Unlike Athasian clerics, druids are solitary creatures. They live off the land, within the land, and they have sacrificed their entire lives for the land. But, unlike clerics, druids concentrate their considerable abilities in a single area: their guarded lands. A barren stretch of desert, a sparse section of scrub land, or perhaps a sparkling oasis, that is the home of the druid, and his source of power. One small preserve, protected from the dark magic of the defilers.
They are the bane of sorcerer kings, eternally at war with them, but hunted to small enough numbers to no longer be considered a viable threat. The few druids bide their time, training and rebuilding their ranks. It is said one day the druids will rise from the earth with their fallen brothers and erase the sorcerer kings from Athas.
Use the defaults from the Player's Handbook or Xanathar's unless changes are mentioned below. From any other book please check with the DM.
Unlike clerics, druids are not bound by the desires of the elements but are tasked with defending the raw elements of the world. They do not undergo rites of initiation but instead apprentice under other druids. Months may pass before a mentor believes the initiate is ready to speak with the elements. At that time, the student is allowed to commune in a deep trance with the spirits. There are very few rejections as druids tend to carefully weed and groom candidates before ever allowing them to commune. In such events, the student is generally killed and returned to the earth.
Choose one specific geographic feature to be your Guarded Land. This may be a particular stretch of desert, an oasis, a cave, a belt of scrub grass, and so on. While you are within the boundaries of your Guarded Land, you are under a constant pass without trace effect and can speak with animals at will.
See the Beast Shapes section for Wild Shape options.
Replace Religion skill option with Stealth.
The spell goodberry does not exist. Create or destroy water only affects 1 gallon per casting, and another gallon per slot above 1st.
The terrain of Athas is much different than that of most D&D worlds. Remove Arctic, Coast is renamed Oasis, Forest includes jungles, Grassland includes savannah, scrublands, and verdant belts, Swamp includes mud flats and salt marshes, Underdark is renamed Cave.
No changes except to Wild Shape beasts.
Circle of Dreams (Xanathar). Does not exist.
Remove all references to Fey. Modify Speech of the Woods. Remove ability to understand Sylvan. Modify Spirit Totem. Rename Bear as Klar (see barbarian), Hawk as Kes’trekel (see barbarian), and Unicorn as Spirit of the Land. A Spirit of the Land is an enigmatic force that infuses particular lands. Only a select few druids know how to tap into the energies of these silent, ancient powers.
CR Beast
0 Animal, herd (kip, z'tal, jankx)
0 Animal, household (critic, hurrum)
0 Bat (fly)
0 Cranium rat (Volo 133)
0 Giant fire beetle
0 Scorpion
0 Spider
1/8 Baazrag
1/8 Poisonous snake (swim)
1/8 Wezer drone (fly)
1/8 Yallix (fly)
1/4 Constrictor snake (swim)
1/4 Flying snake (fly)
1/4 Giant bat (fly)
1/4 Giant centipede
1/4 Giant poisonous snake
1/4 Kank, drone
1/4 Kes'trekel (fly)
1/4 Rasclinn
1/4 Wezer soldier (fly)
1/4 Zhackal
1/2 Erdlu
1/2 Floater (fly)
1/2 Jhakar
1/2 Kank, soldier
1/2 Kluzd
1/2 Wezer
1 Crodlu
1 Dagorran
1 Erdland
1 Giant ant lion
1 Giant spider
2 Baazrag, boneclaw
2 Cha'thrang
2 Giant constrictor snake (swim)
2 Lirr
2 Razorwing (fly)
2 Tagster/Tigone
3 Cilops
3 Crodlu, heavy
3 Dune reaper, drone
3 Fordorran
3 Giant scorpion
3 Inix
3 Kirre
3 Pterrax (fly)
6 Klar
WILD SHAPE AND PSIONICS
The challenge rating of beasts include their innate psionic abilities, which are assumed when the druid takes that form.
A few new spells for druids to combat defilers.
BACKLASH
1st level abjuration
Casting Time: 1 action
Range: 30 feet (40' radius)
Components: V, S, M (a thorn)
Duration: 24 hours or until discharged
Also known as the preserver’s scourge, this spell makes the ground dangerous to defilers. This spell only affects a creature with at least one point in defiler aura. Should a defiler try to tap into land that is protected by a backlash, she automatically takes 1d6 force damage. The defiler must make a Constitution save or the spell they were casting is lost. Defilers have penalty to the saving throw equal to their defiler aura points. Once it has inflicted damage, the spell is discharged and the ground returns to normal. Only one backlash can be cast on any given plot of ground.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d6 for each spell slot above 1st.
DETECT DEFILER
1st level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of defilers and where the defiler is located. A defiler must have at least 1 point in her defiler aura to be detected. You learn the number of permanent defiler aura points each defiler has, and you learn whether the defiler has less, more, or the same number of Hit Dice as you.
This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
REVENGE OF THE LAND
5th level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a live seed pushed into the ground at your feet)
Duration: Concentration, up to 1 minute
The life energy of the earth is channeled in translucent arcs of energy that radiate from the seed in the ground at your feet and unerringly seek out defilers before returning to the ground. This spell only affects a creature with at least one point in defiler aura. A defiler that starts its turn within or moves into the spell's radius must make a Constitution save. On a failed save, the defiler takes 4d8 force damage. Defilers have a penalty to the saving throw equal to their defiler aura points.