Druids had a more radical change due to their history:
Before Eradication:
Druid gathered in circles and used rituals to commune with the Spirit of Athas which held all knowledge, but could only be experienced. Communication was a dreamlike metaphor that didn’t always make sense to those that communed. Circle leaders were often chosen from the most experienced druids who could understand the dreams. When magic first appeared they were wary of preserving but knew Rajaat was a Pyreen and no harm was being done to the environment. Defiling destroyed the connections to the Spirit of Athas itself so nobody realized what was happening. Even the Spirit itself didn’t understand or wasn’t able to communicate what was occurring. Once defiling was understand many fought back but it was to late. Druidic Circles were well known and easy to wipe out if they resisted the armies of the Cleansing Wars, especially with the connection to Athas being cut off. Circles that survived tended to be small, 1-4 people without much power and there was little communication between these groups.
The great Eradication:
It took several years before the Tyr region Eradication was commonly known to be happening due to lack of communication. Druids fought where they could but were disorganized for the most part. The greatest of them gathered as many as possible in the far mountains at the edge of the Tyr region. There they concluded that most of the defilers were concentrated in the Tyr region. While they had not had contact from outside the Tyr region in over 200 years they decided the majority would leave the Tyr region for the rest of the world. They would return once they had gained more power and could counter the sorcerer kings and their armies. Those who remained formed two groups, guardians and wanderers. Guardians would guard specific sites, wanderers would travel between, keeping lines of communication open and scouting changes in the land/hunting defilers. Wanderers were also responsible for finding new druids. Mostly younger druids became wanderers as they did not feel as attached to a specific area yet and still had fire in them.Of those who remained behind the strongest forged a connection with the Spirit of Athas and gained the knowledge to become Spirits of the Land. That knowledge was passed to Grove Masters as it required them to bind themselves to specific areas. While being bound to a single area made them easier to find it was actually the wanderers who were most often found as they could not hide as easily as the guardians in the guarded lands.
Grove Master
Entry requirements and special abilities as described in Dark Sun Core Rulebook 3 revision 7 or described below.
Level |
Base Attack |
Fort |
Ref |
Will |
Special |
Spellcasting |
1st |
0 |
0 |
0 |
2 |
Animal Companion, Wild Shape, Guarded Lands, Sacrifice, Land Bound |
1 level of existing divine spellcasting class |
2nd |
1 |
0 |
0 |
3 |
Smite Intruder 1/day, Elemental Domain |
1 level of existing divine spellcasting class |
3rd |
1 |
1 |
1 |
3 |
Sustenance, Invisibility 1/day |
1 level of existing divine spellcasting class |
4th |
2 |
1 |
1 |
4 |
Teleport 1/day, Aspect of Nature 1 |
1 level of existing divine spellcasting class |
5th |
2 |
1 |
1 |
4 |
Nondetection, Hide Lands |
1 level of existing divine spellcasting class |
6th |
3 |
2 |
2 |
5 |
Invisibility 2/day |
1 level of existing divine spellcasting class |
7th |
3 |
2 |
2 |
5 |
Smite Intruder 2/day |
1 level of existing divine spellcasting class |
8th |
4 |
2 |
2 |
6 |
Greater Teleport 2/day, Aspect of Nature 2 |
1 level of existing divine spellcasting class |
9th |
4 |
3 |
3 |
6 |
Improved Invisibility 1/day, Elemental Domain |
1 level of existing divine spellcasting class |
10th |
5 |
3 |
3 |
7 |
Timeless Body, Seal Lands, Land Melding |
1 level of existing divine spellcasting class |
Land Bound: Upon your death your spirit returns to your Guarded Land and merges with a feature of your Guarded Lands instead of going to the Grey. You become a Spirit of the Land bound to your Guarded Lands. You can be raised and resurrected normally.
Elemental Domain: You add the spells from a cleric domain to your spell list. The element chosen must be present on your Guarded Lands.
Aspect of Nature (Su): Per Unearthed Arcana’s Wildshape Aspect of Nature Variant. A Grove Master may not choose an element form unless he has access to that domain. A Grove Master use one aspect at level 4 and can combine it with a second at level 8.
Hide Lands(Su): You can hide your guarded lands as per the spell screen, once per day. Your caster level equals your character level.**
Seal Lands(Su): You can seal your guarded lands from intrusion, creating an almost impenetrable barrier around its borders. An invisible hemisphere of force, rising up to 1,000 feet higher than the highest point in the terrain. This ability otherwise works as the wall of force spell (caster level equals your character level). As a full-round action, you can change the appearance of this hemisphere, such as an array of spinning blades, a curtain of flame and magma, or very thick roots. At your option, the barrier can include a password, in which case creatures enter the area normally. You must select this option (and the password) at the time of casting.**
Land Melding(Su): You become a spirit of the land however you retain your memories and abilities. Your type changes to fey and you receive the incorporeal subtype. Do not recalculate base attack bonus, saves, or skill points. As long as you are on your Guarded lands you gain a fly speed equal to your land speed (perfect maneuverability) and a deflection bonus to AC equal to 5 + your Charisma modifier. You gain +4 to Wisdom and +2 to Charisma. You acquire low-light vision and no longer can die of old age, and no longer suffer penalties to abilities for aging.
Level |
Spirit Initiate |
Spellcasting/Manifesting |
1st |
Animal companion, spirit melding, wild shape, telepathy |
— |
2nd |
Improved Sacrifice, Replenish Lands, Caster level increase +1 |
+1 level of existing manifesting class |
3rd |
Summon Nature’s Horde |
+1 level of existing divine spellcasting class |
4th |
Bonus feat, Caster level increase +2 |
+1 level of existing manifesting class |
5th |
Summon Spirit of the Land |
+1 level of existing divine spellcasting class |
6th |
Suppress Defiling, Caster level increase +3 |
+1 level of existing manifesting class |
7th |
Summon Nature’s Wrath |
+1 level of existing divine spellcasting class |
8th |
Bonus Feat, Caster level increase +4 |
+1 level of existing manifesting class |
9th |
Improve Lands |
+1 level of existing divine spellcasting class |
10th |
Land Melding, Caster level increase +5 |
+1 level of existing manifesting class |
NOTE: For Spirit Initiate abilities defined in Legends of Athas the guarded lands are defined as all of Athas.
Improved Sacrifice (Su): This nullifies a wizard’s defiling radius and any effects it entails within 100 ft/character level, such as penalties to attacks and saving throws, and damage to plants. It also nullifies the benefits of any Raze feats used in the casting of the defiling spell. You lose 1 hit point per 5 feet of defiling radius nullified. Dragon Magic is also affected by this.
Suppress Defiling (Su): You gain an aura that suppresses all normal defiling magic (not Dragon Magic). Creatures within the aura do not suffer from defiling effects and defilers can not draw on life energy to cast spells. The aura has a radius of 30 ft and increases by 5 ft per Spirit Initiate class level
- Defiling Resistant Aura [Epic] is usable with this aura
Improve Lands (Su) Once per week a Spirit Initiate can significantly improve the lands around him with a radius of 100ft / caster level. Each use increases the Terrain Type by one level. The area is magically protected against natural destruction for one year per caster level. Natural fires or lightning does not affect it; lack of water or other harsh weather cannot kill the plants. Defiler magic still destroys it normally, as can any directed attack that would affect normal plants.
Land Melding: You complete your melding process, becoming a Spirit of Athas. Your type changes to fey and you receive the incorporeal subtype. Do not recalculate base attack bonus, saves, or skill points. You gain a fly speed equal to your land speed (perfect maneuverability) and a deflection bonus to AC equal to 5 + your Charisma modifier. You gain +4 to Wisdom and +2 to Charisma. You acquire low-light vision and no longer can die of old age, and no longer suffer penalties to abilities for aging. If killed your spirit does not go to the Grey but instead merges with the land where you fall**