Druids of Eberron

A versatile and heroic character, the druid combines the wonder of natural magic with a fair sense of combat to make a truly unique type of hero. With divine magic granted to them by the natural world or specific nature-focused gods, the druid feels most at home away from civilization where his natural magic can have the most impact. Usually followed by a loyal animal companion, the druid can transform himself into a wild animal taking on all the abilities of the animal while in the beastial form. 
== Druids in Eberron ==
Several druidic sects occupy Khorvaire and their numbers can be found spread throughout the realm, though mostly in unspoiled natural areas such as the Eldeen Reaches or Valenar though many druids traverse the open expanses of Khorvaire and a few even call some of the sprawling metropolises home. The tradition of druidism was first brought to Khorvaire by the dragon Vvaraak who taught the orcs of the Shadow Marches the secrets of the natural world in an effort to protect the world from the impending invasion of the daelkyr.
== Druid Sects ==
Druids rarely work completely alone. Over the millennia, druids have gathered in numerous sects. The largest sect is the Wardens of the Wood who have become the de facto governing body of the Eldeen Reaches. Most other druidic sects, such as the Gatekeepers are nomadic, but still are most commonly found in the Eldeen Reaches as well. However, druids can be found across Eberron, especially in other areas of dominant wilderness, such as Q'barra and many areas of Xen'drik.
See Druidic sects for more information about specific sects.
== Rolemaster Conversion ==
Use the Priest Template in the Channeling Companion on page 26. With the following bonuses:
Profession Bonuses: Armor Group (+5), Influence (+10), Lore Group (+5), Outdoor Group (+15), Power Point Development (+5), Spell Group (+5), Weapon Group (+5).
Skill Classifications: Occupational: Horticulture, Flora Lore, Fauna Lore; Everyman all skills in the Outdoor Group, Herb Lore, Religion; Restricted: None.
Spell Lists: Divine Magic, Holy Element, Holy Wind, Nature Domination, Nature's Guises, Nature Lore
Special Abilities: a special bonus of +25 to all Flora Lore and Fauna Lore maneuvers.
Prime Requisite: Memory
Category:Druid
Category:Faith
Category:Nature
Category:Worship