I have to thank for this handbook. My group started a new D&D campaign after a long time playing other rpg's. Now we are back and I decided to play a Druid. It helped me a lot reading guides like this, great work.
I've got some comments.
- Initiate of Nature: I don't get it. Like earlier said in the thread it's only 1 HD per Class Level of controlled animals or plants. Because of the way turning/rebuking works, you can only control a creature with half your hd. So reaching Level 20 you can control 2 creatures (animal/plant type) with each 10 hd. But why should you do so? You've got Charm animal, you've got handle animal, you've got dominate animal. You want shamblind mounds? Cast Shambler! (To command Shamblind Mounds using Iniatiate of nature you have to be at least Druid 16 because they've got 8 hd. Shambler is a 9nth grade spell, so you get it as Druid 17.) I don't think it's useless, but I don't think it's extremely powerful, too.
- Multiattack. Some DM's won't allow it? RAW you can't take it, because you don't fulfill the requirements. I think there was something in the FAQ about learning feats while you fulfill the requirements only through magic items. Considered this, you would have to be in wild shape, assuming an animal form with secondary natural attacks when you level up. So you better be listening to the DM, so you are always wild shaped when he gives XP
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- Assume Supernatural Ability. I don't understand, what's about this feat. You have to assign it to a supernatural ability when you take the feat. (I am not sure, if you have also to assign the kind of creature whose supernatural ability you want to assume.) You can take more feats to assume more supernatural abilities. What are good choices for supernatural abilities? Animals don't even have supernatural abilities. Where is the hidden power, why it's broken?
- Produce Flame: The handbook relates to the rules for touch spells - holding the charge. This doesn't work, because produce flame is not a touch spell. But I think you could first do your melee touch attacks using produce flame and after these all natural attacks (except the one you used as a hand for produce flame) as secondary attacks. I am thinking it would be better using regular unarmed attacks (gaining extra damage from strength) and then using the natural attacks instead of casting produce flame in wild shape! Applying the rules for touch spells to produce flame would be house-ruling.
- Bite of the Werething: I really don't think it is intended to be used with wild shape, but instead wild shape. When I asked my group (we decide about rules together) about learning Bite of the Werething to use it with wild shape, they laughed about it.
- Companion Spellbond (PHB2). The feats section is missing it, I think it is a must-have if you want your animal companion to be useful in melee while you stay in melee yourself. Espescially if you've got a cat with the pounce ability it will be moving over the battlefield, away from the druid.