A druid draws their power from Eberron. All natural life—from the druid, to the wolf, to the tree—is connected, all part of Eberron. The druid can use this connection to assume the form of other natural creatures, to manipulate the weather and other natural phenomena, to influence plants and animals.
With that said, what does it mean to be a druid? To most of the people in Eberron, the word “druid” conjures an image of mysterious sects conducting rituals in the deep wilds, of Ashbound avengers and Wardens of the Wood. Such druidic orders certainly exist, but a critical point is that not all of their members are druids.
In Eberron, the classes used by player characters reflect a remarkable degree of talent and potential. Most priests of the Silver Flame aren’t clerics or paladins. The same holds true with the members of druidic sects. Consider a few tiers of mystical talent.
- Many of those who follow the Eldeen traditions are hunters, farmers, or initiates in the mysteries who have yet to unlock mystical powers. A hunter might be proficient in Survival and Stealth. An Initiate would likely be proficient with Survival and Nature, and perhaps Medicine, Insight, or Persuasion—useful skills for advising a community and helping to resolve disputes. These people are competent and devoted, but they don’t have all the talents of player characters.
- Player characters and champions of a sect may have classes, but they won’t all be druids. Rangers play an important role in all of the Eldeen sects. Barbarians can be found in many of them, and there are Greensinger bards and warlocks. It’s a druidic tradition, but not restricted to druids.
- Other NPCs fall between these two extremes. An initiate might know a few cantrips, spells, or rituals—druidcraft, speak with animals—without having the full scope of a true druid. You might meet an initiate with the Wild Shape ability… but who can only use it to assume a narrow range of shapes (local birds, for example).
So: you can follow one of the druidic traditions without having any levels in the druid class. Conversely, you can have druid as your class without being tied to any of these traditions.
What is the Druidic Language?
What I’m suggesting here is that druids aren’t all bound by common traditions, and that you can take level in the druid character class without sharing any traditional druidic beliefs. But if that’s the case, what’s the Druidic language? How is it that a Talenta maskweaver and a shifter weretouched master—two people with absolutely no cultural overlap—somehow know this secret language unknown to the rest of the world? And furthermore, once it’s that widespread, why don’t MORE people know it? Shouldn’t rangers in the Wardens of the Wood learn to speak Druidic?
There’s two ways to approach this. One is to treat Druidic as a mundane language—exotic, certainly, but as a mundane language that anyone could learn. If I were to do this, I’d definitely make it available to anyone in an Eldeen sect regardless of class. But it still raises the question of why a Qaltiar drow druid in Xen’drik—someone whose culture has never had any contact with Khorvaire—would share a language with both the Talenta Maskweaver and the Warden of the Woods.
A second option is to say that Druidic is a fundamentally magical language. It’s not some sort of secret code: it is literally the language of Eberron. If you embrace this idea, you can extend this to say that the ability to perform druidic magic is integrally tied to knowledge of the Druidic language—that the two are one and the same. Think of Druidic as the source code of the natural world; when you perform a druid spell with verbal components, you are simply speaking in Druidic. Depending on YOUR beliefs, you might see this as petitioning the spirits for aid or you could see it as simply operating the “machinery” of nature. But the idea remains that the Druidic language is the tool used to perform magic. All druids understand it because mastering it is a fundamental part of what it means to be a druid. Even if you’re a hermit who learned your druidic abilities by listening to the wind, when you meet another druid you’ll find you both speak the same language—the language you learned from the wind. The idea here is that while Druidic can be considered to be a language for purposes of spells like comprehend languages—which is to say, magic can reveal its meaning—only someone who can cast spells from the druid spell list can fully learn the language.
With THAT in mind, I’d probably drop Druidic from some of my variant “druid-who’s-not-a-druid” ideas… allowing them to learn another language in its place. And I might allow another character (a Nature cleric casting themselves as a variant druid, a spellcasting ranger or Greensinger bard with spells that can be found on the druid spell list) to learn Druidic. Here again, the point isn’t that they learn it like any other language; it’s that knowledge of the language is an inherent part of their connection to druidic magic.
The broad idea of druids as a servants of nature, tied to ancient traditions and serving as spiritual guides and protectors—can be seen across Khorvaire. It’s most obvious in the Eldeen Reaches, where every major community has a druidic advisor. The Gatekeeper tradition of the Shadow Marches is older still, and Gatekeeper initiates and wardens have been protecting Eberron from unnatural forces for thousands of years. Halfling druids guide the nomadic tribes of the Talenta Plains. The Tairnadal elves worship the spirits of the past, but there are warrior druids among their ranks; the Valenar capital of Taer Valaestas is protecting by a living wall of thorns.
How do these traditions map to 5E? If you’re a Warden of the Woods, should you take the Circle of the Land or Circle of the Moon? Personally, I prefer to avoid concrete restrictions. In particular, Land druids focus on spellcasting while Moon druids enhance their shapeshifting talents. To me, this can easily reflect the aptitude of an individual. Most Wardens of the Wood may be Land druids… but if your WotW shifter Wolf excels at shapeshifting and prefers to be in lupine form, I have no problem with her being a Moon druid and a Warden. In the descriptions below I suggest common classes, but there’s nothing to prevent you from making an uncommon character.
The Wardens of the Wood
Common Classes: Cleric (Nature), Druid (Land), Ranger (Hunter, Beast Master)
The Wardens of the Wood are the largest of the sects of the Eldeen Reaches, with thousands of active members. The primary purpose of the Wardens is to protect the innocent: which includes protecting the people of the region from the dangers of the wild, but simultaneously protecting the innocent creatures of wood and wild from dangers posed by civilization. The Wardens ensure that the dangers of the Towering Wood don’t spill out into the farmlands of the Eldeen Reaches, while also dealing with brigands and poachers. The Wardens work with the farmers of the Reaches, and every Eldeen village has a Warden advisor who helps ensure that the farmers are working with the land instead of harming it, and who seeks to peacefully resolve disputes within their village or with other communities.
The Wardens serve as the militia of the Eldeen Reaches. While they are the largest sect, most of their members are hunters or advisors. Among the druids, the Circle of Land is the most common path; however, druids with a knack for shapeshifting might take the Circle of the Moon, and those who guard the deep woods may follow the Circle of the Shepherd.
As a Warden, one question is why you’ve left your community behind. The Wardens act to protect the wild from the world and vice versa; how are your adventures advancing that goal?
Common Classes: Barbarian (Beast Totem, Berserker, Storm Herald); Druid (Moon, Shepherd)
Where the Wardens of the Wood believe that nature and civilization must be kept in balance, the Ashbound believe that they are at war—and the Ashbound are the champions of nature. Ashbound seek to defend the natural world from the depredations of civilization. In frontier regions, this often involves guerilla strikes against encroaching settlements or making brutal examples of poachers. However, the Ashbound also see arcane magic as a dangerous and corrupting force. Ashbound have made strikes against the holdings of dragonmarked houses and released bound elementals, often causing chaos in the process.
Barbarians are common among the Ashbound. This doesn’t reflect savagery; it’s about drawing on the fury of the natural world, which may manifest through the Storm Herald archetype. Ashbound druids are warriors, and many follow the Moon Circle so they can fight with tooth and claw.
While the Ashbound believe that arcane magic is a corrupting force and that divine spellcasters are little better (clearly bargaining with alien forces that have no place in the natural world), it’s still possible to play a moderate Ashbound as a PC. You want to emphasize the reason you are out in the world—to stop the Mourning from spreading, to find allies to bring down the dragonmarked houses. If your party is serving this greater cause, you can overlook the actions of the party wizard—but you’d still want to encourage them to limit the use of unnatural magic, using it only when absolutely required.
The Children of Winter
Common Classes: Barbarian (Zealot), Druid (Spores, Twilight), Ranger (Gloom Stalker, Monster Slayer)
The Children of Winter see death, disease, and decay as part of the natural order. They believe that if the natural order is bent too far the world will retaliate with a terrible cleansing fury (the metaphorical “Winter” of their name)… and many in the sect believe that the Mourning is the first stage of that destruction. On the positive side, the Children of Winter despise undead as creatures that defy the cycle of life and death, and many of the are dedicated to hunting down and destroying undead. On the darker side, some believe that the benefits of civilization also defy the natural order, allowing the weak and infirm to survive when they’d never survive in the wilds. They see disease as an important tool that weeds out the weak and may spread disease in large cities or towns; but they may also push other situations that force conflict and ensure the survival of the fittest. However, not all Children approve of these methods. Likewise, some extremists among the Children believe that the apocalyptic Winter has already begun and should be welcomed, and that great cities should be torn down; while others fervently believe that the Mourning is a warning and that there is still time to stop this cataclysm. Such Children seek to contain contaminated regions, such as the Mournland and the Gloaming.
The Children of Winter are a small sect, but have a high percentage of elite individuals. They are comfortable in darkness, thus leading some to following the path of the Gloom Stalker ranger or the Twilight Druid. Monster Slayer rangers specialize in hunting down the undead. The Spore druid is a good match for the Children who embrace decay and disease, and its temporary ability to create a spore zombie (for one hour) is acceptable within the sect, but Children wouldn’t cast animate dead.
As a Child of Winter PC, you are trying to protect the world from the coming apocalypse. You do this by fighting undead, by investigating the Mourning, and when possible by pushing situations that test the weak. You may oppose extremists among the sect engaging in actions you believe are unjustified. While death is part of the natural cycle, you’re still able to heal your allies. You oppose using magical healing to sustain creatures who could never survive in the wild. But healing the fighter after he chooses to battle a pack of vampires—an unnatural situation he could have easily avoided—is entirely justified.
Common Classes: Barbarian (Ancestral Guardian, Beast Totem); Druid (Land, Shepherd); Ranger (Horizon Walker, Monster Slayer)
The primary mission of the Gatekeepers is to protect the natural world from unnatural forces. They are best known for fighting aberrations, but they are equally concerned about fiends and other things that do not belong in the natural world. The Gatekeepers have their roots in the Shadow Marches, and there are many in the Shadow Marches who support the “Old Ways”; but they have a presence across Khorvaire, often in the shadow of House Tharashk. Gatekeepers are constantly vigilant for extraplanar incursions, and also work to maintain existing seals that hold the Daelkyr in Khyber.
While Land and Shepherd are sound circles for Gatekeeper Druids, the Circle of the Moon is entirely appropriate for Gatekeepers who prefer to fight with tooth and claw. It’s believed that ancient Gatekeepers created the first horrid animals, and it’s thought that some Gatekeepers could assume horrid forms. The ranks of the Gatekeepers include passionate barbarians and more strategic rangers; the Horizon Walker is an especially appropriate path for Gatekeeper rangers.
As a Gatekeeper PC, are you simply keeping an eye out for trouble or do you have a particular task in hand? You might be pursuing a particular threat—a Cult of the Dragon Below, a Daelkyr agent. Or you could be protecting something: a location or an artifact that needs to be kept safe.
Common Classes: Bard (Glamour); Druid (Dreams); Ranger (Horizon Walker); Warlock (Archfey)
The Greensingers believe that the magic of the fey compliments and enhances nature, and they encourage close ties between Thelanis and Eberron. They work to improve relations between mortals and the fey, teaching people how to safely interact with the fey and serving as ambassadors to the faerie realms. While the bards and druids draw the most attention, many Greensingers are simply people who learn the stories of the fey and follow their traditions, seeking to live in harmony with their fey neighbors.
Any path that touches the Fey has a place among the Greensingers. The Dream druid is the archetypal Greensinger, but their ranks include quite a few bards and a handful of warlocks. One critical point is that while the Greensingers are united by core principles, many Greensingers are aligned with a particular archfey—a patron who has ties to their region—and they may work to advance the specific agenda of their patron in the world. This can lead to feuds between Greensingers working for different archfey. This is expected and understood, though Greensingers will try not to kill rivals in the sect. This also leads to the image of Greensingers as a source of mischief and chaos; their actions are unpredictable, as they serve the agendas of different fey.
In creating a Greensinger druid, you should decide if you follow the general principles of the sect or if you have a tie to a specific archfey. If so, work with your DM to work out the story of your patron and the role they might play in the campaign.
Common Classes: Cleric (Nature), Druid (Land, Shepherd)
The Siyal Marrain are the druids of the Tairnadal, descended from heroes who unleashed the force of nature against the giants of Xen’drik. The Siyal Marrain see nature as a tool and a weapon, and don’t have the same sort of devotion to the natural world found among the Eldeen sects. Members of this order care for and protect the famed horses of the Tairnadal; legends say that the first of these Valenar warhorses were druids trapped in wild shape by a giant’s curse, and that this is the source of their remarkable abilities. Aside from this, the Siyal Marrain are warriors who ride with warbands and use their powers in battle.
The Siyal Marrain revere their ancestors, just like other Tairnadal; their patron ancestors were druid heroes. With this in mind, when a Siyal Shepherd druid conjures their beast totem, it could actually manifest as an aspect of a Tairnadal hero as opposed to being a purely primal beast spirit. Meanwhile, a Nature cleric is a path for a Siyal who’s more focused on direct combat—relying on armor as opposed to shapeshifting. Rangers and other classes aren’t listed as the Siyal aren’t a broad tradition like the Eldeen sects; being one of the Siyal Marrain means being a primary spellcaster.
As with any Tairnadal elf, in creating a Siyal druid you should work with your DM to develop the story of your patron ancestor and to consider your relationship with Tairnadal culture. Why aren’t you serving with a warband or protecting the herds? Is your career as an adventurer driven by the actions of your ancestor?
Common Classes: Druid (Dreams, Moon, Shepherd)
The halflings of the Talenta Plains believe that the world around them is filled with spirits—spirits of nature, spirits of their ancestors, and more. A number of details of this tradition can be found in this article. A maskweaver guides their tribe and serves as an intermediary for the spirits: part medium, part ambassador. They help warriors forge bonds to their mounts, and as the name implies, they help to create the masks that serve as important tools when dealing with the spirits.
Like the Greensingers, the Talenta druids often deal with the fey. Unlike their Eldeen counterparts, the maskweavers see no distinction between fey, purely natural spirits, or the ghosts of their ancestors. As far as the druid is concerned, all of these things are part of the spirit world, and all should be treated with respect. Talenta druids may also show respect for the Sovereigns Balinor and Arawai; however, they generally assert that these Sovereigns were Talenta heroes—that Balinor was a legendary hunter—and revere them in the same way as the other spirits.
The three common classes described above reflect different paths. The Moon druid focuses on working with dinosaurs, and excels at assuming dinosaur shapes. The Shepherd deals first and foremost with natural and ancestral spirits. Generally their totems reflect common beasts of the Plains: the Bear is the Hammertail (ankylosaurus), the Eagle is the Glidewing (pteranodon), and the Wolf is the Clawfoot Raptor. However, a druid devoted to heroes of the past—or Arawai and Balinor—could conjure spectral traces of those heroes as their totems. Meanwhile, the Dreams druid focuses on the fey spirits and manifest zones. This is specifically a druidic tradition (though it could apply to a Nature cleric). There are many barbarians and rangers in the Plains, and a few Archfey warlocks; while these champions may respect the spirits, only the druids perform the duties of the maskweavers.
Druids That Aren’t Druids
Mechanically, a druid is primarily defined by spellcasting abilities, limited armor, and Wild Shape. Here’s a few quick ideas for characters that use the druid class withoutbeing spiritual devotees of nature.
Normally, a changeling can only assume humanoid forms. But a changeling who devotes themselves to the art of shapeshifting can transcend this limitation, mastering the ability to assume a wide array of shapes. At its core, a menagerie is a Moon druid focused on their shapeshifting powers.
You could play this as a character in touch with primal forces, in which case you could speak Druidic and cast any spells on the druid list. however, if you want to play the character as a master-of-shapes without delving into the primal connection, you could swap Druidic for a standard language and focus on spells that fit either shapeshifting abilities or changeling powers. Barkskin, darkvision, jump, longstrider, meld into stone, poison spray, resistance, and similar spells could all tie to shapeshifting mastery. Charm person, guidance, hold person, and the like could reflect enhanced psychic abilities. And healing spells, enhance ability, protection from energy and such could reflect an ability to alter the forms of others; I could see cure wounds being a sort of disturbing thing where you touch someone and scar over their wounds using your own body tissue.
The Mark of Handling gives a character a mystical connection to the natural world. But this gift isn’t something the heir earns; it is their birthright. A Vadalis heir could present druidic magic as a symptom of their dominion over nature. The same connection that lets you influence the behavior of animals could allow you to assume their forms… or even to control a wider range of creatures with charm person and hold person.
A Vadalis monarch could function as a normal druid and could even potentially understand Druidic, but I’d play up the flavor that this is a power of your mark and something you demand as opposed to a petition to spirits or natural forces.
Shifters are well suited to primal paths and to being traditional druids or rangers, and shifters can be found in most of the Eldeen sects. However, you could play a shifter druid as an expert in shapeshifting as opposed to being a servant of nature. As with the changeling menagerie, I’d make this a Moon druid and encourage spells that reflect control of shape. A shifter might not take charm person or hold person, but even without druidic faith, speak with animals, animal friendship, and similar spells could be justified as being a manifestation of the shifter’s lycanthropic heritage.
These are just a few ideas, but hopefully you understand the concept! If you have questions post them below. As always, thank you to my Patreon supporters, who make it possible for me to spend time on this site.
What exactly is the difference between a Nature cleric and a druid? Does a follower of the Sovereign Host have to be a cleric? Could I play a Warden of the Woods as a Nature cleric?
Well, let’s look at the concrete mechanical differences between the two.
- A Nature cleric can wear any sort of armor, including heavy armor. A druid isn’t proficient with heavy armor, and the PHB states that “druids will not wear armor or use shields made of metal.”
- Wild Shape is an important element of the druid. A Nature cleric doesn’t shapeshift.
- A Nature cleric has a different selection of combat spells. Sacred flame has a better range than any druid cantrip, and guiding bolt is a strong, long range attack; by contrast, the druid can unleash a thunderwave or lash enemies with a thorn whip.
- Generally speaking, the druid is more of a close range combatant. As noted above, most of their battle magic is relatively close range, and Wild Shape generally drives them towards melee combat.
- A Nature cleric doesn’t know Druidic.
It’s certainly simple to say that as a general rule, priests of the Sovereign Host are clerics and spellcasters in the Eldeen Reaches are druids. However, I always believe in putting story first. If someone wants to play a priest of Balinor who excels at assuming the forms of wild beasts, I see no reason not to make that character a druid. Likewise, if someone wants to be a Warden of the Wood but doesnt’ want to deal with shapechaning, I’m fine with making them a Nature Cleric. The main issue to me is Druidic. If I feel the character IS essentially a druid from the story side, I’d let them swap out one of their current languages for druidic. On the other hand, I’m fine with the idea that the typical priest of Arawai doesn’t speak Druidic. Per my idea above, Druidic is something you learn as part of directly engaging with the natural world… while a typical Sovereign priest reaches out to a deity, not to the world itself.
In my Q’barra campaign, I had a player who really liked the idea of being a Greensinger druid, but who had no interest in shapeshifting and preferred being able to use long-ranged magic in combat. So we made her character a Nature cleric instead of a druid. I allowed her to swap a language for Druidic. Beyond this: She had heavy armor proficiency, but wearing heavy armor really didn’t fit the image of the character. We agreed that she had received a gift from her Archfey patron: mystical tattoos across her body. She had an amulet, and when she wore the amulet the tattoos hardened her skin and protected her… essentially, barkskin. While active, the tattoos shimmered and glowed slightly—not providing useful illumination, but giving her disadvantage on Stealth checks (just like wearing heavy armor). The net result of this was to give her the AC that her class proficiencies allowed, while still having limitations (Stealth penalty, obvious to observers, it could be “removed” by taking away the amulet). Now, YOUR DM might not be willing to go that far, and that’s entirely reasonable. I’m a fan of this sort of reskinning to fit an interesting story—but it does add complexity and potentially balance questions, and it’s always up to each DM to decide what they’re comfortable with.
Why use the existing archetypes instead of making new archetypes for the Eldeen sects?
The Eberron IP belongs to Wizards of the Coast, and legally you can’t post new Eberron material. So I’m looking at the best match within existing material. The Horizon Walker ranger is a solid option for a Gatekeeper, and the Twilight druid is a good match for the Children of Winter. If Eberron is unlocked for 5E I might explore archetypes that are more directly tied to the concepts of a particular tradition, but it’s currently not an option.