFrost: Self-only Heal...as long as you're in a frostfell area, anyway.
Last BreathSpC: In Complete Divine, this is druidic Revivify, but with a caster-damaging side effect. In Spell Compendium, this is a no-level-loss Reincarnate that must be cast immediately. Both are useful as an emergency option.
Passage of the Shifting SandsDrM: Druidic Gaseous Form, but with an actual move speed, the ability to blind people, and other bennies.
Scrying: The gold standard in sneaky divinations.
Sheltered VitalitySpC: Immunity to ability damage or drain is situational, but very powerful when you need it. Cast this before fighting yuan-ti, giant vermin, undead, or anything else with a nasty ability damage or poison attack. The immunity to fatigue can also be handy for the party barbarian.
Superior Magic FangSpC: GMF on all of your attacks. It's self-only, though.
Unholy BeastCoR: This is an odd one. It's a lesser, single-target Animal Growth...but with a Dominate Animal effect tossed in. Great for stealing Animal Companions, but still usable as a general-purpose buff.
Vortex of TeethSpC: A spell that does force damage, and can tear apart anything that can'tget away. This makes a mess of anyone caught in Entangle.
Wall of SaltSand: Not quite Wall of Stone, but effective for battlefield control and deterring pursuit.
Wind at BackSpC: It lets you double the party's overland speed, lasts 12 hours and can let you speed up multiple beasts of burden, as well.
5th Level
Animal Growth: Multiple animalsyour pet and any summons running around) get bigger and get some nice bonuses. One of the best buffs in the game, let alone in core.
Anticold SphereSpC: Immunity to cold and great protection from anything with the Cold subtype, with a nice long duration and an area large enough to protect the whole party.
Baleful Polymorph: Turn your opponent into something inoffensive. Toad and cat are both classy forms that offer no advantages to your target. Also handy for transporting oddly-sized Animal Companions or water- or air-breathing Animal Companions Pokemon-style, since, as a permanent spell, it's dispellable. Classy tricks include polymorphing your Roc Animal Companion into a raven for cramped quarters, or polymorphing your T-Rex companion into a frog to go underwater.
Bite of the WeretigerSpC: A very high str boost, a variety of other boosts, extra attacks, and free Power Attack.
BlizzardFrost: Instant battle ender. Great for buying some time to parley or obscuring your plans. Huge area of effect.
Call AvalancheFrost While it doesn't cause overwhelming damage (only 8d6), it can bury many opponents in its huge area (size of creatures you can bury scales up as well). It only works outdoors, but it does damage and potential immobilization at long range. For a good trick trick, follow it up with Blood Snow and all the poor buried victims start taking CON drain while trying futilely to escape.
Call Lightning Storm: Call Lightning, only more so. 5 dice of damage instead of 3.
Choking SandsSand: Miasma, only less so. Alternately, nonpsionic Crisis of Breath. Good for shutting down a caster for a turn.
Cloak of the SeaSpC: When you're underwater, it's Water Breathing, Freedom of Movement, and Blur, all in one neat little (long-duration!) package. A must-have for any underwater adventures.
Control Winds: Gets you a minimum of hurricane force winds (assuming no wind when you cast it) at Caster Level 13, which covers a 520ft radius, lasts for over 2 hours, and slaughters medium enemies while stopping anything smaller then gargantuan from doing anything useful. And again as soon as you hit 15 its gets even worse, cause you get tornado winds, which will stop anything and destroy cities and non fortified structures.
Death Ward: Powerful, if conditional, defensive buff.
Owl's InsightSpC: A long-duration scaling boost to Wisdom with an unusual bonus type? Yes please.
PancaeaSpC: A broad-based restoration spell, removing pretty much any condition other than ability damage/drain, disease, or death.
Phantom StagSpC: Conjure a very fast mount that it gains a lot of useful additional effects based on caster-level, so that even though its only level 5 its well, it's worth preparing at higher level still, since it, for example, can make you ethereal (as the 9th level cleric sor/wiz spell). (thanks jackmojo)
Quill BlastSpC: After the Spell Compendium rewrite, this once-broken spell is now not quite as hot. It still outperforms typical blasts for a couple of levels, but by level 9 blasting is probably not the most optimal thing to be doing. It is a really mean spell for a GM to use on the PCs, though.
Rejuvenation CoccoonSpC: A decent out-of-combat Heal alternative.
Ice ShieldFrost and Stoneskin: Excellent defensive spells (Ice Shield is stronger but has a shorter duration), but both are too monetarily expensive to use too often.
Tree Stride: Poor man's Teleport. Saves on overland travel time, but that's about it.
Wall of Thorns: This is a nice battlefield control/stop pursuers/obstruct sight spell, with nice size and a nice duration. Not always useful, but sometimes key. Of course, if you're summoning Greenbound creatures, choose something else.
6th Level
Antilife Shell: Exceedingly powerful defensive spell. Anything living without SR just can't touch you.
Bite of the WerebearSpC: Bite of the Weretiger only moreso.
Chasing PerfectionPHB2: Handy as a self-buff, since it's hard to use magic items in Wild Shape. Won't be terribly useful to the rest of the party at level 13, though.
DrownSpC: Save or dying (0 hp). Handy for capturing enemies alive. Not death magic, but obviously doesn't work on non-living creatures, water-breathers, or creatures with no lungs. This has replaced the repeatedly-nerfed MiasmaSpC.
Energy ImmunitySpC: Powerful, of a bit situational, defensive buff. Has a long enough duration to have it on all the time.
Enveloping CocoonSpC: This will let you turn the save of any number of nasty spells (Miasma and Baleful Polymorph being the nastiest) into a Reflex save, essentially, or just tie up one enemy that doesn't have a light/natural weapon handy (including incorporeal foes).
Find the Path: Never, ever, EVER be lost.
Fire Seeds: Excellent trap spell when used to make holly berry bombs. Couple it with some sort of fire resistance or immunity and you have a killer emanation-from-yourself nuke.
Fires of PuritySpC: A hefty melee damage buff, plus Flame Shield lite. Note that, while this spell is three levels higher than Venomfire and only adds one point per caster level instead of d6, it's still a good spell. That's how silly Venomfire is.
Greater Dispel Magic: Unlike mages and clerics, druids very rarely lose caster levels, so this is often a worthwhile spell to prep.
Greater Scrying: Scrying without the long casting time and relatively short duration; the minor spells you can cast through the sensor aren't that useful.
Liveoak: Handy if you need a Treant to guard your camp or home. The casting time and casting limitations limit its general usefulness, though.
MummifySand: Save or die. Plus, it's not death magic.
Spellstaff: One extra spell slot, of whatever level you can cast. Clerics with Miracle have no reason not to duplicate this very handy spell.
Superior ResistanceSpC: +6 on all saves, all day. Its utility is obvious. (Spell Compendium upped the level, but also the duration. It's still worth it, unlike the pounding Major Resistance took.)
Tortoise ShellSpC: Basically, Greater Barkskin. Not as good as Greater Luminous Armor, but is natural armor instead of armor.
Valiant SteedBoED: Calls a Unicorn or Pegasus that serves you for an entire year.
7th Level
Constricting ChainsBoED: Whatever it is, it's entangled and can't move. No save, no SR. Unless it has at least a +20 Escape Artist mod or a 34 Strength, it's staying stuck unless it wears down the chains with attacks (and half of that damage is in turn redirected to the chained target). Mind the Sacrifice cost, though (which doesn't take effect until the spell ends).
Cry of YsgardBoED: Calls 2d4 defenders of Ysgard that serve for a year.
Death By ThornsBoVD: The Corruption cost is very painful, but this will take the target out of the fight, no matter what. Obviously an evil spell.
Heal: Its uses are obvious.
Master EarthSpC: Quite nice as it allows teleportation, a rarity for druids, without chance of error to any location touching the earth, and also it doesn't have the teleportation descriptor so it can thwart problems such as forbiddance, dimensional anchor/lock, etc.
Rain of RosesBoED: Continuing Wisdom damage over an area, to evil creatures only. Great if you can limit the target's mobility, as the Wis damage doesn't allow a save.
True Seeing: Magic bullet for illusions, invisibility, and shapechanging.
Word of BalanceSpC: Somewhat unreliable because of the odd alignment restrictions, but very powerful when it works.
8th Level
CocoonSpC: Lets your Cleric buddy cast true resurrection 2 levels earlier, or if you don't have friends lets you reincarnate with no level loss a week later; it has an XP cost, but it's negligible at best at this level.
FrostfellFrost: Caster level/20' cubes freeze, and anyone in this area rolls a Fort save or turns to ice (and still takes caster/d6 frostburn damage if they save). Think of it as shapable super druid Wail of the Banshee, with an extra heaping helping of awesome.
Leonal's RoarBoED: Druidic Holy Word, plus some sonic damage. Sweet.
StormrageSpC: Flight, the ability to throw respectable lightning bolts, and immunity to projectile ranged attacks and wind effects of all kinds.
Word of Recall: A quick escape spell, and one of the very few teleportation spells available to druids.
9th Level
Nature's AvatarSpC: Very, very powerful animal buff, and now a swift spell. Cast it on your Animal Companion, and go to town.
Shapechange: Broken spell, but you already know that. Ridiculously powerful, even if you don't abuse the ChronotyrynFF or Choker or Efreeti or ZodarFF or...well. You get the idea.
Summon Elemental MonolithSpC: The elemental monoliths are ridiculously powerful, especially given the very high save DCs of the whirlwind and vortex abilities of air and water monoliths. This spell's true value comes to life when you have the skill trick Swift Concentration.
TsunamiSpC: The fight is over. This spell will end anyone smaller than Gargantuan who can't immediately get out of the way of the 40-ft-high wave. The spell component is rather expensive, however.
UndermasterSpC: Awesome power indeed. This gives you a whole variety of great spell-likes, some of which aren't even on the druid list.
Summon Nature's Ally
Druids have the ability to spontaneously cast Summon Nature's Ally, making memorizing the spells pointless. Given the short duration of these spells and the disposable nature of summoned creatures, you're going to want to use them as distraction and cannon fodder. Speak With Animals is especially handy when you're summoning animals, as it allows you to direct them to flank, concentrate on particular foes, or do other useful things other than "attack closest foe or biggest threat."
Summon Nature's Ally 1
Wolf: Not much worth summoning at this level, so the wolf is it.
Summon Nature's Ally 2
Crocodile: Unless the foe is small enough to grapple, have it slap with its tail.
Hippogriff: A little less hard-hitting than a croc, but it flies and you can talk to it. No animal buffs, though. (Bonus style points for having it grapple a foe and fly up until the spell runs out.)
Summon Nature's Ally 3
d3 Crocodiles: An ad-hoc swarm of crocs is great for shutting down spellcasters or other weaker, grappleable or low-AC foes.
Dire Wolf: Other than the low AC, this is an all-round combat superstar.
Summon Nature's Ally 4:
d3 Dire Wolves: Dire Wolves hit hard enough and have enough HP to make them useful in numbers.
Brown Bear: Hits hard enough to be on the front line, and grapples spellcasters and such. Oh yeah.
Giant Crocodile: Compared to the Brown Bear, it has one big bite instead of multiple medium hits, with better grappling to make up for the lesser damage. Whether you use this or Brown Bear is a matter of style.
Tiger: Another Brown Bear alternative. Slightly less damage in a straight fight and a slightly lower grapple check, but does more damage when charging or when in a grapple.
Unicorn: Summon Unicorns for on-the-spot healing. Three uses of CLW, a use of CMW, a use of Neutralize Poison, and at-will Detect Evil. Plus, it can bypass DR X/magic and is smart enough to talk to.
Yellow Musk CreeperFF: A very unusual summon, Yellow Musk Creepers are super-tough (good HP plus Regeneration), have Blindsight, and can use their Musk Puff ability to enthrall and devour anything with a bad Fort save. Just don't expect them to do any straight slugging, with their weak attacks, or keep up with fast-moving foes, due to their near-inability to move.
Summon Nature's Ally 5:
d3 Brown Bears (or Giant Crocodiles or Tigers): A pack of grapplers can shut down many foes and outstrip even a single Polar Bear.
Large Elemental: This is where Elementals start to get good. Earth Elementals will be your general-purpose tanks (although Fire Elementals can fill this role equally well), and double as caster-killers if you have Rashemi Elemental Summoning (UE). Air Elementals are great for shutting down swarms of mooks, fliers smaller than they are, and casters, but aren't quite as hard-hitting as the other Elementals. (Remember, a Large or larger Air Elemental in Whirlwind form counts as a storm for Call Lightning and Call Lightning Storm.)
Rhinocerous: Very deadly if summoned with room to charge an enemy.
Summon Nature's Ally 6:
Huge Elemental: A single Huge Elemental is worth more than three smaller ones. Keep using this in the same way you used the Large ones.
Large Storm ElementalMM3: Think of it as a Fireball and a summon, all in one. Storm Elementals aren't quite the fighters the other Elementals are, but the first turn they are summoned, they do 12d6 damage to everything in 60 feet (plus 4d4 nonlethal to a single target) instead of attacking normally. Make sure you speak Auran to keep it from blasting your allies, or else be careful where you summon it.
Dire Bear: Tears casters to bits. Great for anything that can't handle its +23 grapple mod, not so great for anything else.
Elephant: Raw damage machine. Not as tough as a huge Earth Elemental, but hits very hard or tramples mooks.
OreadFF: Not a melee monster, but has an awesome array of spells, including Transmute Rock to Mud, Stone Shape, and Earthquake(!). Don't ever bother prepping Earthquake if you can just summon an Oread.
Pixie: Not much in melee, but can cast Dispel Magic (poorly but repeatedly) and Detect Thoughts for you.
Summon Nature's Ally 7:
d3 Huge Elementals: Greater Elementals are only marginally better than their Huge counterparts.
Huge Storm ElementalMM3: A Huge Storm Elemental is significantly better than even two or three Large ones.
Pixie (w/sleep arrows)
Summon Nature's Ally 8:
d3 Greater Elementals: A pack of Greater Elementals far outstrips any of the limited choices at this level.
Greater Storm ElementalMM3: Definitely better than a Huge Storm Elemental.
SporebatFF: A very specialized choice, this is good for Enervating foes you can't otherwise hurt. Otherwise, they're pretty wimpy.
Summon Nature's Ally 9:
d4+1 Greater Elementals: Elder Elementals are marginal at best.
d3 Greater Storm Elementals: Think of it as spontaneous druidic Meteor Swarm, only it leaves Greater Elementals in its wake. A fun tactic: have them stagger their use of Thunder And Lightning to heal each other if they take damage.
Aquatic Summons
If you're underwater, you might want to instead summon...
Level 1:
Porpoise: Not exactly a combat dynamo, but it's something. Blindsight is handy in the dark depths at the ocean's floor (I always wanted to use that line) or against invisible foes.
Level 2:
Crocodile: Just as good in the water as it is on dry land.
Level 3:
d3 Crocodiles: None of the other options are worth fiddling with.
Level 4:
Giant Crocodile: A great all-rounder, especially underwater.
Sea Cat: The underwater equivalent to the Brown Bear, only with Rend instead of Improved Grab.
Level 5:
d3 Giant Crocodiles: A pack of killer crocodiles is still your best combat summon.
Large Water Elemental: The Water Elementals don't become as dominating as their Earth equivalents on land, but Vortex shuts down spellcasters and mooks cold and DR 5/- frustrates lesser foes.
Orca Whale: Lacks the Improved Grab of the Giant Crocodile, but has Blindsight and more HP.
Level 6:
Huge Water Elemental: NOW we're talking. Huge size is when Water Elementals come into their own, and get the AC and HP to stand (swim?) on the front line while maintaining the ability to shut down lesser combatants with a Vortex.
Level 7:
d3 Huge Water Elementals: Greater Elementals only get marginal improvements over their Huge predecessors.
Level 8:
d3 Greater Water Elementals: Like Earth Elementals, but underwater, get it?
Level 9:
d4+1 Greater Water Elementals: For the same reasons you were summoning them last level.
Octopus TreeFF: The Fiend Folio strikes again. This critter has nine competent attacks, Improved Grab and Swallow Whole, a (mostly useless) frightful presence ability, Quickened spell-likes, and Regeneration to boot.
Greenbound Summoning
If you took Greenbound (LEoF), things are a bit different. Obviously, you're going to want to summon animals, and the bonuses make multiple lower-level creatures, particularly grapplers, more powerful. As such, you'll spend a lot of time summoning d3 grappler creatures. Remember, you can still summon utility creatures like Unicorns or Pixies. They just don't benefit from Greenbound. If you cast Speak With Plants, you can have your Greenbound summons cast Entangle or Wall of Thorns for you. Take advantage of this!
Equipment
Armor
There are a couple different ways you can go with druid armor - you can either go the dragonhide or ironwood route, and enchant them with the "wild" property, or just grab a monk's belt (or robe if you have access to Pathfinder gear) and a wilding clasp. For more fun , buy your wizard a wand of mage armor and have him cast it on you prior to going into battle. Personally, I prefer the second option; yes you miss out on a few nifty armor options, but the +3 for wild so that it can be useful all the time is just painful.
Types:
Dragonhide Breastplate - this is a decent base armor until you can afford a monk's belt.
Enhancements
Fortification (DMG +1, 3, 5) - Negate some or all of critical and precision damage
Ghost Ward (MIC +1) - add your armor enhancement bonuses to touch AC - very, very handy.
Soulfire (BoED +4) - Immunity to death effects, energy drain, and all negative energy effects
Death Ward (MIC +1) - once per day, ignore a death effect
Energy Immunity (MIC +2) - once per day, gain immunity to an energy of your choice for 1 minute
Crystals
Restful Crystal (MIC 500g) - sleep in your armor with no penalty
Shields
Types:
Masterwork Darkwood Heavy Wooden Shield
Shield Spike +1 (obviously, not a metal one) - makes a great enchantment platform for enhancements that you always want on.
Enhancements
Animated (DMG +2): the single best enhancement you can get, now your shield is usable no matter what form you swap to.
Fortification (DMG +1, +3, +5): Just like on armor, probably better on the shield, since armor has a wider choice of other abilities.
Ghost Ward (MIC +1): Again, just like the armor version; and together you can add up to +10 to touch AC
Wand Chamber (Dungeonscape 100g) - useful to have a wand at hand if it's needed.
Crystals
Arrow Deflection (MIC 500-5000g) - up to a +5 deflection bonus against ranged weapon attacks. Would be nice if it worked against ranged touch attacks too, but at 10% of the cost of a Ring of Protection, it's hard to argue.
Weapons
Types
Quarterstaff - your melee weapon of choice at early levels, and for out of wild shape moments at high levels (or if you're in a tool using form) You might as well embrace it, since once you have access to 6th level spells for spellstaff, it would replace any other choice anyway^^
Ironwood Spiked Gauntlets +1 - makes a great enchantment platform for enhancements that you always want on.
Enhancements
Warning (MIC +1) - a +5 insight bonus to initiative? Yes, please. Perfect to go on your gauntlets.
Sure Striking (PGtF +1) - really good for the cost
Smoking (LoD +1) grants concealment.
Crystals
Return, Least and Lesser (MIC 300, 1000g) Now, one interesting thing about rods is that they are usually considered weapons, so you can attach these crystals, store your Metamagic rods in a Quiver of Ehlonna and then draw them as a free action.
Arms
Bracers of Lightning (MIC 11,000g) - add 1d6 to all your melee and ranged attacks at the cost of a swift action every round - usable in wild shape.
Bracers of Repulsion (MIC 4000g) - 3/day as a swift action, push all enemies within 10 ft back 5 feet. Good for creating some breathing room.
Armband of elusive action (MIC 800g) - 1/day avoid 1 AoO
Body
Robe of Thunder (MIC 38,000g) - melee attackers take 2d6 sonic damage - also effectively grants evasion against sonic attacks. Usable in wild shape.
Robe of mysterious conjuration (MIC 10,000g) - 3/day spontaneously cast Summon Monster by sacrificing a spell slot of the appropriate level
Robe of Eyes (DMG 120,000g) - constant see invisible, darkvision 120 ft, +10 Spot and Search, can't be flanked and retains Dex bonus even when flat-footed. Expensive, but potentially useful.
Face
Third Eye Clarity (MIC 3000g) - 1/day immediate stun/daze/confuse/fascinate negation - for the price, incredibly good at low-mid levels.
Mask of the Tiger (MIC 4000g) - low-light vision for races that don't have it.
Blindfold of true darkness (MIC 9000g) - 30ft blindsight
Hathran Mask of True Seeing (UE 75,000g) - Continuous True Seeing
Third Eye Conceal (MIC 120,000g) - Continuous Mind Blank
Feet
Anklet of Translocation (MIC 1400g) - 2/day teleport 10' as a swift action
Quicksilver Boots (MIC 3500g) 2/day take your move speed as a swift action
Hands
Gauntlets - as mentioned above, a good enchantment target
Glove of the Master Strategist(Ghost, 3600g) - like Gloves of Storing, only cheaper and allows you to cast True Strike 1/day
Head
Circlet of Mages (MIC 5000g) - functions like a multi-use pearl of power, only more flexible. Retain up to 3 1st level spells, 1 1st and 1 2nd, or 1 3rd level spell.
Circlet of Persuasion (DMG 4500g) - useful if you do much with Handle Animal, or are the party face.
Rings
Ring of Freedom of Movement (DMG 40,000g) - yes, you can cast the spell, but this completely shuts down attempts to grapple you, along with many other nasty effects - it's worth having it all the time.
Ring of Blinking (DMG 27,000) - Blinking at will, lots of uses for this
Ring of Mighty Summons (CM 14,000g) - 3/day, your summons can have max hit points, but half duration; great for summoner builds
Ring of the Beast (CC 8,000g) - treat all of your SNA spells, except for the highest you can cast, as if they were the next rank (SNA III is cast as if it were SNA IV, for example) - great way to make your lower level spell slots more powerful.
This is also a great slot for custom items
Shoulders
Mantle of the Beast (CC 18,000g) - wild shape as a swift action, and all natural attacks gain a +1 enhancement bonus to attack and damage.
Scry Shroud (MIC 4000g) +5 on saves against divinations; if you detect scrying sensor, become invisible for 10 rounds. Useful if your DM starts the divination war at lower levels.
Cloak of Resistance (DMG 1000-25,000) - mildly useful until you get Greater and Superior Resistance
Cloak of Displacement, minor (DMG 24,000) - Continuous 20% miss chance
Cloak of Charisma (DMG 4000-36,000) - go ahead and remake this one according to MIC rules
Throat
Wild Shape Amulet (MoF 40,000) - increases your level for wild shape by 4
Chronocharm of the Horizon Walker (MIC 500g) - 1/day move half your move speed as a swift action. Great for the cost at low levels
Chronocharm of the Uncaring Archmage (MIC 500g) - 1/day cast as spell of 3rd level or lower as if it had Rapid Spell applied.
Reliquary Holy Symbol (MIC 1000g) - Nice if you're going the Wild Reaper variant with DMM
Ankh of Ascension (MIC 9000g) - +4 caster level 3/day
Amulet of Health/Periapt of Wisdom (DMG) - like most of the stat boosters - make new versions with the MIC rules
Torso
Bolt Shirt (MIC 5000g) - 1/day teleport 60' as a move action, not that great, but probably the best shirt item available
Tunic of Steady Spellcasting (MIC 2500) +5 to concentration checks
Waist
Monk's Belt (DMG 13,000) - gain your wisdom bonus as an AC bonus
Belt of Battle (MIC 12,000g) - +2 initiative and daily charges that you can spend for extra actions; so good.
Healing Belt (MIC 750g) - daily charged item of healing, super cheap and frees up those couple spell slots for something actually useful
Belt of the Wide Earth (MIC 8000g) - 2/day can burn a 5th level spell slot to teleport - very very handy for a druid, with teleport options being so limited.
Relic
Other
Wilding Clasp (MIC 4000g) - probably the most useful item in the game for druids - keep your magical items active while in wild shape
Pearl of Speech (MIC 600) - absolutely essential; place it in your mouth and you can speak one language, allowing you to speak while wild shaped
Pearls of Power (DMG 1000-81,000g) - more spells? Oh my, yes.
Metamagic Rods - I have a huge love for these, as mentioned above, I put them in a Quiver of Ehlonna so I have speedy access.
- Extend - Lesser Extend should probably be your first rod, keep your buffs going and make your summons worth using. Still good even at higher levels.
- Quicken - expensive as heck, but really, really great.
- Rapid* - has to be a custom item, sadly, but for summoners, this is really great.
- Twin* - another custom item, should be the same cost as Quicken - ie. crazy expensive - probably not worth it unless you're playing with higher WBL than normal.
- Chain - situational, but decent.
Heward's Handy Haversack (DMG 2200g) - never leave home without it; the best of the general use dimensional bags.
Heward's Fortifying Bedroll (CM 3000g)
Metamagic Wandgrip (CM 6000g) - if you like using wands, this tends to make them a lot better.
Summoner's Totem (MIC 3100g) - Like Imbue Summoning, but no level adjustment, and works on any level summon.
Strand of Prayer Beads (DMG 25,800g) - the Bead of Karma is the interesting one, +4 CL for 10 minutes a day. For the cost, you might as well get the full strand, and get slotless healing and blasting along with it.
Tomes and Manuals - Save up for the +5
Special Holy Symbols (CC 350g) - depending on your deity, you can gain various benefits, usually increased CL for certain types of spells. Almost certainly worth it.
Magic/Legendary Locations
Otyugh Hole (CS) - Iron Will is the best of the bonus feats; useful for getting a couple of the prestige classes without wasting a precious feat slot.
Worldmeet Glade (CM) - convince your DM to allow it to apply to non-arcane spellcasters :p
Gargantuan wild shape (via Megalodon Empowerment)
Megalodon Empowerment (Druid 8, Stormwrack) is a nice spell. Apart from other cool stuff (e.g. divine power for druids), it allows you to wild shape into animals one category larger than normally allowed.
List of all gargantuan animals I could find:
MM1 has 12 HD Whales (35 Str) and Roc (18 HD, 34 Str flyer).
MM2 has two 20 HD choices: Spinosaurus with Frightful Presence and Dire Elephant with 40 Strength.
Frostburn has a 15 HD Zeuglodon: fish, 38 Str and stunning tail attack (DC31 fort for 2d4 rounds).
SK has 18HD Stegosaurus, underwhelming.
Stormwrack has 16 HD Plesiosaur, aquatic, faster but weaker than Zeuglodon.
Non-core Summon Nature's Ally
MM3 – storm elementals SNA3 – SNA8
MM5 – fetid fungus SNA2
FF – bloodthorn SNA4, dire rhino SNA7, fossergrim SNA5, kelp angler SNA7 (SLAs), kelpie SNA9, octopus tree SNA9, oread SNA6 (earth SLAs!), sporebat SNA8 (enervation), spriggan SNA4 (shatter), viper swarm SNA6, yellow musk creeper SNA4
Stormwrack – various aquatic creatures
PlH – elementite swarm
Prestige Class option:
Holy Orders of the Stars (Dragonlance book) has the Wild Fury of Schilev on pg. 58.
You need to be able to cast Greater Magic Fang and have Endurance and Toughness.
It has 10/10 Casting, 10/10 Wildshape (Full), no AC, and you get a TON of class features.
Class Features include:
5 bonus feats from a good list. Ex: Natural Spell, Multiattack, Improved Natural Attack, Improved Critical...
+20' Speed while Wildshaped.
Constant Greater Magic Fang.
To be updated in OP:
riding dog: superior to wolf in every way except speed
updated spells: http://brilliantgameologists.com/boards/index.php?topic=1354.100
From wiki: http://coboard.wikia.com/wiki/Druid
-how to summon faster
-equipment?
How to qualify for druid PrC/Feats as a non-druid
Shamelessly stolen from Lists of Stuff (http://forums.gleemax.com/showthread.php?t=662842) + added some more stuff
Wild Shape
Druid 5
Ranger variant 5 (UA)
Monk variant... Dragon???
Abolisher 1, ecl 7, Lords of Madness
Lion of Talisad 3, ecl 8, Book of Exalted Deeds
Moonspeaker 5, ecl 13, Races of Eberron
Landforged Walker 5, ecl 10, Eberron: Secrets of Xen'Drik - "plants shape", see text
Mulhorandi Divine Minion: http://www.wizards.com/default.asp?x=dnd/mb/20050209a
Shapeshifter (prestige class, OA, updated in Dragon 318)
Savage Vampires (Dragon mag 348)
Animal Companion
Druid 1
Ranger 4
Ranger 4 (elf racial substitution level), Races of the Wild, Elven Hound, advances as animal companion, see text
Peregrine Runner 1, ecl 8, Races of Stone, peregrine falcon only
Beastmaster 1, ecl 6, Complete Adventurer, also gains extra companions, see text
Musicless Bard - http://www.d20srd.org/srd/variant/classes/variantcharacterclasses.htm
Sorcerer/Wizard - http://www.d20srd.org/srd/variant/classes/variantcharacterclasses.htm
Wild Cohort feat - http://www.wizards.com/default.asp?x=dnd/re/20031118a
Wild Empathy
Druid 1
Druid 1, class variant, Dungeonscape, vermin empathy, replaces wild empathy
Ranger
Spirit Shaman 1, Complete Divine
Initiate of Nobanion, feat, Champions of Valor - only useable on felines
Animal Lord 1, ecl 6, Complete Adventurer
Beastmaster 1, ecl 6, Complete Adventurer
Chameleon 1, ecl 6, Races of Destiny, wild focus
Totemist 1, Magic of Incarnum
Totem Rager 1, ecl 7, Magic of Incarnum
Black Blood Hunter 2, ecl (8?), Player's Guide to Faerun
Primeval 1, ecl 9, Frostburn - specific animal only
Vandalis Beastkeeper 1, ecl 5, Eberron: Dragonmarked
Call of the Beast, least warlock invocation, Complete Mage, can also speak with animals
Natural World, mantle, Complete Psionic
Weretouched Master 2, ecl 7, Eberron Campaign Setting
Vermin Keeper 1, ecl 6, FR: Underdark, vermin only
Stacks
Scorpion Wraith, ecl 6, Eberron: Secrets of Xen'Drik, also treat vermin as magical beasts
Swanmay, ecl 6, Book of Exalted Deeds
Special Mention
Urban Savant 2, ecl 7, Cityscape, urban empathy
Trackless Step
Druid 3
Scout 3, Complete Adventurer
Wildrunner 1, ecl 6, Races of the Wild
Nightsong Infiltrator 3 (self), ecl 10, affects your team at level 7
Justice of Weald and Woe 4, ecl 10, FR: Champions of Ruin
Duraak'ash 5, ecl 10, Eberron: Dragonmarked
Bamboo Spirit Folk, race, Oriental Adventures
Holt Warden 3, ecl 8, Complete Champion
Special Mention
Druid or Scout 3, class variant, Cityscape Web Enhancement, "lay low", can't be found with urban tracking
Able to cast spell xxx
cleric with access to plant or other domain can sometimes qualify
dragon with "child of eberron" learns druidic and casts spells from the druid spell list as arcane spells
Notable plant forms:
Thunderspiker (http://www.wizards.com/default.asp?x=dnd/fw/20050211a)
Night Twist (MM3)
Elder Viper Tree (Expedition to Demonweb Pits)