While druids honor Ambyrlee for her creations and her ongoing love of the natural cycle, most do not consider themselves one of her Tashi. Instead they focus on the maintaining the natural world around them, seeing themselves as self-appointed stewards of maintaining balance and staving off man-made and magic-manifested ruin.
For although the days of the Mage Wars are little more than a footnote in a moldy history books of the Cahedra, druids can yet hear the screams of nature as it was twisted and uprooted, bent to the will of battlefield magecraft.
The trees and stones have long memories and openly tell of the cataclysmic changes that wracked the earth — at least to those who care to ask and listen.
Druids know that magic feeds the roots of these changes, and they watch as aftershadows continue to disrupt the flow of nature. To this end, they seek to heal the land, to restore it to its natural state — and to protect its flora and fauna as best they can against further decline.
DRUID CIRCLES
To address (and redress) the land, most druids of Narenfel gather in small enclaves called Circles, generally associated with specific geographic areas. Within these gatherings, druids share information about growing areas of concern and pool resources as needed.
Druids in Narfenel may chose one of the following Circles to be a part of when they reach second level as a Druid: Circle of the Land (see specific updates below), Circle of the Moon, and Circle of the Shepard (Xanthars Guide). Most druids of Narenfel are part of the Circle of the Land. However, some spells are considered Shadari magic in Narenfel, and are not taught or used. The following list Circle Spells for Circle of the Land druids supersedes that in the Player’s Handbook. Druids do not cast illusion spells.
Arctic
Most common in Thell, The Westlands, and northern Regimantis
D. Level Circle Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Coast
Most common in New Wyntiri, Bramm, and the islands of the Maugholdings
D. Level Circle Spells
3rd *warding wind, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Desert
Most common in the Westlands
D. Level Circle Spells
3rd **skywrite, silence
5th create food & water, prot. from energy
7th blight, *sickening radiance
9th insect plague, wall of stone
Forest
Common in every nation except the Maugholdings
D. Level Circle Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grassland
Common in the Westlands, Callen Moor, Regimantis and Bramm
D. Level Circle Spells
3rd *moonbeam, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th *farstep, insect plague
Mountain
Common in all nations but New Wyntiri and the Maugholdings
D. Level Circle Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Swamp
Common in New Wyntiri and Vis
D. Level Circle Spells
3rd acid arrow, darkness
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying
Underdark
There are no known druid circles that operate within dark and watery catacombs of Vis. Druids in
Narenfel cannot choose the Underdark as a Circle of the Land.
RESTORE BALANCE
Druids are healers of the land — and are able to restore its natural balance by reducing the ambient disruption that normal magic creates. Starting at 5th level, as an action, you may use one of their available spell slots to reduce the magnitude of an existing node by 1.
At 9th level, you are able to reduce the magnitude of the node by 2 during your action, so long as you use a spell slot of level 3 or higher.
DRUID SPELLS
Druids in the lands of Narenfel have a slightly altered list of spells from those listed in the Players Handbook, since they do not practice spells from the school of Illusion (considered Shadari magic). The followed spells have been removed from the Druid’s spell list
Removed spells
4th Level – hallucinatory terrain
7th Level – mirage arcane