
Druids are pretty easily recognized as one of the big dog classes in 3.5 Its obvious, even to fairly new players, that druids are strong. They get multiple class features (Animal Companion, Wild Shapes) stronger than entire classes, in addition to being full casters. Its a lot, and its strong. Even the designers get it. They don’t need a lot of support, or stealth patches to keep the power up. Look how many druid focused prestige classes there are, compared to say, a fighter focused one. Or even a cleric focused one. There just aren’t any. And the ones that do exist, are either the Planar Shepard with its out the box stupid strong power up with time dilation or terrible and stop advancing all the cool stuff you wanted.
The Druids strong. We get it. CODzilla jokes are of drinking age. Building a prestige class for them is basically just a buff. Druid’s don’t need buffs. But you know what? Druids do need some love. Some games are played with a wizard, druid, and 2 clerics as their party of 4. IMO there’s nothing particularly wrong with this power level, as far as I’m concerned. The rules are there, you’re having fun? Go for it. Why not write material for that level of game?
And I know some of you are still, in 2025, telling me. Krusk, real games don’t play out like level 20 sandboxes. Theres all sorts of twists and turns that a campaign might go down, or the campaign can end early, because the school year’s starting back up and Bill teaches night classes so he can’t DM anymore. You’re right. Sure I’ve got my 1-20 build planned, but then we found a sweet magic item that let me bond to a dragon telepathically, and now ride by attack, and a lance seem pretty tempting. So my Druid 5/ocean master 3 is taking levels in “Dragonlance knight” at level 9, as I adapt to what we are actually doing at the table, and I move away from Ocean Master throwing away my elaborate 1-20 build plan. Thats a real thing that happens. So why not write some sweet druid prestige classes to let me do that?
This whole thing came about because of how terrible the blighter is. I love the concept, (I converted it to 5e) but man is it bad. So then I think, OK whatever. I want to be a skeleton animal druid guy whose a spooky ghostly figure. I can do that. Its 3e. I can do anything. What if my druid goes into Ur-Priest, and swaps his spell list for cleric spells. Druid 5/Ur-Priest 1/X14. I lose a level of druidly stuff, but get cleric spells. Which are way better than druid for necromancy. But then… what do I do with the next 14 levels. Maybe 2 in Ur-Priest for rebuke, but I’ll suck at rebuking. The best I landed at was Vermin Keeper. I can add a locust swarm power, or turn into bats and get caught in people’s hair. That could be cool. Oh wait. Its terrible too… so now I’m here. With no druid prestige classes. Time to fix it.
Revisions
As a general rule, if I don’t mention a feature it stays the same.
Blighter

The blighter class falls flat for a variety of reasons. Most notibly, the thing WoTC does where someone had a cool idea, and so to do cool shit, you’ve got to pay a tax where your character sucks. So its full of built in spot nerfs. Most of fixing this will be removing them. Even with that though, there are some choices that mean your first 2-3 levels of blighter mean you’re essentially a level 1 PC for a bit. We are skipping that.
Spells: Blighters don’t have to restart learning spells. This class now just gives +1 level of divine spellcasting. We will also add some spells known at new levels to flesh out the list some. But you don’t get them all on your list with a 1 level dip. See the new feature below.
Blight Magic: As a blighter advances in level, they learn new, nontraditionally druid spells. They gain the following spells known at each new Blighter level.
| Blighter Level | Spell Level | Spell Name |
| 1 | 1 | Burning Hands, Inflict Light Wounds, Ray of Enfeeblement |
| 3 | 3 | Inflict Serious Wounds, Vampiric Touch, Death Knell |
| 5 | 5 | Antilife Shell, Create Undead, Animate Dead |
| 7 | 7 | Control Undead, Finger of Death, Circle of Death |
| 9 | 9 | Horrid Wilting, Waves of Exhaustion |
Deforestation: This is optional. You can do it, and you should, because its sweet. But you don’t have to, to get your spells. Thats silly. A level 10 blighter is devistating a 400ft sphere of nature every day. Someone will come put a stop to that pretty quickly.
Undead Wildshape: Wild Shaping into a skeleton animal is broadly a debuff. Instead, this says that Blighter and druid levels stack for times per day, HD, size , and duration of your wildshape. Then, it that you must always add the skeletal template to whatever you wildshape into.
It doesn’t take much. But now, its playable. You give up your companion, and in its place, you get to turn into a skeletal horse when you wildshape, and you get to animate animal skeletons on the side. Its a bit of a debuff for Druids, who can handle one, and its still fun enough that people will consider it.
Vermin Keeper

Vermin Keeper, from Underdark, needs a little love, but its almost there. It suffers from an early release in the 3e timeline, when the common language of how to write a class wasn’t written yet. So its got a similar problem as the blighter, only worse. Instead, with this rewrite you aren’t getting a ton of new power, outside of maybe a giant spider friend, but you are also losing out on elemental wild shapes, and some of the random druid powers.
Vermin Empathy: There is no gaurentee your Vermin Keeper has wild empathy, even if it was the intended entry into the class. But there are other ways to get wild shape now. So we need to say that this class feature grants wild empathy and stacks with druid levels. But if you don’t have druid levels, it only works on vermin.
Vermin Form: See Blighter above. Vermin’s got some perks, but this doesn’t say it stacks with wildshape for anything really. So a level 5 druid/10 vermin keeper has the wildshape power of a level 5 druid. We need to give it the same rewrite as blighter above. Vermin Keeper and druid levels stack for times per day, HD, size, and duration of your wildshape. Then, we say you can pick Vermin forms at level 1. Add in Diminutive forms at level 3, Fine forms at 5, Gargantuan at level 7, and Colossal at 9, and add swarms at level 10 (That doesn’t need to be its own feature). The best vermin are weird things that you dumpsterdive for like swarms that give negative levels (Bloodfiend Locust Swarm, Fiend Folio), while also raising whatever they kill as vampires. Not things that really big. The most straight forward, and coolest are “I’m a literal fly” or the giant siege crabs and spiders that are castle sized. And its not like they are amazing. Especially with the HD limits. A colossal spider is CR 11, but has 32 HD. A T-rex is 18HD, and CR 8.
Venom Immunity: This is a weird one that grants “immunity to all organic poisons. This category includes all monster poisons but not mineral poisons or poison gas.” Poison immunity isn’t that great, and this is essentially demanding you derail an encounter to hash out whether or not a vrock’s spores are poison or not. Instead, we just give immunity to poison. Enjoy the buff.
Vermin Companion: This lets you get any small, medium, or large vermin as a companion. Thats a wild way to measure power. The intent is a large sized spider mount, and it kind of sucks. The reality is, I’m pulling up Knell Beetles, or Bonespurs or some other obscure splatbook monster. Then, at level 3, my companion is terrible, and by level 10, its just worse than a normal druid’s by a little bit. Instead, we are going to say this class stacks with druid levels and adds some new companion options. This switches over to become a buff, and it limits dumpster diving. I’m tempted to put the crabs from stormwrack on here, but it doesn’t really fit the vibe. You might want to.
| Effective Druid Level | New Companions |
| 1 | Giant Worker Ant, Giant Bee, Large Monstrous Centipede, Medium Monstrous Scorpion, Medium, Monstrous Spider |
| 4th (level -3) | Giant Soldier Ant, Giant Bombardier Beetle, Large Monstrous Scorpion, Large Monstrous Spider |
| 7th (Level -6) | Giant Stag Beetle, Giant Preying Mantis, Giant Wasp, Huge Monstrous Centipede, Huge Monstrous Spider, |
| 10th (Level -9) | Huge Monstrous Scorpion, |
| 13th (Level -12) | Gargantuan Monstrous Centipede, |
| 16th (Level -15) | Colossal Monstrous Centipede, Gargantuan Monstrous Scorpion, Gargantuan Monstrous Spider |
Extra Wild Shape: Not needed as we are now stacking class levels for wildshape purposes.
Beast Master

I’d be out of line not to link one of my more popular homebrews, the Beast Master. A lighthearted, fun druid prestige class where you get to play snow white surrounded by animals. Its also technically a reprint of complete adventurers Beastmaster. But I put a space in the name.
New Prestige Classes
You’ll notice my stance on prerequisites. They should be light. They serve two purposes. First, they ensure you can actually use your new features. Adding the giant type to your wildshape list doesn’t do you any good if you can’t wildshape. Those make sense. The other type serve to level gate the abilities. Some thing isn’t approperiate before 8th level. You can’t take the class until 8th level. IMO you should just write “ECL 8”, but 3e trend is to gate it with a skill rank, BAB, or caster level requirement. I’m fine with that overall. You’ll also notice I’m a fan of the 5 level prestige class. 10 Is fine, but the game fell apart before I got to take all 10. Let me get a capstone.
Gemheart Warden

Plants and animals aren’t all that nature is. What about rocks and minerals? This is probably going to make a ton of cash for a party, but its also absolutely going to get them out on an adventure. A guy who can smell rubies can certainly find a treasure horde for you. Shame about that dragon though.
BAB: Medium
Fort/Ref/Will: Good/Bad/Good
Skills: 6+
Class skills, weapon and armor prof as a druid.
Prereq: Knowledge Nature 8 Ranks, Knowledge Dungeoneering 3
Crystals, gemstone, and minerals, these are your building blocks. Not simple flesh and bone, you need something strong.
1 – Druid Advancement: You continue to progress your divine casting, granting +1 Divine spellcasting at each level. Additionally, Gemheart Warden levels stack with Druid levels for wildshape.
1 – Crystalline Skin: You can grow a thick layer of gem, mineral, or crystals coating your skin as a standard action. You gain a bonus to your natural armor equal to your Con modifier, DR 5/-, and based on the material chosen, you can gain resistance 10 to any of the following types (acid, cold, electricity, fire, or sonic). This lasts indefinitely, and most Gemheart Warden’s simply leave it activated, but you can only have one resistance at a time.
2 – Crystal Ressonance: You are under the persistent effects of Locate Object for gemstones, gold, silver, and other precious metals.
3 – Natural Alchemy: You can convert one quantity of a precious metal, gemstone, or comparable object to another precious metal, gemstone, or the like. The GP value of the items remains the same (often resulting in hollow, or frail objects), but it otherwise functions as an object of the approperiate type.
3 – Master Sculpter: You can use the Stoneshape spell at will. Further, when used on stone, mineral, metal, gemstone, or comparable object.
4 – Move Earth: 3/Day you can cast the Move Earth spell with a CL equal to your highest divine caster level.
5 – Earthglide: You can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.
Jaeger

This is a hunter class. Themed after predators and really focused on wildshape and animal companions. They don’t get spellcasting, which is a huge knock, so this has to give some good stuff. I’m going like a rogue, ambush predator type. Its a lot of “As per that class” which I don’t love, but if it works and seems satisfying, I can live with it.
BAB: Good
Fort/Ref/Will: Good/Good/Bad
Skills: 4+
Class Skills: As per ranger.
Class weapon and armor prof as a druid.
Prereq: Wildshape, BAB +3
1 – Death Attack: As per the assassin class feature.
1 – Sneak Attack: As per the rogue class feature. Increase 1d6 every other level.
1 – Druid Progression: Levels in the Jaeger class stack with the druid class for all effects regarding animal companions and wildshape.
2 – Camouflage: As per the ranger
3 – Pounce, Improved Grab (Bite and Claw)
4 – Hide in Plain Sight: As per the ranger.
5 – Alpha Form: While you are in wildshape form, you can speak to other animals of this kind as though through the continual use of Speak with Animals spell. Furthermore, you can cast Dominate Animal on eligible creatures of the same type as you. EX: In brown bear from, you could Dominate a polar bear, but not a wolf.
Lady of the Seelie Court

People always want druids to do fey stuff. This one leans into it. I went with a sort of inverted malconvoker for it.
BAB: Bad
Fort/Ref/Will: Good/Bad/Good
Skills: 6+
Class skills, weapon and armor prof as a druid.
Prereq: able to spontaneously cast summon nature’s ally III.
A druid who has earned the favor of the Seelie Court and now serves as its emissary in the mortal realm. She embodies the grace, mystery, and power of the Fey, blending nature magic with enchantment and illusion.
1 – Spells: You continue to progress any divine casting you may have, granting +1 Divine spellcasting at each level. If you cannot cast divine spells this does not give the ability to do so.
1 – Enchanting Presence: NPCs initial attitudes are one step more friendly than normal. Hostile becomes unfriendly, friendly becomes helpful and so on. This is a mind affecting ability.
2 – Regal Authority – You have a bit of delegated courtly authority, and when you summon nature’s ally spell to summon a fey, you can attempt a diplomacy check as a free action, to make the creature Helpful. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and if you were summoning multiple creatures, you summon an additional fey creature of the same type. Lastly, add the following creaturs to your list of summon nature’s ally options at the indicated level. Nixie (I), Satyr without Pipes (II), Dryad (III), Nymph (VIII)
2 – Enchanted Slumber: You can add Sleep (1), Deep Slumber (3), and Dream (5) to your list of spells known, and cast them as normal.
3 – Unearthly Grace: You can add your Charisma as a dodge bonus to AC.
4 – Fey Pact: You can forge a pact with a willing creature. This functions as per the spell lesser geas, with the exception that the casting time is 10 minutes, and can only be performed on willing creatures.
5 – Enchanted Slumber: When you put a creature to sleep magically, they require a will save to be awoken. Even if disturbed, or otherwise entitled to one.
6 – Unearthly Grace: You can add your Charisma bonus to Initative.
7 – Fey Pact: Your Fey Pact now functions as per a Geas spell, not the lesser version. Casting time is still increased, and you still require a willing participant.
8 – Enchanted Slumber: When you put a creature to sleep magically, they do not awaken normally through rest. If left undisturbed, or unable to pass the will save to be awoken, the creature will sleep until it starves to death.
9 – Unearthly Grace: You can add your Charisma to saving throws against spells or spell like abilities.
10 – Lady of the Court: Your creature type changes to Fey, and you become an official, titled noble of the court.
Mycologist

The Mycologist is all about mushrooms, pollen, and spores. It’s a spellcaster, and you’re going to give up your wildshape, but in exchange you get what is essentially nanobot swarms, made of fungus and become way harder to kill.
BAB: Bad
Fort/Ref/Will: Good/Bad/Good
Skills: 4+
Class skills, weapon and armor prof as a druid.
Prereq: able to cast level 3 divine spells.
You’ve learned to tap into a worldwide network of plants, spores, and fungus imperceptible to the unaided eye, the Mycosphere. You can control this network, and have the plants take actions for you.
*Special: Many of your abilities rely on your connection to the Mycosphere. You’re an adventurer, and will find yourself in weird places. Most planes have their own Mycosphere, and you can talk to them just fine, but they are not usually connected to other plane’s Mycospheres. Further, you may end up in places incapable of supporting life, even microscopic life. In these rare situations, many of your Mycologist powers should fail to function. Specifically, the Mycosphere, Reflexive Spores or SUMMONING abilities.
1 – Mycosphere: You can talk to plants as per a continuous Speak with Plants effect, or have them relay messages for you. In effect, this manifests itself as telepathic communication to anyone you share a language with, within 30ft. Additionally, you can tap into the Mycosphere to gain insight you wouldn’t normally have. 1/Day, you can cast the Commune with Nature spell as a spell like ability with a CL equal to your HD.
1 – Fungal Traits: You have learned to draw sustenance from the legions of unseen plants surrounding you at all times. You don’t need to eat or sleep, and are immune to sleep effects.
1 – Spells: You continue to progress your divine casting, granting +1 Divine spellcasting at each level.
2 – Reflexive Spores: Your bond with the Mycosphere has strengthened, and it defends you as one of its own. When struck with a melee attack, or touch attack, as a free action, you can emit a 5f or 30ft (your discretion) burst of spores centered on you. Any creature within the cloud (Except you), must make a fort save DC 10+HD+Con mod or become paralyzed for 1d4 rounds.
2 – Fungal Companion: You add your Mycologist levels to your druid levels for determining the level of your animal companion. If you’d like, you can also exchange your animal companion for a Myconid at the following levels. 1 Average Worker, 4 Elder Worker, 7 Guard, 10 Circle Leader, 13 Sovereign.
3 – Fungal Traits: You are not subject to crits, and become immune to poison and disease.
4 – Mycosphere: You can communicate through plants at a range of 500ft.
5 – Deadly Spores – You can trigger your reflexive spores power on any creature you touch, or that touches you.
5 – Fungal Traits: You are immune to Paralysis, Polymorph, Stunning
6 – Summoned Propagation: When you summon a creature using a Conjuration (Summoning) spell, and that creature is slain, it explodes in a cloud of spores. This explosion happens in a 30ft radius, and causes paralysis. The fort save to resist is 10+the level of the spell cast.
7 – Lovely Spores: Your Reflexive Spores can be used to cause visions of pure ecstasy and joy. The save DC is the same, but it is now a will save or the target becomes fascinated.
8 – Mycosphere: You can place a collection of spores on a number of creatures equal to your wisdom modifier. You can speak to these creatures through the plants at any distance, provided you are on the same plane. Additionally, 1/Day, you can cast Discern Location as a spell like ability with a CL equal to your HD. Note, that if the creature or object is on another plane of existence, this usage of the spell cannot identify which one.
9 – Fungal Traits: You gain the Plant type, and become ageless. You take penalties from old age, and gain bonuses. You don’t die from old age, but can be slain by other means.
10 – Regrowth: Your body is one with the Mycosphere. If you die, for whatever reason, and leave a mostly intact body, new growth begins. Your corpse serves as a form of seed, as a new body is grown within, fully formed. The process takes 1d4 weeks + 1d6 days, after which you erupt from your old corpse which explodes in a cloud of spores. You retain all your memories, but and are returned to peak physical form (eliminating aging penalties).
Nocturne

The nocturne is a prestige class focused around the night, the moon, and darkness. They get a fun mechanic where you’re probably hiding out in the woods spooking everyone out, and spying on stuff. I gave it sudden strike over sneak attack, so rogues can still try it out, but the vibe is really “I hit someone who doesn’t know I’m here”, not “I’m flanking with my buddy”.
BAB: Medium
Fort/Ref/Will: Bad/Good/Good
Skills: 8+
Class skills: As druid, +intimidate, hide, move silently.
weapon and armor prof as a druid.
Prereq: able to cast level 3 divine spells
Nocturnes worship the moon, and thrive in darkness. You are the eyes in the night, and thing in the shadows. A primal being of fear, the nocturne is the source of many legends.
1 – Spells: You continue to progress your divine casting, granting +1 Divine spellcasting at each level.
1 – Eyes of the Night: Your darkvision increases by +30ft. If you don’t have darkvision, you gain 30ft.
1 – Sudden Strike: You gain 1d6 Sudden Strike at every odd level of this class.
2 – Midnight Howl: You can unleash an unearthly howl as a standard action. Enemies who hear it, and cannot see you must make a will save (DC 10+1/2HD+Cha) or become frightened. Creatures who pass the save are instead shaken. A creature can only be affected by your midnight howl once an hour. If there is a full moon visible to you, or the creature, the DC is increased by 5. If its a blood moon, or astrologically significant moon, the DC is increased by 10.
3 – Eyes of the Night: When you have total concealment, you have blindsense 30ft. Your darkvision increases by another 30ft.
3 – Moonlit Path: 3/day, While you have total concealment, you can cast dimension door, provided you retain total concealment at your final destination. Your CL is equal to your Nocturne level.
4 – Moonlight Embrace: While you can see the moon, you gain fast healing 2, and DR 10/Silver.
5 – Eyes of the Night: When you have total concealment, you are under the effects of the True Seeing spell. Your darkvision increases by another 30ft.
Ocean Master

Why are all the druid nature themed prestige classes English forest themed? This one isn’t. Your mer-man druids now have something to play with.
BAB: Medium
Fort/Ref/Will: Bad/Good/Good
Skills: 2+
Class skills, weapon and armor prof as a druid.
Prereq: able to cast level 3 divine spells, and an aquatic animal companion.
1 – Druid Advancement: You continue to progress your divine casting, granting +1 Divine spellcasting at each level. Additionally, Ocean Master levels stack with Druid levels for animal companions.
1 – Aquatic Adaptation: You gain the amphibious trait, and a swim speed of 30ft.
1 – Call of the Deep: When casting Summon Nature’s ally, if you conjure creatures with a swim speed, you can conjure an additional creature.
2 – Plumb the Depths: You can exist comfortably at any depths of the ocean ignoring any environmental hazards for being there. In addition, you and your companion gain DR 6/magic and resist cold 10.
2 – Water Mastery: You can use the Control Water spell at will. Your CL is equal to your Ocean Master level. If it requires a saving throw, your DC is 10+Ocean Master levels+Wisdom modifier.
3 – Rebuke Aquatic Animals: Aquatic animals love you, and naturally follow your orders. You can even exert a form of mind control on them if required. 3+Cha mod/day, you can rebuke aquatic and amphibious animals as though you were a cleric of your level.
4 – Sonar: You can emit high-frequency sounds, and while in water have blindsight at 120ft. Additionally, you can use the Locate Object spell as a spell like ability. Instead of a well-known or clearly visualized object, yours must be an object in the same continuous body of water as you, within normal range for the spell. Your CL is equal to your Ocean Master level.
5 – Call the Kraken: 1/month you can call a Kraken from the deep. It takes 1 hour to arrive, and the Kraken is hostile to the one who called it, if it can find them. Otherwise, it simply begins sinking boats, destroying docks, and rampaging. A kraken can be bartered with, as normal and can usually be convinced to focus their rage on a specific target, for a payment of 10,000gp per task. A given task should last no more than 4 hours for the Kraken to achieve, but multiple tasks can certainly be paid for. This is not a summoning spell, and as such, the Kraken cannot be dismissed, banished, or dispelled.
Primordial Witch

Life is old, older than the trees. The Primordial Witch taps into that ancient fundamental magic that scared, delighted, and protected the ancients. In practice, it became a genuinely fun blaster type thanks to the druid blasting spells.
BAB: Bad
Fort/Ref/Will: Good/Bad/Good
Skills: 2+
Class skills, weapon and armor prof as a druid.
Prereq: able to cast level 3 divine spells.
The Primordial Witch has forsaken the structured teachings of nature circles and instead communes with the raw essence of the world. They have tapped into the earliest magic, the kind whispered by firelight, carved into stone, and howled into the wind.
1 – Druid Advancement: You continue to progress your divine casting, granting +1 Divine spellcasting at each level. Additionally, Primordial Witch levels stack with Druid levels for wild shape.
1 – Primal Flame: You can cast Produce Flame as an SLA at will. Your CL is your Primordial Witch level. Additionally, the DC for any [fire] spell you cast is increased by 1.
1 – Bone Fetish: You gain the scribe scroll feat. Instead of paper, your scrolls made of carved bones.
2 – Weather Witch: you can cause crops to prosper or fail, rains to pour or dry, and snow to fall or not. You can control the weather as per the spell. An opposing Primordial Witch, or caster of this spell can make an opposed charisma check to determine whose weather takes effect.
3 – Primal Destruction: Your evocation spells with the [fire] or [electricity] descriptor no longer have a caster level based maximum. EX: Produce Flame normally has a maximum of +5 to its fire damage, but a 3rd level Primordial Witch can ignore this. Burning hands does 1d4 per CL to a maximum of 5. A Primoradial Witch of 11th level could deal 11d4 with burning hands.
4 – Weather Witch: When controlling the weather, if you summon a tornado, lightning strike, or similar directed natural phenomena, you can control their path or destination precisely.
5 – Elemental Wild Shape: The Primordial Witch generally prefers to take the form of an elemental to an animal, and as such gains a use of Elemental Wild Shape at 5th level, in addition to the uses granted by the Druid class.
Shepherd of Fallen Souls

All dogs go to heaven. A Shepherd of Fallen Souls knows this for sure, and can even call them up and ask about it. you’re going to get a ghost dog and turn undead. This class is really pushing the boundaries of what is OK, but for higher power games it should be fine. Blink is a 3rd level spell afterall. Doing it all day every day at 10th level isn’t such a big deal.
BAB: Bad
Fort/Ref/Will: Good/Bad/Good
Skills: 2+
Class skills, weapon and armor prof as a druid.
Prereq: You must have lost an animal companion and be able to cast 3rd level druid spells. Evil Shepherds of Fallen Souls often slay their companions as a means of entry.
Its man’s world, and far too often animals are slain without care. The Shepherd of Fallen Souls bears witness to their deaths, and communes with their spirits, to find peace or vengeance.
1 – Druidic Progression: You continue to progress your divine casting, granting +1 Divine spellcasting at each level. Additionally, Shepherd of Fallen Souls levels stack with Druid levels for the purposes of your animal companion.
1 – Ghostly Companion: Your slain companion returns as a Ghost (see the ghost template). It does not need a charisma of 6. If it unwilling to return, you can call back the spirit of another animal of your choice.
2 – Turn or Rebuke Undead: You gain turn or rebuke undead as a cleric. Your effective cleric level is equal to your highest divine spellcasting level. you must pick whether you turn or rebuke undead when you gain this feature and it cannot be changed.
3 – Death Sense: You are continually under the effects of a Detect Undead spell. After 4 rounds, you can pinpoint the location of invisible undead that you have a direct line of effect to.
4 – Spiritual Summons: You can apply the Ghost template to any creatures you summoned through the use of Summon Nature’s ally spells. If you do, you must use a spell slot one higher than normal to do so.
5 – Between Two Worlds (Ex): You can pass between this world and the next. You act as though you are under the effects of the Blink spell, but can choose at any given moment whether you are in the ethereal or material plane as a free action (you must consciously change).
Swampjaw Adept

Grappling in 3.5 is based around getting big, and being strong. Druids accidentally make great grapplers. Lets give them a class to do it on purpose.
BAB: Good
Fort/Ref/Will: Good/Good/Bad
Skills: 4+
Class skills, weapon and armor prof as a druid.
Prereq: BAB +3, Wildshape
Swampjaws are not someone who’s not just surviving the swamp, but dominating it. They wrestle apex predators into submission and walk away with muddy glory.
1 – Druidic Progression: Swampjaw Adept levels stack with Druid levels for wild shape.
1 – Quickened Wildshape: You can wildshape as a swift action, or a reaction. You’re ready to transform at a moments notice.
2 – Death Roll: If you begin your turn grappling a creature, they automatically take damage equal to one of your natural attacks (your choice).
3 – Size Matters: You can wildshape into Huge creatures. Normal restrictions apply.
4 – Constrictor: So long as you are grappling a creature, it must hold its breath following the normal rules for doing so.
5 – Size Matters: You can wildshape into Gargantuan and Colossal creatures. Normal restrictions apply.
