So AD&D declared it was only going to have a limited bunch of classes, and didn't have feats. So to add flexibility and options (and to cover more archetypes without breaking their self-imposed rule on limiting classes) they added kits. 3E didn't have that issue, but also started playing with alternate class features later on, to add some extra little choices and stuff. Pathfinder has obviously gone for hybrid classes, significantly altered classes, and then also archetypes adding new options for all of these. 5E pretended to have a bunch of big options for each class but it pretended to have a lot of things it didn't really have.
So here we're getting some alternate class feature type deals for a variety of things in Tome, in most cases stolen straight from these other ideas, or taking prestige classes and baking them into base classes as alternate features when they have "some cool ideas but not actually doing high level things and being worth that trouble". If a game uses these and also my feat per level list, don't use any of the special "This feat is for this class, and you can only have one of these because it significantly changes the class and gives you a direction" feats.
We are not starting this in alphabetical order. Instead, this begins with...
The Druid
PHB/SRD version
Blight Druid
Nature gets quite a hard time, subject to all sorts of abuse. But it still remains, even if in a very different form. Whether blighted by sickness and disease, or pollution, or wracked by natural disaster or even magical calamity, it is still nature, and somebody represents that. Not only do they represent it, they venerate it, and seek to remind us that in the end, everybody dies.
Wild Empathy: the Blight Druid's Wild Empathy does not work with Animals. It only works with Vermin and Ooze creatures, but other than this it works the same.
Resist Blight: instead of Resist Nature's Lure, the 4th level Blight Druid gains resistance to corruption and decay. She gains a +4 Bonus to Saving Throws against Poison, Disease, the Sickened and Nauseated conditions, and the attacks of Ooze creatures.
Wild Shape: the Blight Druid's Wild Shape ability only lasts for one minute per level instead of one hour. However, whatever shape she takes, she also adds the Corpse Creature template when becoming an Animal, the Corrupted Creature template when becoming a Plant, and the Necromental template when becoming an Elemental. Upon returning to her normal form, she is left Fatigued for a number of rounds equal to the number of minutes spent in the Wild Shape (minimum one round).
Corrupted Resilience: at level 9, instead of Venom Immunity, the Blight Druid gains Immunity to Diseases (including magical ones), as well as the Sickened and Nauseated conditions.
Plaguebearer: at level 13, instead of A Thousand Faces, the Blight Druid carries infectious disease within her veins. Any creature that strikes her with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude Save (DC 10 + half her level + her Wisdom Bonus) or contract a disease as though from the Contagion spell. A creature only need attempt one save against this per day.
Miasma of Decay: at level 15, the Blight Druid does not gain Timeless Body. Instead, she constantly emits a barely-visible cloud of ruin that helps bring things to their death. Adjacent creatures are unable to regain lost hit points until she is no longer adjacent. Furthermore, adjacent creatures that are suffering from ongoing damage (such as blood loss or being on fire) suffer an extra point of damage each turn. Neither of these affects the Blight Druid herself.
Some Druids travel a lot and value all sorts of natural creatures and magic and locations. But some are dedicated to specific environments, protecting it especially and trying to spread its influence further. They are Circle Druids - forming "The Circle of the Swamp" or "The Circle of the Volcano" or whatever. Note that for forests, fields and plains, the regular Druid works pretty well as-is.
Wild Empathy: most Circles gain some form of modification to Wild Empathy, but retain the base ability:
Aquatic: this will only affect creatures with a natural Swim speed of some kind and Intelligence 2 or less, regardless of their Type. It even affects Mindless creatures that can swim.
Arctic: when used with Animals that have a listed environment of "Cold", the Arctic Circle Druid gains a +2 Bonus. It may also be used with non-Animal creatures that have the [Cold] Subtype and an Intelligence of 1 or 2 (but not just Magical Beasts generally), at a -4 Penalty.
Cavern/Underdark: the Cavern Circle Druid cannot influence Magical Beasts, but can influence Ooze and Vermin creatures with a -4 Penalty.
Desert: the Desert Circle Druid can influence Vermin with an Intelligence of 2 or less, including Mindless ones, at no penalty, but cannot influence Magical Beasts. When dealing with Sphinxes, she may use Wild Empathy in place of Bluff, Diplomacy and Intimidate.
Jungle: the Jungle Circle Druid cannot influence Magical beasts. Instead, she may influence Plants, albeit at a -4 Penalty. She gains a +2 Bonus to influence any creature with a natural Poison attack (including Plants, effectively reducing the penalty to -2).
Mountain: this works normally for the Mountain Circle Druid.
Swamp/Marsh: the Swamp/Marsh Circle Druid cannot influence Magical Beasts, but can influence Oozes with no penalty.
Volcano: when used with Animals that have a listed environment of "Hot", the Volcano Circle Druid gains a +2 Bonus. It may also be used with non-Animal creatures that have the [Fire] Subtype and an Intelligence of 1 or 2 (but not just Magical Beasts generally), at a -4 Penalty.
Woodland Stride: again, most varieties of Circle Druid have a more specialist ability that is relevant to their favourite terrain.
Aquatic: the Aquatic Circle Druid gains a Swim Speed equal to her Land Speed, and all the usual benefits that go along with it.
Arctic: the Arctic Circle Druid moves without impediment on naturally-occurring ice and snow without slipping, breaking through, being slowed and so on. Additionally, she treats snow-based vision impairment as one step less bad than it normally is.
Cavern/Underdark: the Cavern Circle Druid can squeeze through tight spaces at normal speed, does not treat rubble and uneven, unworked ground as Difficult Terrain, and has Darkvision 30'. If she already has Darkvision, add 30 feet to its range.
Desert: the Desert Circle Druid constantly has the benefits of a Ring of Sustenance. Additionally, she treats loose sand and dust as one step more stable than it actually is when moving through or across it.
Jungle: the Jungle Circle Druid gains Woodland Stride as normal.
Mountain: the Mountain Circle Druid has a +4 Bonus to resist being Tripped or Bullrushed, as well as on any Skill checks or Saving throws to maintain balance, avoid falling, or avoid being hit by a rockfall or avalanche.
Swamp/Marsh: the Swamp Circle Druid can move freely through swamps and water at waist-height or less - anything short of swimming is treated as open ground.
Volcano: the Volcano Circle Druid gains Fire Resistance 5 and can walk harmlessly across the surface of lava without sinking or taking damage, providing she ends her movement on a solid surface. She also suffers no harm walking through or across hot ash, and treats it as one step more stable than it actually is.
Trackless Step: the different forms of Circle Druid gain different abilities suited to their specific environments, because they're not so concerned about hunters, bandits and wolves following them.
Aquatic: the Aquatic Circle Druid ignores natural currents, swimming freely, and also suffers no penalties or damage from cold water, including things like hypothermia when climbing out of the water.
Arctic: the Arctic Circle Druid has 3 levels of Cold Weather Protection, and does not suffer from frostbite or snow blindness.
Cavern/Underdark: the Cavern Circle Druid cannot be tracked via Scent or Tremorsense.
Desert: the Desert Circle Druid gains 3 levels of Hot Weather Protection, and never suffers from sunstroke.
Jungle: the Jungle Circle Druid gains a form of camouflage, allowing her to hide without cover or concealment in jungle environments, even when directly observed, and gaining a further +4 Bonus to Hide checks when cover or concealment is offered.
Mountain: the Mountain Circle Druid gains a Climb speed equal to half of her base land speed (round up).
Swamp: any time the Swamp Circle Druid would receive Concealment or Cover from water, swamps or miasma, she instead gains Full Concealment.
Volcano: the Volcano Circle Druid becomes immune to damage from lava, and can see clearly through up to ten feet of it when submerged within it. She does not gain a Swim speed, but can swim through it as though it were water.
Resist Nature's Lure: instead of fey, the Druids of different Circles are protected against a variety of other things more relevant to where they typically reside.
Aquatic: the Aquatic Circle Druid gains a +4 Bonus to all saving throws against [Water] effects, and checks to avoid drowning.
Arctic: the Arctic Circle Druid gains a +4 Bonus to saving throws against [Cold] effects, and against Fatigue and Exhaustion.
Cavern/Underdark: the Cavern Circle Druid gains a +4 Bonus to Saving Throws against the attacks of Oozes and Aberrations.
Desert: the Desert Circle Druid gains a +4 Bonus to Saving Throws against [Fire] effects, and against Fatigue and Exhaustion.
Jungle: the Jungle Circle Druid gains a +4 Bonus to Saving Throws against Poisons, as well as the attacks of Plants.
Mountain: the Mountain Circle Druid gains 1 level of Cold Weather Protection, as well as Immunity to Altitude Sickness and a +4 Bonus to Saving Throws against [Air] effects.
Swamp: the Swamp Circle Druid gains a +4 Bonus to Saving Throws against Diseases, as well as the Distraction attack of Swarms and the attacks of all Hags.
Volcano: the Volcano Circle Druid gains a +4 Bonus to Saving Throws against [Fire] effects, as well as the Sickened, Nauseated and Blinded conditions.
Venom Immunity: Druids of the various Circles gain different forms of resistances, immunities and other forms of resiliency.
Aquatic: the Aquatic Circle Druid becomes Amphibious, doubles her Swim Speed, and can survive under any sea pressure.
Arctic: the Arctic Circle Druid gains the [Cold] Subtype.
Cavern/Underdark: the Cavern Circle Druid becomes immune to detection via Telepathy and Detect Thoughts when she wants to be, and is also immune to Paralysis.
Desert: the Desert Circle Druid gains the [Fire] Subtype.
Jungle: the Jungle Circle Druid constantly benefits as though from Endure Elements, and is Immune to all forms of Disease, even magical ones.
Mountain: the Mountain Circle Druid becomes immune to Petrification, as well as magical effects that force her movement (such as Reverse Gravity and Telekinesis, not [Mind-Affecting] effects that force her to make the decision to move.)
Swamp: the Swamp Circle Druid gains permanent Freedom of Movement, and Immunity to all forms of Disease, even magical ones.
Volcano: the Volcano Circle Druid gains the [Fire] Subtype and can breathe smoke, lava and volcanic fumes just fine as though it were fresh air.
Wild Shape: the Wild Shape ability changes a little for the different Circles of Druid.
Aquatic: the Aquatic Circle Druid cannot turn into Fire Elementals when gaining Elemental Shape. Instead, when becoming a Water Elemental, she may take on a form one size larger than normal, and as though her level were one higher (thus, turning into a Huge elemental at level sixteen and a Greater one at level twenty). She also gains the Engulf ability of a Gelatinous Cube in these forms, dealing automatic damage as though through a critical hit from a Slam attack every round a creature remains engulfed.
Arctic: the Arctic Circle Druid gains Primal Wild Shape as a bonus feat. At level 12, instead of Plants, she gains the ability to turn into Magical Beasts with the [Cold] Subtype. When Elemental Shape is gained, she cannot turn into Fire Elementals, but can become Ice Para-Elementals.
Cavern/Underdark: the Cavern Circle Druid can turn into Vermin but not Animals. At level twelve, instead of Plants she may become Oozes.
Desert: instead of Plants, at level 12 the Desert Circle Druid may take on the form of Magical Beasts from Warm/Hot Desert environments: Ashworm, Camelopardel, Chekryan, Dunewinder, Sand Hunter, any kind of Sphinx, Thunderbird, Basilisk. Use the hit dice and size limitations of normal Wild Shape. A daily use of Elemental Shape may be used for this Magical Beast shape to retain the Supernatural and Spell-Like Abilities of the shape. She cannot become a Water Elemental.
Jungle: at level sixteen, the Jungle Circle Druid gains the ability to take on Magical Beast forms instead of Elementals. The abilities and limitations are the same as for Elemental Form. She may also use a use of this instead of Wild Shape when becoming a Plant in order to retain any Supernatural abilities of the Plant.
Mountain: at level twelve, the Mountain Circle Druid does not gain the ability to become a Plant. Instead, she gains the ability to take on Giant forms, using the hit dice and size limitations of normal Wild Shape. A daily use of Elemental Shape may be used for this Giant shape to retain any Supernatural and Spell-Like Abilities of the shape.
Swamp: instead of Elementals, at level sixteen the Swamp Circle Druid may take on the form of any Troll, Hag, or Swarm of Animals/Vermin. The hit dice and size limitations are the same, and she retains the Supernatural and Spell-Like Abilities, just like with Elemental Shape.
Volcano: at level twelve, instead of Plants the Volcano Circle Druid may take on the form of a Red Dragon (of any size and hit dice that fits the usual limit for her Wild Shape) Lava Ooze or Smoke Drake. At level fourteen, she may also become a Fire Drake. At level sixteen, she may also become a Magma Drake. Any of these only last for one round per level instead of one hour per level, however she retains the Supernatural and Extraordinary Abilities. Additionally, when gaining Elemental Shape, she cannot become a Water Elemental, but may become a Magma Paral-Elemental or Smoke Para-Elemental.
Long before humans (and elves and so on) existed, there were other things, the long-extinct ancestors to us. Most creatures alive now did not exist then, though thanks to the magical world, some still do. The Old World Druid longs for a return to that primeval time, and protects the last vestiges of it.
Languages: the Old World Druid automatically learns Druidic, Auran, Aquan, Ignan and Terran.
Primitive Caster: the Old World Druid gains Primitive Caster as a Bonus Feat.
Animal Companion Options: the Old World Druid has a very specific set of options for her Animal Companion. At first level, they are the Small Viper, Medium Viper, Dire Rat, Medium Shark, and Swindlespitter Dinosaur.
Level -3: Crocodile, Dire Badger, Dire Bat, Dire Weasel, Monitor Lizard, Large Shark, Constrictor, Large Viper, Fleshraker Dinosaur
Level -6: Dire Wolverine, Giant Crocodile, Deinonychus, Dire Ape, Dire Boar, Dire Wolf, Elasmosaurus, Huge Viper, Megaloceros, Cryptoclidus, Pteranadon
Level -9: Dire Lion, Megaraptor, Huge Shark, Giant Constrictor, Glyptodon, Smilodon, Dire Snake, Bloodstriker Dinosaur, Diprotodon
Level -12: Dire Bear, Allosaurus, Ankylosaurus, Megatherium, Ceratosaur, Stegasaurus
Level -15: Dire Shark, Dire Tiger, Triceratops, T-Rex, Woolly Mammoth, Zeuglodon, Mastodon
Wild Empathy: the Old World Druid has a very limited connection to nature. Her Wild Empathy only functions with reptiles (including dinosaurs), dire animals, sharks, and the Smilodon, Glyptodon, Megatherium, Mastodon, Zeuglodon, Woolly Mammoth and Diprotodon.
Wild Shape: the Old World Druid's Wild Shape ability only allows her to take on the form of reptiles (including dinosaurs), sharks, dire animals, and the Smilodon, Glyptodon, Megatherium, Mastodon, Zeuglodon, Woolly Mammoth and Diprotodon. However, she gains Primeval Wild Shape and Stone Form as Bonus Feats.
Older Than Worlds: at level nine, instead of Venom Immunity, the Old World Druid gains Immunity to any spell with an Alignment Descriptor ([Law], [Chaos], [Good], [Evil]).
Druids are often calling upon powerful calamities from nature. It's loads of fun. However the Stormcaller Druids specialise in calling upon tempests, thunder and lightning. If you don't want to be a Stormcaller for some reason, but still really want to focus on storms, then this is the Druid variant for you.
Eye of the Storm: instead of Woodland Stride, at level two the Stormcaller gains the ability to ignore strong winds and rain, moving and perceiving the world and even firing bows as though it were clear weather.
Wind Shield: at level three, the Stormcaller doesn't gain Trackless Step. Instead, any time she is in the wind or rain, it is treated as one degree stronger for the purpose of making her harder to track, blowing gases away from her, making her harder to see or shoot and so on.
Piercing Vision: instead of Resist Nature's Lure, the fourth-level Stormcaller can see through fog and mist as though it weren't there. She knows it is there still, and how badly it would obscure vision, but it doesn't happen to impede her vision.
One With the Storm: instead of Venom Immunity, the ninth-level Stormcaller gains Immunity to Electricity.
Rolling Thunder: instead of A Thousand Faces, at level thirteen the Stormcaller becomes immune to Deafness and can never be rendered silent.
Spontaneous Casting: the Stormcaller cannot spontaneously convert prepared spell slots to Summoning spells. Instead, she may convert them to the following:
First Level: Obscuring Mist, Winter Chill, Thunderhead
Second Level: Gust of Wind, Winter's Embrace, Frost Breath, Binding Winds
Third Level: Call Lightning, Weather Eye, Thunderous Roar, Air Breathing, Capricious Zephyr
Fourth Level: Ice Storm, Rushing Waters, Eye of the Hurricane, Arc of Lightning
Fifth Level: Call Lightning Storm, Wind Tunnel, Cold Snap
Sixth Level: Stormwalk, Tidal Surge
Seventh Level: Control Weather, Waterspout, Storm Tower, Storm of Elemental Fury
Eighth Level: Whirlwind, Stormrage, Maelstrom
Ninth Level: Storm of Vengeance, Greater Whirlwind, Tsunami
Wild Shape: the Stormcaller's Wild Shape ability is a bit limited compared to most. The duration is halved for normal Wild Shape, and she does not gain Plant Shape at all. Upon gaining Elemental Shape, she cannot become an Earth Elemental but may become a Storm Elemental. At level twenty, she may become a Tempest, even though it exceeds both the hit dice and size limits.
Not every druid gives up on civilisation and lives out in the woods where eating cheese involves a very lengthy process involving your own cows and churning facilities. Some of them still live in cities, particularly those who awaken with druidic powers innately, having happily lived in cities as friends of the nature found there - and there is plenty for those who would look - and decide this is the realm they must protect.
Urban Companion: the Urban Druid is limited to the following options for their Animal Companion, even in cases where it is not a creature of the Animal Type: Cat, Dire Rat, Dog, Riding Dog, Horse (Light or Heavy), Owl, Pony, War Pony, Raven, Giant Worker Ant, Monstrous Centipede (Tiny, Small or Medium), Giant Worker Termite, Monstrous Spider (Tiny, Small or Medium), Animated Object (Tiny or Small).
In all other ways, this is treated as her Animal Companion, including when she casts a spell that only affects Animals - as such she may cast Animal Growth on her Animated Object Companion or whatever.
At higher levels, some other options are available. She is limited to the following choices:
Level -3: Dire Bat, Warhorse (Light or Heavy), Giant Soldier Ant, Monstrous Centipede (Large), Giant Soldier Termite, Monstrous Spider (Large), Animated Object (Medium)
Level -6: Giant Wasp, Monstrous Centipede (Huge), Animated Object (Large)
Level -9: Monstrous Centipede (Gargantuan), Monstrous Spider (Huge), Animated Object (Huge)
Level -12: Animated Object (Gargantuan)
Level -15: Monstrous Centipede (Colossal), Monstrous Spider (Gargantuan), Cesspit Ooze
Crowd Walker at level two, the Urban Druid does not gain Woodland Stride. Instead, she moves at her normal rate when moving through a crowd, and treats debris as one step less troublesome than normal - ignoring light debris and only suffering the effects of light debris when walking through heavy debris.
Vermin Shape: at level eight, the Urban Druid does not gain the ability to turn into Large Animals. Instead, she may transform into Small and Medium Vermin and Animals. At level eleven, she gains the ability to turn into Tiny Animals and Vermin. At level twelve, she does not gain the ability to transform into Plant creatures. Instead, she may transform into Animals and Vermin Swarms of any size, providing they fit into the hit dice limit. At level fifteen, she does not gain the ability to transform into Huge Animals. Instead, she may turn into Large Animals and Vermin. This modifies Wild Shape, but other than the changes mentioned here it works just the same, and Natural Spell allows her to cast spells in any of these forms.
Object Shape: at level sixteen, the Urban Druid does not gain the ability to turn into Elementals. Instead, she may become a Small, Medium or Large animated object once per day. In addition to the normal effects of Wild Shape, she gains all the animated object's Extraordinary Abilities, as well as the following Construct Traits: Low-Light Vision, Darkvision 60 feet, Immunity to Critical Hits, Poison, Disease, Paralysis and Stunning. The form taken must be an object common to the city environment (such as a wagon, statue, barrel, piece of furniture or lamp post). At level eighteen, this may be used a second time per day. At level twenty, it may be used three times per day, and she may assume the form of a Huge animated object.
Spell List: the Urban Druid has the following modifications to her spell list.
Level 1: lose Detect Snares and Pits, Endure Elements, Entangle, Goodberry; gain Sanctuary, Magic Weapon, Alarm, Detect Weaponry
Level 2: lose Barkskin, Tree Shape, Warp Wood, Wood Shape; gain Make Whole, Calm Emotions, Spymaster's Coin, Locate Object
Level 3: lose Call Lightning, Diminish Plants, Plant Growth, Snare, Speak With Plants, Spike Growth; gain Tongues, Glyph of Warding, Sign of Sealing, Animate Weapon, Rust Ray, Shatterfloor
Level 4: lose Antiplant Shell, Command Plants; gain Leomund's Spacious Carriage, Metal Melt
Level 5: lose Call Lightning Storm, Insect Plague, Tree Stride, Wall of Thorns; gain Glibness, Mirage Arcana, Zone of Peace, Wall of Limbs
Level 6: lose Fire Seeds, Liveoak, Repel Wood, Transport via Plants; gain Greater Sign of Sealing, Oozepuppet, Wall of Gears, Viscid Glob
Level 7: lose Animate Plants, Changestaff; gain Statue, Ironguard
Level 8: lose Control Plants; gain Glass Strike
Level 9: lose Shambler; gain Awaken Construct
Even if the nature you are linked to, the nature of the world that is “your” world, is completely alien to the nature of those around you, that doesn’t matter – you’re still linked to some kind of natural world. The Druid is very much focused on the Prime Material Plane, but this archetype adjusts it for those who hail from, or feel a kinship with, different worlds completely.
Note: any reference to the Pseudonatural template refers to the non-Epic one, if it has to be said.
Nature Sense: this differs only in that it provides a +2 Bonus on Knowledge: The Planes rather than Knowledge: Nature.
Wild Empathy: the Far Realm Druid suffers a -4 Penalty on Wild Empathy checks made with Animals native to the Prime Material Plane. She may, however, use it to influence Aberrations and Oozes with an Intelligence of 1 or 2, at no penalty, as though they were Animals. Likewise, any creature with an Intelligence of 1 or 2 that is specifically native to the Far Realm, regardless of Type, may be influenced in this manner.
Spell Lists: the Far Realm Druid adds the following spells to her Class List, all from Dragon #330: Aching Dread (1st), Call Amoebic Crawler (2nd), Far Realm Visitation (3rd), Dimension Rift (3rd), Call Cranial Encyster (4th), Lingering Raver (4th), Soul-Blasting Dread (5th), Call Kaortic Hulk (6th), Finger of Expulsion (7th), Call Nightseed (8th), Welcome to the Amoebic Sea (9th). The following spells from other sources are also added: Aberrate (1st), Touch of Madness (2nd), Brain Spider (7th), Insanity (7th), Maddening Scream (8th), Weird (9th).
When casting Summon Nature’s Ally spells, the lists are altered as follows:
SNA I: all Animal options have the Pseudonatural template applied
SNA II: remove Elemental and Hippogriff. All Animal options have the Pseudonatural template applied.
SNA III: add Opabina (Dragon #348), remove Satyr and Thoqqua. All Animal options have the Pseudonatural template applied.
SSNA IV: add Dolgrue (Dragon #348), remove Arrowhawk, Elemental, Salamander, Tojanida, Unicorn and Xorn. All Animal options have the Pseudonatural template applied.
SNA V: remove Arrowhawk, Elemental, Griffon, Janni, Satyr, Nixie and Tojanida. All Animal options have the Pseudonatural template applied.
SNA VI: add Wyste (MM2), remove Elemental, Girallon, Pixie, Salamander and Xorn. All Animal options have the Pseudonatural template applied.
SNA VII: add Xorbeast (Dragon #348), remove Arrowhawk, Elemental, Djinni, Invisible Stalker, Pixie and Xorn. All Animal options have the Pseudonatural template added.
SNA VIII: add Akleu (Dragon #348) and Rukanyr (FF), remove the Salamander and Tojanida. Dire Shark and Roc have the Pseudonatural template added.
SNA IX: add Dharculus (Planar HB), Mooncalf (MM2), 5-headed Shrieking Terror (MM3) and Kyra (Dragon #348), remove the Elemental, Grig, Pixie and Unicorn.
The following spells are removed from the Class List: Calm Animals, Charm Animal (1st), Animal Messenger, Tree Shape (2nd), Speak With Plants (3rd), Command Plants (4th), Atonement, Awaken, Hallow, Unhallow, Tree Stride (5th), Liveoak, Transport via Plants (6th), Animate Plants, Changestaff (7th), Control Plants (8th), Elemental Swarm, Shambler (9th). Spells from supplemental books should not automatically be added to the list, but that applies to the regular Druid so I won’t police that. Just don’t cast things like Invoke the Cerulean Sign.
Animal Companion: the Far Realm Druid doesn’t have an Animal companion. He must add the Pseudonatural Template (this does not alter the level), or instead may add the Half-Farspawn Template (for a further -3 level modifier on top of the base creature). Alternatively, he may have an Opabina (-3), Cranial Encyster or Amoebic Crawler (-6), Dolgrue (-9), Xorbeast (-12),, Kaortic Hulk or Akleu (-15) or Kyra (-18). In all other ways, this functions the same as an Animal Companion, such as bonus hit dice gained, sharing spells and so on.
Different Worlds and Minds: the Far Realm Druid does not gain Woodland Stride or Trackless Step. Instead, starting at level two, he doesn’t suffer penalties from Cerebrotic Blots (Dragon #330) or any other rules for “this area is breached by the Far Realm” the game uses. He also doesn’t suffer the effects of anything with “Madness”, “Maddening” or “Insanity” in the name (such as the Insanity and Maddening Whispers spells) and if the game uses Sanity Points, he does not have those and does not interact with those rules in any way.
Otherworldly Shape: the Wild Shape ability of the Far Realm Druid is altered. He must apply the Pseudonatural Template to any Animal or Plant form. When he gains Elemental Shape, he may instead use an Elemental Shape use to apply the Half-Farspawn Template to an otherwise valid Plant or Animal.