Druid Circle: Circle of Gates
Members of the Gatekeepers, a druid sect dedicated to protecting nature from the unnatural, spend their lives fighting aberrations and guarding against extraplanar invasion and the release of ancient evils.
The Gatekeepers maintain the oldest druidic tradition on Khorvaire. Over fifteen thousand years ago, the green dragon Vvaraak came to the Shadow Marches and gathered followers around her. She had foreseen a cataclysm that only the younger races would be able to avert, and so she taught the orcs how to work with earth and wood, and how to read the future in the movements of the Ring of Siberys. She charged her students to watch for the signs of the great disaster, and always seek to preserve the balance of nature against those forces that would corrupt it.
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.
These druids maintain old wards scattered around the region, seals that hold the daelkyr and other ancient powers in check. They also watch the skies for signs of deadly planar convergences. Most of the Gatekeepers in the Eldeen Reaches are orcs, though a few humans and half-orcs can be found within the sect.
The Gatekeepers seek to defend nature against aberrations, fiends, undead, and other horrors that have no place in the natural order of Eberron. They remain ever vigilant, preparing for war against darkness that may rise again. The Gatekeepers of the Eldeen Reaches have a friendly relationship with the Wardens of the Wood, the largest druidic sect in the region. In general, the Gatekeepers have little interest in the politics and affairs of the Five Nations.
Know my Enemies
At 2nd level, you learn to speak the languages of daelkyr, abyssal, and infernal.
Though unknown to most, you are aware that most aberrations are in fact extraplanar threats alien to the world. Starting at 2nd level, any druid spell you cast that only functions on celestials, elementals, fey, fiends, or undead, also functions on aberrations.
Additionally, you have advantage on Wisdom (Survival) checks to track aberrations, fiends, or undead, as well as Intelligence checks to recall information about them.
Sense the Unnatural
The presence of the unatural registers on your senses like a noxious odor. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any aberration, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (aberration, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
The Gatekeeper druids perceive reality itself as nature, and so are taught a broader range of spells to help defend it. At 3rd, 5th, 7th, and 9th level you gain access to gatekeeper spells.
Once you gain access to a gatekeeper spell. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
|Druid Level||Circle Spells|
|3rd||arcane lock, protection from evil and good|
|5th||glyph of warding, magic circle|
|7th||banishment, death ward
|9th||circle of power, dispel evil and good
Resist the Corruption
At 6th level, you impose a druidic flash of of natural energy against the magic of an aberration, fiend, or undead. When you or a creature you can see within 60 feet, is attacked by a spell or spell-like ability of an aberration, fiend, or undead that you can see, you can use your reaction to resist or inhibit the spell attack. This will either impose disadvantage on the spell attack roll, or give advantage on the saving throw.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of one). You regain all expended uses when you finish a short or long rest.
Strength against the Darkness
By 10th level, you have acquired greater mental strength. You gain advantage on all Intelligence, Wisdom and Charisma saving throws against the spells and abilities used by aberrations, fiends, and undead.
Repel the Unnatural
When you reach 14th level, you can create a wave of natural purity that aberrations, fiends or undead abhor. As an action, you present your druidic focus, speak a druidic prayer and channel the power of Eberron. Each aberration, fiend or undead that can see or hear you within 60 feet of you must make a Wisdom saving throw against a DC equal to your druid spell save DC. If the creature fails its saving throw, it is repelled for 1 minute or until it takes any damage.
A repelled aberration, fiend, or undead must spend it turn trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For it’s action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Once you use this ability, you must finish a short or long rest in order to use it again.
This druidic circle takes most of it’s ideas for abilities from the Wayfinder Foundation website. This is were I got the idea to great a druidic circle for each of the major druidic sects in the reaches.