Additionally, when you summon a totem, you can summon it as an effigy that resembles a humanoid creature. The effigy uses the statistics of a [guard](https://www.dndbeyond.com/monsters/16915-guard), except the following differences: - It is a construct instead of a humanoid. - It is immune to psychic and poison damage, and it cannot be charmed, frightened, paralyzed, petrified, or poisoned. - It knows any language you speak, but cannot speak on its own. - It is still a totem; it provides the benefits as a totem, and counts against the number of totems you can summon at the same time. However, it does not gain benefits from its own effect. The effigy is friendly to you and your companions, and obeys any verbal commands that you issue to it (no action required). If you do not issue any commands to the effigy, it defends itself from hostile creatures but otherwise take no actions. In combat, it takes its turn on your initiative. #### Druidic Totems Some of the totem's effect requires the target to make a saving throw. You use your druid spell save DC when a totem's effect requires a saving throw. ##### Cactus Totem When a hostile creature first enters an area within 10 feet of the totem or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes piercing damage equal to 1d4 + your Wisdom modifier (minimum of 1). On a successful save, the creature becomes immune to this effect for the next 24 hours. ##### Elephant Totem The area within 10 feet of the totem becomes magical difficult terrain to creatures hostile to you. ##### Hawk Totem When you or a friendly creature makes a ranged weapon attack while within 10 feet of the totem, it gains a +2 bonus to attack and damage rolls. ##### Kudzu Totem When a hostile creature no larger than Large first enters an area within 10 feet of the totem or starts its turn there, it must make a Strength saving throw. On a failed save, it falls prone, and its walking speed is halved until the start of its next turn. On a successful save, the creature becomes immune to this effect for the next 24 hours. ##### Hare Totem When you or a friendly creature starts its turn within 10 feet of the totem, its walking speed is increased by 10 feet until the end of the turn. ##### Nightshade Totem When a hostile creature first enters an area within 10 feet of the totem or starts its turn there, it must make a Constitution saving throw. On a failed save, it becomes poisoned until the end of its next turn. If the creature is already poisoned and fails the saving throw, it takes poison damage equal to 1d8 + your Wisdom modifier (minimum of 1). On a successful save, the creature becomes immune to this effect for the next 24 hours. ##### Sunflower Totem The totem sheds bright light out to 10 feet of it, and dim light out to 10 feet beyond that. You and all friendly creatures within the area of the totem's bright light gains a +2 bonus to Wisdom saving throws when avoiding or resisting being charmed or frightened. ##### Turtle Totem You and all friendly creatures within 10 feet of the totem gains a +1 bonus to Armor Class and all saving throws. ##### Water Strider Totem This totem can be summoned and stays afloat on the nonmagical liquid surface. You and all friendly creatures can move across the nomagical liquid surface within 10 feet of the totem, as if it were harmless solid ground. ##### Wolf Totem When you or a friendly creature makes a melee weapon attack against a creature within 10 feet of the totem, it gains a +2 bonus to attack and damage rolls. ### Circle of Wastelands Druids who belong to the Circle of Wastelands do not necessarily hail from the eponymous wastelands; more often, they seek the barren realms, formerly lusty and flourished, but now stricken with a calamitous event such as forest fire, plague, magical anomaly, or civilization. The druids settle in the nearly uninhabited land, scavenging the abandoned land for what food and water is scarcely left for them. Often, druids of the Circle of Wastelands are shunned from civilization and even from other druids for their esoteric practices, which involves study on the matter of death and even undeath. However, these druids consider that death is but a natural course of life, not as a final destination, but as a foundation for a new life that will one day flourish from the dead soils and revitalize the world. ##### Circle of Wastelands Features | Druid Level | Features | |:-:|:-| | 2nd | Envoy of the Wasteland, Circle Spells | | 6th | Undead Thralls | | 10th | Barren | | 14th | Herald of the Wasteland | #### Envoy of the Wasteland Starting at 2nd level when you join this circle, you learn the occult ritual that reanimates the dead and bind it to your servitude. You can perform a special ritual to raise a pile of bones or a corpse of a Medium or Small humanoid you can see within 10 feet of you into an undead creature. The ritual takes 1 minute, or an action if you expend one use of your Wild Shape. The ritual requires at least 25 gp worth of rare herbs and incenses, which is consumed at the end of the ritual. You can perform this ritual during a short rest or long rest. \pagebreakNum
At the end of the ritual, you create a [skeleton](https://www.dndbeyond.com/monsters/17015-skeleton) with a pile of bones, or a [zombie](https://www.dndbeyond.com/monsters/17077-zombie) with a corpse. The undead is permanently under your control, following your verbal orders to the best of its ability. The undead lasts for 1 hour, after which it is destroyed. The undead crumbles into dust when it drops to 0 hit points or is otherwise destroyed. At 2nd level, you can create and control up to two undeads with this feature. The maximum number of undeads that you can maintain control increases as you reach certain levels in this class; three undeads at 6th level, four undeads at 10th level, and five undeads at 14th level. If you create a new undead with this feature when you already have the maximum number of undeads under your control, the first undead is immediately destroyed. #### Circle Spells Your mystical connection to the wasteland grants you ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level, you gain access to the circle spells, as described on the table below. Once you gain access to a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. if you gain access to a spell that does not appear on the druid spell list, the spell is nonetheless a druid spell for you. ##### Table: Circle of Wastelands Circle Spells | Druid Level | Spell | |:---:|:---| | 2nd | *inflict wounds* | | 3rd | *gentle repose, ray of enfeeblement* | | 5th | *animate dead, feign death* | | 7th | *blight, death ward* | | 9th | *antilife shell, danse macabre* | #### Undead Thralls When you reach 6th level, when you cast a druid spell that creates an undead from a corpse or a pile of bones, you can target one additional corpse or pile of bones, creating another skeleton or zombie as appropriate. Additionally, whenever you create an undead using a druid spell or your Envoy of the Wasteland feature, it has additional benefits: - The undead's hit point maximum is increased by an amount equal to your druid level. - The undead adds your proficiency bonus to its weapon damage rolls. #### Barren Servants Starting at 10th level, when you transform with your Wild Shape, you can choose up to three piles of bones or corpses you can see within 30 feet of you and reanimate them into a skeleton or a zombie. These undeads count against the number of undeads you can maintain control with your Envoy of the Wastelands feature. Once you use this feature, you must finish a short rest or long rest before you can use it again. \columnbreak #### Herald of the Wasteland At 14th level, when you would create an undead with your Envoy of the Wasteland feature, you can choose to create a [wraith](https://www.dndbeyond.com/monsters/17064-wraith) instead of a skeleton or a zombie. Creating a wraith destroys the pile of bones or a corpse. The wraith created this way uses the statistics as shown in the stat block, with the following exceptions: - The wraith loses the Create Specter feature. - When the wraith takes the Life Drain feature, its uses your druid spell save DC instead of what is shown in the feature description. - The wraith can use an action to reanimate up to two piles of bone or a corpse of a Medium or Small humanoid within 10 feet of it into a skeleton or a zombie. The undead reanimated this way counts against the number of undeads you can control with your Envoy of the Wasteland feature, and gains the benefits of your Undead Thralls feature. Once you create a wraith with this feature, you must finish a long rest before you can do so again. ## Credits All contents are created by [Weirdo Whoever](https://weirdowhoever.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](https://www.dandwiki.com), [NaturalCrit Homebrewery tool](https://homebrewery.naturalcrit.com), and [GM Binder](https://www.gmbinder.com) for providing the templates for my imaginations. All druid subclass options except Circle of Totems were revised from [the previous version of assorted druid subclass homebrew](https://drive.google.com/file/d/1Oi6RNRd1gowIhW6E1gNiVJ0d543Kzp1_/view?usp=sharing). (Many thanks to [u/pygmybatrider](https://www.reddit.com/user/pygmybatrider) for critique and suggestions.) **Circle of Eclipse.** Circle of the Shepherd from *Xanathar's Guide to Everything* gave me some inspirations on the rework. Now it's got a slight boost on magic and utility (but still most of them are combat). **Circle of Totems.** A revision from [the previous version](https://www.gmbinder.com/share/-L7S1JRVN2AG5ZVP1biH). This time I *did* look up the Shepherd druid from *Xanathar's Guide to Everything*, but I was more inclined to check Rehgar from *Heroes of the Storm* and shaman cards from *Hearthstones*. Hell, even the Totemic Call feature name is directly taken from the shaman Hero Power. I must admit, I was watching *[The Tuxedo](https://www.imdb.com/title/tt0290095/)* rerun when the idea of using Mr. Walter Strider as an available totem option slapped me in the face. **Circle of Wastelands.** I really, *really* must thank [u/pygmybatrider](https://www.reddit.com/user/pygmybatrider) for the phrase "[*Mad Max* zombie druid](https://www.reddit.com/r/UnearthedArcana/comments/9l887k/subclass_assorted_druid_subclasses/)" on his review on this subclass. Did a slight rework on this one. Now you don't need to directly kill a humanoid to reanimate them, but you have to perform a ritual (or expend a Wild Shape use) to raise them under your control.