Druids Beyond 20th Level (DK)

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Human druid characters may advance beyond 20th level. A druid gains an additional level for every 500,000 experience points above 2,000,000. He gains 2 hp at each level above 20. Though his progression through levels is slow, the special abilities he gains are powerful. 
A druid can communicate telepathically with any creature on his guarded lands at 21st level. The communication can be for any duration and over any distance, provided the creature is on the druid's guarded lands (note that the druid need not be on the guarded lands at the time of communication). Language barriers do not interfere with this communication. 
A druid can summon an entire species within his guarded lands at 23rd level. The druid must first shapechange to the species desired, then telepathically call for others to join him. All able creatures of that species which reside on the druid's guarded lands will immediately move to his location at their best possible speed. Once clustered, the group of animals will obey the druid's every command, provided he remains in the midst of them. The creatures will readily leave the guarded lands at the druid's bidding. The number of creatures so summoned is not restricted: the druid may command hundreds of mekillots, thousands of vipers, or literally millions of insects. The druid cannot call for just a portion of the species-it's all which occupy his guarded land or nothing. When the druid resumes his original form, the species followers return to their homes. 
A druid gains major access to all spheres of priestly magic at 24th level. 
A druid can call upon the spirit of the land and its powers at 25th level. The spirit will appear to consult or lend aid on the druid's command. However, a druid can never call upon the spirit without just cause, to protect or enhance the lands. Any selfish or personal reasons will anger the spirit so that he might attack the druid instead! For more information about the spirits of the land, consult the Monstrous Compendium, DARK SUN™ Appendix, Terrors of the Desert. 
A druid can hide his guarded lands when he reaches 26th level. Provided the druid is on his guarded lands, he can cast an illusion that only he and those he designates can see through. Creatures who have more Hit Dice or levels than the caster may save vs. spells to disbelieve. Otherwise, travelers on the guarded lands are convinced they are somehow lost, and that these subtle illusions are in fact miles from the lands they seek. The druid can create any physical illusion he cares to, from lush jungles to sterile wastelands. The druid can cast this illusion at any time, but he must concentrate to maintain it. 
A druid can teleport throughout his guarded lands at 27th level. Provided the druid is teleporting between points wholly within his guarded lands, he can teleport any number of times. Since the druid is intimately familiar with every step of his lands, there is no chance of missing his proposed target spot. 
A druid can dose his guarded lands at 28th level He creates an impenetrable barrier around the edges of his lands, in the shape of a dome that rises 1,000 feet higher than the highest point. The nature of the barrier is up to the imagination of the druid—an array of spinning blades, a field of pure force, a curtain of name and magma. In any form, the barrier can only be crossed by creatures of more Hit Dice or levels than the druid, or by creatures that the druid has so designated. The barrier works in both directions: those inside cannot get out, and those without cannot get in. 
A druid absorbs defiler damage on his guarded lands at 30th level. Whenever the druid is on his lands, defiler magic cast there does not destroy the life giving properties around the caster; the ground is not turned to ash. Instead, the energy is tapped directly from the druid, no matter where he is. Every ten spell levels of defiler magic cast on his guarded lands drains 1 hp from the druid, protecting the land. However, defiler magic will not kill the druid it cannot take his last hit point. When the druid is so wounded, defiler magic takes its normal toll on the lands.
Whenever defiler magic is cast on his lands, the druid gets a mental sense of exactly where the spell was cast. When not on his lands, the druid still gets the general impression that defiler magic is being cast there, but he gets no indication of the exact location.