Druid

The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear—all these and more are at the druid’s command. The druid however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine.
Adventures: Druids adventure to gain knowledge (especially about animals and plants unfamiliar to them) and power. Sometimes, their superiors call on their services. Druids may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as beholders and carrion crawlers) an undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when they encroach on the druids’ territory.
Characteristics: Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.
The armor of a druid are restricted by traditional oaths to the items noted in Weapon and Armor proficiency (below),All other armor is prohibited. Though a druid could learn to wear full plate, putting it on would violate her oath and suppress her druidic powers.
Druids avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.
Alignment: Druids, in keeping with nature’s ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral on at least one alignment axis (chaotic–lawful or good–evil), if not both. Just as nature encompasses such dichotomies as life and death, beauty and horror, and peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be part of the druidic tradition.
Religion: A druid reveres nature above all. She gains her magical power either from the force of nature itself or from a nature deity. The typical druid pursues a mystic spirituality of transcendent union with nature rather than devoting herself to a divine entity. Still, some druids revere or at least respect either Obad-Hai (god of nature) or Ehlonna (goddess of the woodlands).
Background: Though their organization is invisible to most outsiders, who consider druids to be loners, druids are actually part of a society that spans the land, ignoring political borders. A prospective druid is inducted into this society through secret rituals, including tests that not all survive. Only after achieving some level of competence is the druid allowed to strike out on her own. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any highranking members of the society or participated in druidic gatherings. All druids recognize each other as brothers and sisters.
Like true creatures of the wilderness, however, druids sometimes compete with or even prey on each other. A druid may be expected to perform services for higher-ranking druids, though proper payment is tendered for such assignments. Likewise, a lower-ranking druid may appeal for aid from her higher-ranking comrades in exchange for a fair price in coin or service.
Druids may live in small towns, but they always spend a good portion of their time in wild areas. Even large cities surrounded by cultivated land as far as the eye can see often have druid groves nearby—small, wild refuges where druids live and which they protect fiercely. Near coastal cities, such refuges may be nearby islands, where the druids can find the isolation they need.
Races: Elves and gnomes have an affinity for natural lands and often become druids. Humans and halfelves also frequently adopt this path, and druids are particularly common among savage humans. Dwarves, halflings, and half-orcs are rarely druids.
Few from among the brutal humanoids are inducted into druidic society, though gnolls have a fair contingent of evil druids among them. Gnoll druids are accepted, though perhaps not welcomed, by druids of other races.
Other Classes: The druid shares with rangers and many barbarians a reverence for nature and a familiarity with natural lands. She doesn’t much understand the urban mannerism typical of a rogue, and she finds arcane magic disruptive and slightly distasteful. The typical druid also dislikes the paladin’s devotion to abstract ideals instead of “the real world.” Druids, however, are nothing if not accepting of diversity, and they take little offense at other characters, even those very different from them.
Role: The druid enjoys extraordinary versatility. Though she lacks the sheer healing power of the cleric, she makes up for it with additional offensive power, thanks to her spell selection and wild shape ability. A druid back up by another secondary healer (such as a paladin) can prove extremely valuable to a group of adventurers. Her animal companion also provides valuable melee combat support.

Druids in Eberron

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: New options for druid characters in an EBERRON campaign reflect the practice of adopting magical beasts as totems (the Beast Totem, Beast Shape, and Totem Companion feats), item creation feats useful to any spellcaster, and the training of the various druid sects of the Eldeen Reaches (the Ashbound, Child of Winter, Gatekeeper Initiate, Greensinger Initiate, and Warden Initiate feats).
Feats: Ashbound, Attune Magic Weapon, Beast Shape, Beast Totem, Child of Winter, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Gatekeeper Initiate, Greensinger Initiate, Legendary Artisan, Repel Aberration, Spontaneous Casting, Totem Companion, Vermin Companion, Vermin Shape, Warden Initiate.
Prestige Class: Weretouched master.

JANAR THE DRUID

Oru growled uneasily, and Janar reached down to stroke behind the great wolf ’s ear. “I feel it, too, my friend,” the half-orc druid said, realizing that it might not have been such a good idea to split the group for this particular patrol. The forest creatures all around him seemed frightened to a degree that he had never felt before, and that meant that something unnatural and terribly evil was loose in the Reaches.
“We need to find Vanira and the others,” Janar told the wolf. “I think we can cover more ground if I join you, Oru.” With that, the druid called forth his wild shape, instantly transforming himself into a dire wolf. Oru sniffed Janar’s wolf shape in greeting, and then let out an impatient bark. Janar howled in agreement. They had to find the rest of the group before whatever was out there found them.
The wolf and the dire wolf ran deeper into the forest, matching each other stride for stride as they fought to keep the steadily growing sense of danger from overwhelming them.

Often described as down-to-earth, the 9th-level halforc druid Janar grew up in the Shadow Marches. He earned fame in his village while he was still quite young by taming a wild wolf—his animal companion, Oru. Wanderlust struck him in his teenage years, and he and Oru journeyed to the Eldeen Reaches. There he met a gnome bard, the chronicler Vanira, and their friendship developed quickly. They travel the Eldeen Reaches as she looks for tales to chronicle and he seeks to protect the natural
world from supernatural dangers.
Janar follows rumors of an ancient druid tradition that predates human civilization on Khorvaire, a tradition that might be related to the orcs. Intrigued by this possible connection between his orc heritage and his vocation, Janar seeks to learn more about the mysterious Gatekeepers so that he can be initiated into their secrets.

GAME RULE INFORMATION

Druids have the following game statistics.
Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell’s level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid’s spell is 10 + the spell’s level + the druid’s Wisdom modifier.
Since a druid wears light or medium armor, a high Dexterity score greatly improves her defensive ability.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Starting Age: Complex.
Hit Die: d8

Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Animal Companion, Nature Sense, 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 5 3 2
5th +3 +4 +1 +4 Wild Shape (1/day) 5 3 2 1
6th +4 +5 +2 +5 Wild Shape (2/day) 5 3 3 2
7th +5 +5 +2 +5 Wild Shape (3/day) 6 4 3 2 1
8th +6/+1 +6 +2 +6 Wild Shape (Large) 6 4 3 3 2
9th +6/+1 +6 +3 +6 Venom Immunity 6 4 4 3 2 1
10th +7/+2 +7 +3 +7 Wild Shape (4/day) 6 4 4 3 3 2
11th +8/+3 +7 +3 +7 Wild Shape (Tiny) 6 5 4 4 3 2 1
12th +9/+4 +8 +4 +8 Wild Shape (plant) 6 5 4 4 3 3 2
13th +9/+4 +8 +4 +8 A Thousand Faces 6 5 5 4 4 3 2 1
14th +10/+5 +9 +4 +9 Wild Shape (5/day) 6 5 5 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless Body, Wild Shape (Huge) 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Wild Shape (elemental 1/day) 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild Shape (6/day, elemental 2/day) 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild Shape (elemental 3/day, Huge elemental) 6 5 5 5 5 5 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Class Features

Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, 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. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries 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.

Spells: A druid casts divine spells, which are drawn from the druid spells list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).

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 on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). 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.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

Epic Druid

Hit Die: d8

Level Special
21st
22nd Wild Shape 7/day
23rd
24th Bonus Feat
25th
26th Wild Shape 8/day
27th
28th Bonus Feat
29th
30th Wild Shape 9/day

4 + Int modifier skill points per level.

Spells: The druid’s caster level is equal to his or her class level. The druid’s number of spells per day does not increase after 20th level.

Animal Companion: The epic druid’s animal companion continues to increase in power. At every three levels higher than 20th 18th (21st, 24th, 27th, and so on), the animal companion gains 2 bonus hit dice, +1 Strength and Dexterity, and an additional trick +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick.

Wild Shape: The epic druid can use this ability to take the form of an animal one additional time per day every four levels higher than 18th. The druid’s ability to wild shape into an elemental does not improve.

Bonus Feats: The epic druid gains a bonus feat (selected from the list of epic druid bonus feats) every four levels after 20th.
Epic Druid Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.


Animal Companions

The Druid's Animal Companion

A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Level HD NaturalArmor Adj. Str/Dex Adj. Tricks Special
1st–2nd +0 +0 +0 1 Link, Share Spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved Evasion
18th–20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions:

A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)

Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

7th Level or Higher (Level –6)

Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)1
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

10th Level or Higher (Level –9)

Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)1
Snake, giant constrictor (animal)
Whale, orca (animal)1

13th Level or Higher (Level –12)

Dire bear
Elephant (animal)
Octopus, giant (animal)1

16th Level or Higher (Level –15)

Dire shark1
Dire tiger
Squid, giant (animal)1
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)

1. Available only in an aquatic environment.

Animal Companions in Eberron

Druid and ranger characters may choose one of the new animals detailed in Chapter 11: Monsters as an animal companion. A character’s choice of companion is constrained by his region of origin: He must choose a companion that occurs naturally in this region, as indicated in the following list. (“Aquatic” is defined as a region for this purpose; animals mentioned in that portion of the list are available only to a character who lives in an aquatic environment.)
Many animal companions do not become available until a druid’s level (or effective druid level, in the case of a ranger) is 4th or higher. When determining the special powers of such a companion, use the level adjustments given in Alternative Animal Companions on page 36 of the Player’s Handbook: –3 for companions that become available at 4th level or higher, –6 for those that become available at 7th level or higher, and so forth.
A druid or ranger may never acquire a magebred animal as a companion. Most druids and rangers are ambivalent toward such creatures, while some consider magebred animals to be corruptions of nature.

Animal Companions by Region

Adar or Riedra:
1st—badger, camel, dire rat, dog, eagle, hawk, owl, snake (Small or Medium viper);
4th—ape, black bear, boar, cheetah, dire badger, dire weasel, monitor lizard, snake (constrictor or Large viper);
7th—dire ape, dire boar, lion, rhinoceros, snake (Huge viper), tiger;
10th—dire lion, snake (giant constrictor);
13th—dire bear;
16th—dire tiger.

Aerenal:
1st—baboon, dire rat, dog, eagle, hawk, owl, snake (Small or Medium viper);
4th—ape, crocodile, leopard, monitor lizard, snake (constrictor or Large viper);
7th—giant crocodile, dire ape, snake (Huge viper), tiger;
10th—snake (giant constrictor);
13th—elephant;
16th—dire tiger.

Aquatic:
1st—porpoise, Medium shark, squid;
4th— Large shark;
7th—elasmosaurus (dinosaur);
10th—giant octopus, Huge shark, orca whale;
16th—dire shark, giant squid.

Argonnessen or Seren:
1st—camel, dire rat, eagle, hawk, owl, snake (Small or Medium viper);
4th—ape, cheetah, dire weasel, leopard, monitor lizard, snake (constrictor or Large viper);
7th—dire ape, lion, rhinoceros, snake (Huge viper), tiger;
10th—snake (giant constrictor);
13th—elephant;
16th—dire tiger.

Aundair, Cyre, Eldeen Reaches, or Thrane:
1st— badger, dire rat, dog, eagle, hawk, horse (light or heavy), owl, wolf;
4th—black bear, bison, boar, dire badger, dire weasel, horrid rat;
7th—brown bear, dire boar, dire wolf, horrid badger, horrid weasel, tiger;
13th—dire bear;
16th—dire tiger, horrid bear.

Breland, Darguun, or Zilargo:
1st—badger, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, snake (Small or Medium viper);
4th—ape, black bear, crocodile, dire badger, horrid rat, monitor lizard, snake (constrictor or Large viper);
7th—giant crocodile, dire ape, snake (Huge viper);
10th—horrid ape, horrid bear, snake (giant constrictor);
13th—dire bear.

Demon Wastes:
1st—dire rat, eagle (vulture), owl, snake (Small or Medium viper), wolf;
4th—black bear, boar, dire bat, dire weasel, horrid rat, snake (constrictor or Large viper), wolverine;
7th—brown bear, dire boar, dire wolf, dire wolverine, horrid bat, horrid weasel, snake (Huge viper), tiger;
10th—snake (giant constrictor);
13th—dire bear;
16th—dire tiger, horrid bear.

Droaam or Shadow Marches:
1st—badger, dire rat, eagle, hawk, owl, snake (Small or Medium viper);
4th— black bear, crocodile, dire badger, dire weasel, horrid rat, monitor lizard, snake (constrictor or Large viper);
7th—giant crocodile, horrid badger, snake (Huge viper);
10th—snake (giant constrictor);
13th—dire bear.

Karrnath or Mror Holds:
1st—badger, dire rat, dog, eagle, hawk, horse (light or heavy), owl, wolf;
4th—black bear, boar, dire badger, dire weasel, wolverine;
7th—brown bear, dire boar, dire wolf, dire wolverine, tiger;
13th—dire bear;
16th—dire tiger.

Khyber (the underworld):
1st—badger, dire rat, snake (Small or Medium viper);
4th—dire badger, dire bat, dire weasel, snake (constrictor or Large viper);
7th—snake (Huge viper);
10th—snake (giant constrictor);
13th—dire bear.

Lhazaar Principalities or Frostfell:
1st—dire rat, dog, eagle, hawk, owl, wolf;
4th—dire weasel, wolverine;
7th—brown bear, dire wolf, dire wolverine, tiger;
10th— polar bear;
13th—dire bear;
16th—dire tiger.

Q’barra:
1st—badger, dire rat, dog, eagle, hawk, horse (light or heavy), owl, snake (Small or Medium viper), wolf;
4th—boar, dire badger, dire weasel, monitor lizard, snake (constrictor or Large viper);
7th—dire boar, dire wolf, snake (Huge viper);
10th—snake (giant constrictor).

Talenta Plains:
1st—badger, eagle, fastieth (dinosaur), hawk, owl, snake (Small or Medium viper);
4th—claw foot (dinosaur), dire badger, snake (Large viper);
7th—snake (Huge viper);
10th—snake (giant constrictor).

Valenar:
1st—badger, eagle, hawk, horse (light, heavy, or Valenar riding), owl, snake (Small or Medium viper);
4th—boar, crocodile, dire badger, snake (constrictor or Large viper);
7th—giant crocodile, dire boar, snake (Huge viper); 10th—snake (giant constrictor).

Xen’drik:
1st—dire rat, eagle, hawk, owl, snake (Small or Medium viper);
4th—ape, crocodile, dire bat, leopard, monitor lizard, snake (constrictor or Large viper);
7th— giant crocodile, dire ape, snake (Huge viper), tiger;
10th— snake (giant constrictor);
13th—elephant;
16th—dire tiger, swordtooth titan/tyrannosaurus (dinosaur), threehorn/ triceratops (dinosaur).

Source: Eberron Campaign Setting, Player's Handbook

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