Circle of the Waste

Circle of the Waste

2nd-level Circle of the Waste feature

Where the Circle of Rust embraces decay, druids of the Circle of the Waste venerate the harsh beauty of post-apocalyptic wilderness. They are rangers of the Outlands, guides through irradiated badlands, and protectors of the mutated creatures that now roam the wastes. They see the Unveiling not as an ending, but as a harsh new beginning for nature.

Circle Spells

Your connection to the harsh wilderness grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Waste Spells table.

Once you gain access to one of these spells, 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 longstrider, entangle
5th pass without trace, spike growth
7th plant growth, conjure animals
9th grasping vine, stoneskin

Wasteland Survivor

At 2nd level, you've adapted to the hostile environments of the Ashen Veil. You gain the following benefits:

  • You have advantage on Survival checks made in deserts, wastelands, or post-apocalyptic environments.
  • You can move across difficult terrain caused by ash, rubble, or environmental decay without expending extra movement.
  • You require only half the normal amount of food and water to survive.

Adapted Wild Shape

At 2nd level, when you use your Wild Shape, you can transform into beasts that have been mutated or adapted to the post-Unveiling world. Work with your DM to reflavor beast forms as "wasteland variants" with altered appearances but the same statistics.

Additionally, while in Wild Shape in wasteland or outdoor environments, you have advantage on Stealth checks and can't be tracked except by magical means.

Wasteland Ally

At 6th level, you can summon creatures adapted to the harsh world. When you cast conjure animals or similar conjuration spells, the creatures summoned have the following modifications:

  • They have resistance to poison damage.
  • They have advantage on saving throws against being frightened.
  • Their appearance is mutated or adapted (extra eyes, hardened scales, patchy fur, etc.).

Additionally, you can cast conjure animals once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Harsh Environment

At 10th level, you can transform the area around you into a hostile wasteland. As an action, you can expend a use of Wild Shape to create a 30-foot-radius zone of harsh terrain centered on you. The zone lasts for 10 minutes and has the following effects:

  • The area is difficult terrain for creatures you choose.
  • Creatures hostile to you that start their turn in the area take 2d6 damage of a type you choose: fire, cold, acid, or poison.
  • You and allies you choose have advantage on Dexterity saving throws while in the area.

The zone moves with you, remaining centered on you.

Apex Survivor

At 14th level, you've become the ultimate wasteland predator. You gain the following benefits:

  • You have resistance to fire, cold, and poison damage.
  • You can use your Wild Shape an unlimited number of times per day.
  • When you use Wild Shape, you can choose to become a Large beast instead of Medium or smaller (use appropriate CR Large beast stat blocks, or scale up Medium beasts with your DM's approval).

Features

Circle Spells
Wasteland Survivor
Adapted Wild Shape
Wasteland Ally
Harsh Environment
Apex Survivor