Druid

The history of the druids in Eberron stretches back sixteen thousand years, to a time when orcs and goblinoids ruled the continent of Khorvaire. At that time, a black dragon named Vvaraak, a great student of astrology, cosmology, and the draconic Prophecy, foretold a planar invasion of tremendous magnitude. Knowing that the humanoids would have to repel this invasion on their own, she taught the first orc druids about the bond among the three dragons of legend, how to tap into their power, and how they might seal the gate between the planes the next time one opened.

The invasion Vvaraak foretold occurred seven thousand years later, when mind flayers and their daelkyr overlords from the plane of Xoriat stepped through planar gateways and launched an overwhelming attack on the hobgoblin Empire of Dhakaan. Because they had kept Vvaraak’s teachings alive, the orc druids were able to seal the planar gateways, striking the decisive blow in the war against the invaders.

Not all druids in Khorvaire are aware of this ancient and illustrious history, and few actually recall the central cosmological teachings that enabled the druids of old to act as Gatekeepers, policing the boundaries between the planes. These few, however, still pass on Vvaraak’s teachings, trusting that future generations faced with a similar threat from beyond Eberron are prepared to deal with it as their spiritual ancestors did in millennia past.

Most druids come from the Eldeen Reaches, where their animistic religion is the dominant faith. Others are found anywhere that nature’s spirit is strong, from the craggy mountains that house the Mror Holds to the fetid swamps of the Shadow Marches. Some druids from the Eldeen Reaches espouse radical philosophies that oppose the use of “unnatural” magic and condemn the building of settlements. Most druids are more moderate in their beliefs about the proper balance of nature, magic, and civilization.

The majority of halfling druids use the saurian shaman archetype. Shifters are usually mooncallers or moonspeakers, while dragon shamans usually hail from Argonessen where the majority of dragons reside.

Level Base Attack Bonus Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st + 0 + 2 + 0 + 2 Nature Bond, Nature Sense, Orisons, Wild Empathy 3 1
2nd + 1 + 3 + 0 + 3 Woodland Stride 4 2
3rd + 2 + 3 + 1 + 3 Trackless Step 4 2 1
4th + 3 + 4 + 1 + 4 Resist Nature’s Lure, Wild Shape (1/day) 4 3 2
5th + 3 + 4 + 1 + 4 4 3 2 1
6th + 4 + 5 + 2 + 5 Wild Shape (2/day) 4 3 3 2
7th + 5 + 5 + 2 + 5 4 4 3 2 1
8th + 6/+ 1 + 6 + 2 + 6 Wild Shape (3/day) 4 4 3 3 2
9th + 6/+ 1 + 6 + 3 + 6 Venom Immunity 4 4 4 3 2 1
10th + 7/+ 2 + 7 + 3 + 7 Wild Shape (4/day) 4 4 4 3 3 2
11th + 8/+ 3 + 7 + 3 + 7 4 4 4 4 3 2 1
12th + 9/+ 4 + 8 + 4 + 8 Wild Shape (5/day) 4 4 4 4 3 3 2
13th + 9/+ 4 + 8 + 4 + 8 A Thousand Faces 4 4 4 4 4 3 2 1
14th + 10/+ 5 + 9 + 4 + 9 Wild Shape (6/day) 4 4 4 4 4 3 3 2
15th + 11/+ 6/+ 1 + 9 + 5 + 9 Timeless Body 4 4 4 4 4 4 3 2 1
16th + 12/+ 7/+ 2 + 10 + 5 + 10 Wild Shape (7/day) 4 4 4 4 4 4 3 3 2
17th + 12/+ 7/+ 2 + 10 + 5 + 10 4 4 4 4 4 4 4 3 2 1
18th + 13/+ 8/+ 3 + 11 + 6 + 11 Wild Shape (8/day) 4 4 4 4 4 4 4 3 3 2
19th + 14/+ 9/+ 4 + 11 + 6 + 11 4 4 4 4 4 4 4 4 3 3
20th + 15/+ 10/+ 5 + 12 + 6 + 12 Wild Shape (at will) 4 4 4 4 4 4 4 4 4 4

Alignment: Any neutral
Hit Dice: d8
Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Int modifier.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Starting Gold: 2d6 × 10 gp (average 70 gp).
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given above. In addition, she receives bonus spells per day if she has a high Wisdom score.

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Druid Options

New options for druid characters reflect the practice of adopting magical beasts as totems and item creation feats useful to any spellcaster.

Feats

Spontaneous Casting.

Archetypes

Eldeen Druid
Gatekeeper Mystagogue
Landforged Walker-Warforged
Moonspeaker-Shifter
Planar Shepherd

Animal Companions

Druid

Eberron inferno813