Elders are a special breed among druids in that their role is much more similar to that of the priest of an organized religion than is the norm for druids. Indeed, in some cases, an Elder may be part of a religion that trains its leadership as druids rather than clerics; this is especially common with certain nature-oriented or elemental deities. But Elders are more than just religious leaders, they are mysterious messengers and guides, and their training also grants them substantial expertise in uncovering or creating more potent versions of druidic spells.
At 2nd level, you receive training in the spiritual aspects of your druidic tradition. You learn the thaumaturgy cantrip and it does not count against your cantrips known. The bless spell is added to the druid spell list for you, and you gain proficiency with the Religion and Insight skills.
Also at 2nd level, you can recover some magical energy by tapping into leylines. While in natural surroundings, during a short rest you may recover spell slots of a total level less than or equal to half your druid level (rounded down), none of which may be higher than 5th level. Once you have used this ability, you can’t do so again until you finish a long rest.
At 6th level, you become significantly better at uncovering obscure druidic magic. When you perform the Spellcraft activity during downtime, you gain an expertise die on the roll and the time and materials costs are reduced by 25%.
Also at 6th level, you have the sort of supernatural awareness more commonly associated with followers of organized religions. Choose one from the Ancestral Guidance, Numinous Awareness, Premonition, or Supernal Intuition Signs of Faith from the cleric class and one from the Do Without, Naturalist, Seek Truth or Sense Import Divine Lessons from the herald class.
At 10th level, you gain the ability to wild shape into a special raven form that does not count against your wild shapes known. This special form has a few advantages over a normal raven form:
At 14th level, you create or are entrusted with the stewardship of a sacred space. You gain a single grade 3 stronghold of average quality which must be of the Menagerie, Sacred Grove, or Temple type for free. You are unable to sell this special stronghold. You also gain a single seasoned follower of the Apothecary, Cook, Diviner, Healer, or Sage type to assist you and act as the sacred site’s steward while you are away. At the Narrator’s discretion, this stronghold may occupy some exotic location. You gain an expertise die to Nature made while occupying this stronghold.