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Druidic Magic

Druids of The Eldeen Reaches

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.

Druid Options: Creating a Druid in the world of Eberron is the same with Druid of the Circle of The Land described in the Player's Handbook page 64. But instead of territories Druids in Eberron choose Sects to follow. Therefore instead of Land spells you can choose Sect spells reflecting the role of each Sect in the world.

The Main Sects

The main Sects that dominate the world of Eberron are five. First were the Gatekeepers who protect the world for thousands of years. After 4900 years from the first ivasion that the Gatekeepers repelled another great druidic tradition sprung out of The Eldeen Reaches. Deep in the ancient forests a great pine named Oalian was awakened. Oalian has since become the central influence in many of the Eldeen Sects of druidism including the Ashbound, the Wardens of the Wood, the Greensingers and the Children of Winter. Though each of these traditions have varying beliefs they all share a commonality in their reverence for Oalian.

Ashbound

The Ashbound are an extreme druidic order, who consider all arcane and divine magic (outside of druidic magic) to be "unnatural". They seek to protect all wilderness and consider even common agriculture to be outside the natural balance. They prefer to avoid bloodshed, but the more severe elements within the order are not above terroristic attacks to make their point.

Ashbound
Druid Level Sect Spells
3rd Silence, Beast Sense
5th Dispel Magic, Conjure Animals
7th Death Ward, Conjure Woodland Beings
9th Circle of Power, Conjure Elemental

Ashbound and the Circle of the Moon: Many Ashbound Druids prefer to focus on combat and animal forms rather than casting spell in order to enforce their beliefs.

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Druidic Magic

Children of Winter

The Children of Winter are the darkest of Khorvaire's druidic traditions and seek to cleanse the land of the blight of civilization through death. They believe the end of the current age is at hand and often will endeavor to help it along, believing that the fittest will survive to repopulate in the new spring that is to follow the coming winter. The Mournland is evidence of the coming end in the minds of the Children of Winter.

Children of Winter
Druid Level Sect Spells
3rd Ray of Enfeeblement, Blindness/Deafness
5th Conjure Animals (usually vermin), Stinking Cloud
7th Giant Insect, Blight
9th Insect Plague, Contangion

Children of the Winter and the Circle of the Moon: Many Children of the Winter follow the Circle of the Moon. Unlike the Ashbound who usually transform into ferocious animals most Children prefer vermin form, turning themselves into crawling nightmares.

Gatekeepers

The Gatekeepers are a druidic sect dedicated to keeping Eberron free of "unnatural" external influences, and this order has battled extraplanar invasions and aberrations for centuries. The Gatekeepers are the oldest druidic tradition on the continent of Khorvaire, having descended from the followers of Vvaraak, a black dragon that taught orcs in the Shadow Marches the secrets to the natural world 15,000 years ago.

It was 7,000 years later that the Gatekeepers had their first real test and had to fight to stop the daelkyr invasion.

Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. While diminished in size, the order remains vigilant and maintains a relatively friendly relationship with the Wardens of the Wood, the largest druidic order on Khorvaire.

Gatekeepers
Druid Level Sect Spells
3rd Zone of Natural Purity, Darkvision
5th Magic Circle, Spirit Guardians(fey)
7th Banishment, Mordenkainen's Private Sanctum
9th Dispel Good or Evil, Dimensional Anchor

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Druidic Magic

Greensingers

Nearly all Greensingers are elves or half-elves, with a scattering of humans. They are habitués of Thelanis, if not natives of that plane, spending more time among the fey court than in the material world. Although some learn the sect’s ways on Eberron, most go to Thelanis and return as emissaries and defenders of the fey. Those with elf blood are most closely attuned to the wild freedom embodied by the sect, but anyone who chafes at the strictures imposed by civilization, or even the limitations of another druid sect, is a candidate for the Greensingers.

Greensingers dwell only within the Twilight Demesne and Thelanis, although they might travel to other realms. When they send an ambassador to Eberron, the meeting occurs within the Towering Wood. Communication with far-off nations is through magical means (facilitated by Gatekeepers and the Siberys observatories) or messages carried by emissaries of those lands. It is possible the Greensingers would emerge into the world if a sufficiently great threat demanded it, but so far nothing has met that criterion (whatever it might be).

What motivates the Greensingers as a group, let alone each member, is a mystery to all who are not part of the sect. Indeed, the sheer chaos of the faction is inimical to establishing an overriding philosophy. The Greensingers do have one shared ideal, however, which they reveal only to those who are fit to enter their rarefied circle.

The great purpose of the Greensingers is this: All the planes of existence are part of nature, and all should be made manifest. Unlike every other druid sect, they have no horror of outsiders, considering them to be as natural as earthly creatures. If a thing exists, they say, it was meant to exist. Even such universally reviled monstrosities as daelkyr and undead creatures are obviously intended to be. And existence itself is the highest authority to the Greensingers.

Greensingers
Druid Level Sect Spells
3rd Suggestion, Misty Step
5th Hypnotic Pattern, Blink
7th Confusion, Dominate Beast
9th Dream, Hold Monster

Wardens of the Wood

The largest and most influential of the druidic sects of Khorvaire is the Wardens of the Wood. The Wardens are primarily human but include other races.

During the Last War, the Wardens became the de facto governing body of the Eldeen Reaches after Aundair abandoned the region. The Wardens rallied the people to defend their lands against bandit raiders and foreign nations with designs on their abundant woodlands and plains. The Wardens are respected and well-liked thoughout the Eldeen Reaches.

The Order seeks to maintain a balance between civilization and nature, and is in many ways the most liberal of the druidic sects. They have no problem with agriculture or animal husbandry as long as the land and its creatures are not ill-treated or abused. And they often work with farmers and ranchers to help them prosper while maintaining a proper balance with nature.

Wardens of the Wood
Druid Level Sect Spells
3rd Detect Thoughts, Locate Animals or Plants
5th Clairvoyance, Speak with Plants
7th Divination, Locate Creature
9th Hold Monster, Scrying

Spells

Zone of Natural Purity

2nd level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect)
  • Duration: Concetration up to 1 minute

This spell sanctifies an area to the forces of nature. Up to four creatures of your choice that you can see within range are affected by this spell. If the targets are fey,plants or beasts whenever they make an attack roll or a saving throw before the spell ends, the targets can roll a additonal d4 and add the number rolled on attack rolls, damage or saving throws. If the targets are aberrations then they must make Charisma saving throws. Whenever an aberration that fails this saving throw before the spell ends, the target suffers a d4 penalty on attack roll or saving throw.

High level description: When you cast this spell using a spell slot of 3rd lever or higher, you can target one additional creature for each slot level above 2nd.

Dimensional Anchor

5th level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M ( A bushel of ivy leaves and berries, which must be sprinkled around the area of effect)
  • Duration: Concetration up to 1 minute

As an action you create a shimmering emerald sphere of 120 feet radius centered on you. This sphere completely blocks extradimensional travel.

Forms of movement barred by a dimensional anchor include blink, dimension door, etherealness, gate, maze,misty step, plane shift, teleport and similar teportation abilities. This ability also prevents the use of a gate or teleportation circle for the duration of the spell.

A creature can break through the Dimensional Anchor if it succeeds an Intelligence saving throw against your Spell DC.