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Way of the Wastelands

The Way of Wastelands has only two rules: survive and thrive.

The methodology of the Way of the Wastelands is as old as many other monastic orders, but largely forgotten. In these times of desperation, however, more and more monks turn to it out of necessity. Every lesson, meditation, chant, and word of wisdom from the traditions and masters of the Way of the Wastelands can fit within a few pages of a journal. Half the pages will remain blank, and even most of the filled pages are unnecessary. There are only two true mentors of the way: hardship and self-reflection. You must write your own path of wisdom and survival.

Level Cantrips Spells Known Spell Slots Spell level
3rd 2 2 1 1
4th 2 2 1 1
5th 2 3 2 1
6th 2 3 2 1
7th 2 4 2 2
8th 2 4 2 2
9th 2 5 2 2
10th 3 5 2 3
11th 3 6 2 3
12th 3 6 2 3
13th 3 7 2 3
14th 3 7 2 3
15th 3 8 3 4
16th 3 8 3 4
17th 3 9 3 4
18th 3 9 3 5
19th 3 10 3 5
20th 3 10 3 5

Eagle’s Eye Training

At 3rd level, you gain proficiency with all ranged martial weapons.

Additionally, you gain proficiency in Perception and Survival. If you were already proficient in one or both of these skills, you gain proficiency in one of the following skills for each of the skills you were already proficient in: Acrobatics, Athletics, Insight, Medicine, or Stealth. Instead of choosing one skill, you can choose to become proficient with the herbalism kit or all land vehicles.

Reliable Talent

Starting at 6th level, before making an attack roll, you can spend a ki point to make the attack reliable. If the attack roll has disadvantage, you negate the disadvantage. If the attack roll doesn’t have disadvantage, you instead gain a +2 bonus on the roll. You can use this feature multiple times a turn, but never more than once per attack.

Additionally, you can spend a ki point before making a Strength or Dexterity ability check to gain advantage on the check.

Survivor’s Spirit

Starting at 11th level, you can choose to use this feature when you are reduced to 0 hit points. If you do so, you do not fall unconscious. Instead, you gain 1 level of exhaustion and fall prone. You cannot stand up from prone until you have 1 or more hit points. You still make death saving throws as normal and damage to you has the usual effect it does while you are at 0 hit points. If you used this effect and subsequently reduce a creature to 0 hit points while you are also at 0 hit points, or if you regain at least 1 hit point when you were at 0 hit points, you regain hit points equal to 1d8 + your Wisdom modifier.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Rapid Recovery

Starting at 17th level, you can spend 3 ki points and an action to target a creature you touch within 5 feet. The target regains hit points equal to half their hit point maximum and the target’s level of exhaustion is reduced by one. You can’t target that creature with this feature again until you finish a long rest.

When you reduce a creature to 0 hit points while you are at 0 hit points, you can use this feature to target yourself as a bonus action.

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