











































Necrobotanist As ogres closed in on them in the dark, empty tunnels of the mine, cornered and without options, all the exhausted heroes could do was wait for the inevitable. However, Vygar was not about to let this happen. With a flick of their wand, the dusty floor of the mine began to flourish with plant life, as a creature of bone and leaves sprung from the emptiness, very much alive and ready to fight. Flicking thorugh her notebook, a rugged elf stands over the body of a recently defeated Basilisk. Whispering incantations around the body, the creature begins to twitch - and it's eyes flash open with a bright green glow. It's wounds are sewn back together by organic matter to give it a renewed strength. Sitting beside a fallen comrade, a construct studies various druidic texts - putting down the books only to scratch notes into their own book and to prod the humanoid before them. As they drag their steel wand along the body it suddenly jumps, new life flowing through, vines wrapping around their organs and flowers blooming across their chest. With Thrak the Barbarian whirling his axe around the circling goblins, he was quickly becoming exhausted. The goblins closed in closer - sensing the kill. However, as the goblins lunged, a new vigour overcame Thrak, twisting vines and plant life forming an exoskeleton around his form, giving him renewed strength and speed. Behind - a small hooded dwarf smiled wryly as Thrak carved through the remainaing enemies.



Zuggtmoy - Demon Queen of Fungi by Tyler Jacobson. https://twitter.com/jacobsontyler/status/659551475606011905









When it comes to the dead, those who follow the paths of Necrobotany do not fear it. Death is seen as an opportunity, to raise new life, to help living life, or to cause more death. Organic Research Those who decide to take this path often have a deep interest in biology, organisms, or life itself. They want to understand why the bodies of the living work as they do - and why, in the end, that they cease to work. Plants have alot in common with many creatures - and necrobotanists can find which ones are similar to which species. Those who delve into this dark science find patterns in the way plants behanve to the way society behaves, living, flourishing, dying, rising again. Necrobotainsts differ from both wizards and druids in a variety of respects. Far more hands on than the wizard, a necrobotanist revels in dissection and hands on experiences. At the death of a companion, where a cleric might chant hymns to ease their passing, a necrobotainsts work is only just beginning. Dissection and research into their death shortly follow. Where a wizard would study for hours to learn a new spell, a necrobotanist might study to learn how the foot of an elf compares with that of a halfling - with the intention of improving on both designs to make the organism faster or more agile. A druid, often exhibiting a deep love of nature, would scarcely be seen bottling up the eyes and teeth of dead woodland animals. Druids live and breathe nature, whereas a necrobotanist studies it. Scholarly teachings are often too restrictive for necrobotanists. Nature is a challenge, a challenge that is ongoing. Nature can always be improved, or overcome.

The Necrobotanist Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Life Tap, Arcane Recovery 3 2 — — — — — — — — 2nd +2 Necrobotanist Occult 3 3 — — — — — — — — 3rd +2 ─ 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 4 3 — — — — — — — 5th +3 Spontaneous Unburial 3 4 3 1 — — — — — — 6th +3 Necrobotanist Occult feature 4 4 3 2 — — — — — — 7th +3 Animate Major Undead 4 4 3 2 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 1 — — — — — 9th +4 ─ 4 4 3 3 2 1 — — — — 10th +4 Necrobotanist Occult feature 5 4 3 3 3 1 — — — — 11th +4 Improved Animate Major Undead 5 4 3 3 3 1 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 1 1 — — — 13th +5 ─ 5 4 3 3 3 2 1 1 — — 14th +5 Necrobotainst Occult feature 5 4 3 3 3 2 1 1 — — 15th +5 Improved Animate Major Undead 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 2 1 1 — 17th +6 ─ 5 4 3 3 3 2 2 1 1 — 18th +6 Entwining Presence 5 4 3 3 3 3 2 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Anatomical Mastery 5 4 3 3 3 3 2 2 1 1 Necrobotanists see life as something to be understood and improved upon. They use death as a way to attain this goal. Only in understanding the end of life can you begin to understand how to create or improve it. Research Breakthroughs Research is key to a necrobotanist - and breakthroughs are the reward for their tireless work. Breakthroughs occur when one finds a way of improving, or a significant weakness within, life itself. As an example, this could come in the form of studying the skeleton of an orc. After studying for many hours, even days, and working out the perfect locations for support vines interwoven in it's form, a necrobotainist might develop a spell to provide increased agility for orcish creatures. Through this research the necrobotanist will create and learn this new spell, utilising what they have found out. To cast your new spell, it must be of a level for which you have spell slots, as shown on the Necrobotanist table, and you must expend 50 gp worth of resources. Breakthrough Spells Spells learned through research breakthroughs are at the Dungeon Master's discretion. It is worth pointing out here that communication between player and Dungeon Master is key, so that there is no misunderstanding. Creating a Necrobotanist A necrobotainst knows both how to support life to it's full potential, and how to take it away with supreme efficiency. They follow different paths at 2nd level, a feature you will have to consider when designing your character. How did your character come into contact with necrobotanist study? Was it a gradual and natural process or did an event trigger their need to study life in all it's stages? What sort of environment is your character an inhabitant of? This could affect what necrobotainst occult you take at 2nd level. A necrobotanist can be both a support class but also a terrifying bringer of death - which side is your character, or are they balanced between both preservation and destruction? Quick Build You can make a necrobotanist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the hermit, sage or outlander backgrounds. Third, choose the mending, poison spray and firebolt cantrips, along with the following 1st-level spells: mage armour, chromatic orb.

Class Features As a necrobotanist, you gain the following class features: Hit Points Hit Dice: 1d6 per necrobotanist level

1d6 per necrobotanist level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necrobotanist level after 1st Proficiencies Armor: None

None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Daggers, darts, slings, quarterstaffs, light crossbows Tools: Herbalism kit, poisoner's kit Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Nature, Insight, Investigation, Medicine. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) an explorer's pack

A spellbook Multiclassing

Necrobotanist Requires: Intelligence 15



Spellcasting As a researcher first and foremost, you have a spellbook containing spells that you have both learned, aswell as researched and created yourself. These spells are a window into your studies and your line of pursuit. Cantrips At 1st level, you know 3 cantrips of your choice, 2 from the necrobotanist spell list and 1 from the druid spell list. You learn additional necrobotany cantrips of your choice at higher levels, on top of any research breakthroughs. Spellbook At 1st level, you have a spellbook containing six 1st-level necrobotany spells of your choice. Your spellbook is your research notes collected into a single volume, finished breakthroughs and learned spells together in one. Preparing and Casting Spells The Necrobotanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + your necrobotanist level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you gather new spells either through experimentation or research and study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a necrobotany spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell Attack modifier = your proficiency bonus + your Intelligence modifier. Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your spells. Learning Spells of 1st Level and Higher Each time you gain a necrobotanist level, you can add two necrobotany spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Necrobotanist table. Through research breakthroughs, you might find other spells that you can add to your spellbook. Arcane Recovery At 1st level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your necrobotanist level (rounded up), and none of the slots can be 6th level or higher. Life Siphon Starting at 1st level, your touch can siphon the life force of any living creature. Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous As an action you can try to touch a creature and drain their life energy. This touch is rolled as an unarmed attack using your INT mod instead of STR. If it hits, it deals 1d8 necrotic, and heals you for the damage dealt, doubling the healing if the target is killed by this attack. You can use this feature a number of times equal to your INT mod (minimum 1). The damage increases by 1d8 when you reach 5th level (2d8,) 11th (3d8) and 17th (4d8).

Necrobotanist Occult When you reach 2nd level, you choose a necrobotanist occult, defining your line of research. You may choose one of three schools: Flower specialist, Fungi specialist or Forest specialist, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You can instead forgo this ability score increase and instead choose a Major Research Breakthrough. This involves spending time with your studies or investigating a particularly interesting organism, and discovering new and interesting breakthroughs. You may add four extra spells to your spellbook, taken from the necrobotanist spell list. Each of these spells must be of a level for which you have spell slots, as shown on the Necrobotanist table. Spontaneous Unburial Starting at 5th level you have begun to understand the secrets of creating life out of disparate organic matter. When you cast the spell animate dead as an action - you do not require a corpse or pile of bones to do so, instead your creation is considered a plant type. As you cast this spell your organic servant rises from the ground itself, any old organic life from the soil coalescing around it's form. The creature can act on your next turn and follows the same rules and statistics as per the animate dead spell, with the exceptions mentioned above. Animate Major Undead At 7th level, once per long rest, you can now raise a corpse that is Huge or smaller of CR 3 or lower, of the following types: monstrosity, humanoid or beast. Raising the creature requires a corpse, and 10 minutes of study over the body. You may only control one major undead at any given time. As per the animate dead spell, this creature leaves your control after 24 hours if you do not reassert control before then. At 11th level, the CR of the corpse you can raise rises to CR 6. At 15th level this rises again to CR 9, and the corpse you raise now lasts until it dies - not after 24 hours. Upon death the creature instantly disintegrates. Entwining Presence At 18th level your advanced creations have attuned themselves wholly to you, and protect your space. You are able to take advantage of every enemy movement, using your single Major Undead specimen to aid you. Your Major Undead creature gains the following benefits: When your Major Undead hits a target with an opportunity attack, the targets speed becomes 0 for the rest of it's turn.

Creatures provoke opportunity attacks from your Major Undead even if they take the Disenage action before leaving it's reach.

When a creature within 5 feet of your Major Undead hits you with an attack, you can use your reaction to make your Major Undead take the damage instead. If this causes the Major Undead to be reduced to 0 hitpoints, any remaining damage is carried over to you. Anatomical Mastery At 20th level, you have mastered the anatomical makeup of two different creatures. You know exactly how they work, and therefore how best to defeat or aid them. You may choose two types of beings from the list: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. Once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make against one of these creatures, or, when you would normally roll one or more dice to restore hit points with a spell to a creature of the chosen type, you instead use the highest number possible for each die. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Necrobotanist Occults Necrobotanist Occults represent the decision to pursue a specific line of research. It is impossible for a necrobotanist to understand all organic life, and so researchers of this class often specilaise in specific fields, as outlined below. Each field mirrors life in different ways, and research into one or the other will yield completely different results. Flower Specialist As a specialist in flowers, you have recognised the beauty in life, but also the possibilty for deception. Flowers so often represent hope or the beginning of new life, but for a flower specialist, they represent a way to take advantage of these feelings and play with the mind. Sinister Bloom Starting at 2nd level you use your action to create and unfurl a large flower, infused with illusory magic to confuse and frighten those around you. Any creature that can see the flower within a 30ft range must succeed on a wisdom saving throw or be frightened. If the target fails by 10 or more, the target must take 1d8 + half necrobotanist level (rounded up) necrotic damage. This feature regains after a short rest.

Lattice of Vines At 6th level, you use your knowledge of flower and vine structures to fortify the undead that you raise. Any creatures you raise as per the animate dead spell grow organic weapons and gain additional hitpoints and a bonus to all attack rolls equal to your proficiency bonus. In addition, when the creatures are summoned flowers bloom across them. When the summoned creatures are reduced to 0 hitpoints, these flowers explode in a 5ft radius. All targets in range must make a dexterity saving throw or take 2d6 poison + 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Botanical Thrall Your extensive research into death allows you a new insight into the inner machinations of those who try to cheat death. At 10th level, as an action, you force one undead creature of CR 3 or lower that you can see within a 30ft range to make a constitution saving throw. On a failed save the target is interwoven by vines extending from your body. When a target is woven in this way, it becomes your thrall for 24 hours, after which it immediately disintegrates. You can take total and precise control of the creature and issue a command as a bonus action on your turn. You can use the vines wrapped around the body of the creature to control it while you are conscious. Commands issued to the creature must be given every turn, even if the command remains the same. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against this feature. If the saving throw succeeds, this feature ends and the target returns to it's prevoius state. Essential Preservation Protecting you from deadly damage, vines and plant matter throw themselves around you, emanating from your very form, cocooning you in a twisted mass of living material. Starting at 14th level, when you are reduced to 0 hitpoints and are not killed outright, you can choose to drop to 1 hitpoint instead. After you use this ability, the protective shield of organic life dies away, and you can't grow them again until you finish a long rest.



Forest Specialist As a specialist in forest life, you are in tune with what the woods can offer. You are a master of concealment and protection, aswell as mobility in the most difficult of terrain. Forests nurture life and are home to a multitude of creatures to be studied and understood, both welcoming and sinister. Woodland Fortitude Starting at 2nd level, you have studied the interlocking bark of the strongest trees are able to harness this strength to protect you from harm. You may cast the spell Barkskin on yourself without requiring concentration to do so. The spell ends after 1 hour. You may use this feature once per long rest.







Pocket Forest Starting at 6th level, you have mapped out the ecology of a section of forest within your mind and can reproduce it at will. As an action, you raise a 30ft circular section of forest from the ground, centered on yourself. Hostile creatures entering the forest treat it as rough terrain. If you are within the forest, as a reaction you may do one of the following: Reduce the damage inflicted on an ally within the forest terrain (equal to your INT modifier), from a melee or ranged attack.

Attempt to restrain a creature within the forest with low lying vines. Target must succeed on a DC12 STR check or be restrained by the vines. The target may use it's action to make a Strength check against DC12. On a success it frees itself. The forest lasts for one hour, after which all summoned matter disintegrates into dust. Regain after a long rest. Deep roots By 10th level you are able to recreate the devastating effects of deforestation and the uprooting of trees. As a bonus action, you rip spectral roots from the ground, standing on them and levitating no more than 20ft off the ground. You may move on these roots equal to your walking speed, both on the ground and up vertical walls. If climbing vertical surfaces, the roots grasp your feet and back, supporting your weight. This effect lasts 10 minutes, and regains after a long rest. Inevitable Stillness Starting at 14th level, whenever a summoned creature of yours from the Spontaneous Unburial or Animate Major Undead features hit with an attack, roll a d20. On a 15 or over, the target of the attack has their Strength score reduced by 1, as it's skin begins to turn to wood. The target turn to wood and dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Fungi Specialist As a Fungi Specialist you excel in precision, and making connections in nature where previously there were none. Fungi often lives of death, encouraging new forms in the decaying of old life, this is where your research leads you. Mycelium Advance Concentrating with your palm to the floor, threads of ethereal fungus branches flash out over the ground around you, sticking to the surface and pulsating under your hand. Starting at 2nd level, you use extensive, ethereal mycelium strands of fungi to control the battlefield. As a bonus action, you place your palm to the floor and emit tendrils of flat, translucent fungus branches in a 60ft radius centered on you. Using your action on your turns you may do one of the following: Half the movement of one hostile creature within the circular range of the mycelium, as long as a part of the creature is touching the ground.

Emit noxious gas around a hostile creature you can see within the mycelium, dealing an automatic 1d6 necrotic damage. The damage increases by 1d6 when you reach 5th level (2d6,) 11th (3d6) and 17th (4d6).

Cause the mycelium to pulsate and glow, shedding light over the entire 60ft radius. This feature requires concentration and can last up to 10 minutes - if concentration is broken the mycelium immediately retracts. Cannot be used again until after a short or long rest. Virulent Defence With a puff of gas and a series of pulsating flashes, attacks made against you encounter a nasty rebuke. Starting at 6th level, if a creature within 5ft of you hits you with a melee attack, you may choose to use your reaction to stun your opponent. When dealt damage, fungus and mycelium around your body reacts, flashing and releasing a toxic gas upon impact. The target must succeed on CON save against your spell save DC or be stunned until the start of their next turn.



















Noxious Cloud Starting at 10th level, you create a noxious screen between you and your enemies, affording you cover and the ability to deal increased damage. As an action, you create a 20ft high, 40ft long and 5ft deep wall of noxious gas, throwing it forward to a position no more than 30ft from you. The wall stays on a solid surface within range and lasts for up to 10 minutes. The wall is opaque. Ranged attacks made through the wall gain an extra 1d6 poison damage if they hit, with the target taking a further 1d6 necrotic damage on it's next turn. This wall does not affect ranged spell attacks. If a creature attempts to walk through the wall or starts it's turn within the wall, it is treated as difficult terrain and the creature must make a CON save. On a failed save, the target takes 2d8 necrotic + 2d8 poison damage. This is halved on a successfull save. Propagating Fear At 14th level your understanding of the organic structure of fungi is inate. You are able to use Mycellium Advance without requiring concentration. In addition, creatures affected by the noxious gas of that feature must succeed on a Wisdom saving throw or be frightened of you. Creatures may make this save at the end of every one of their turns. On a success, the creature is immune to the frightening effect for the next 24 hours. Spell List Cantrips (o level) Acid Splash

Chill Touch

Dancing Lights

Druidcraft

Firebolt

Friends

Light

Mage Hand

Mending

Message

Poison Spray

Ray of Frost

Shillelagh

Shocking Grasp

Thorn Whip







1st Level Burning Hands

Create or Destroy Water

Cure Wounds

Detect Poison and Disease

Expeditious Retreat

Faerie Fire

False Life

Feather Fall

Find Familiar

Fog Cloud

Goodberry

Grease

Identify

Jump

Longstrider

Mage Armour

Magic Missile

Purify Food and Drink

Ray of Sickness

Shield

2nd level Arcane lock

Barkskin

Blindness/ Deafness

Blur

Cloud of Daggers

Crown of Madness

Darkness

Darkvision

Enlarge/Reduce

Hold Person

Lesser Restoration

Levitate

Locate Animals or Plants

Magic Weapon

Melf's Acid Arrow

Protection from Poison

Ray of Enfeeblement

Spider Climb

Spike Growth

Web

3rd level Animate Dead

Bestow Curse

Blink

Conjure Animals

Dispel Magic

Fear

Feign Death

Fly

Gaseous Form

Haste

Hypnotic Pattern

Magic Circle

Meld Into Stone

Phantom Steed

Plant Growth

Protection from Energy

Slow

Water Breathing

Water Walk

4th level Blight

Confusion

Conjure Woodland Beings

Control Water

Dominate Beast

Evard's Black Tentacles

Fabricate

Freedom of Movement

Giant Insect

Grasping Vine

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Locate Creature

Polymorph

Stone Shape

Stone Skin 5th Level Antilife Shell

Bigby's Hand

Cloudkill

Commune with Nature

Contagion

Creation

Dominate Person

Dream

Dominate Monster

Greater Restoration

Insect Plague

Mass Cure Wounds

Passwall

Reincarnate

Telekinesis

Tree Stride

Wall of Stone 6th Level Circle of Death

Conjure Fey

Create Undead

Disintegrate

Eyebite

Flesh to Stone

Heal

Mass Suggestion

Move Earth

Sunbeam

Transport via Plants

Wall of Ice

Wall of Thorns 7th Level Finger of Death

Fire Storm

Forcecage

Mordenkainen's Magnificent Mansion

Mordenkainen's Sword

Prismatic Spray

Regenerate

Simulacrum

Symbol 8th Level Animal Shapes

Antimagic field

Antipathy/Sympathy

Clone

Control Weather

Dominate Monster

Earthquake

Feeblemind

Incendiary Cloud

Maze

Power Word Stun

Sunburst





9th Level

Imprisonment

Meteor Swarm

Power Word Kill

Prismatic Wall

Shapechange

True Polymorph

True Resurrection

Weird



Reflavouring Spells It should be noted that many of these spells can be, and should be, reflavoured to fit this class. This is entirely up to the DM's discretion, but will allow for much more interesting roleplaying and engagement with the heart of this class. Some examples are included below: Mage Armour Seeing an ally in danger, you flick your wand and create armour around their body from interlocking bark and wrapping vines. Expeditious Retreat/ Haste Your slow dwarf fighter is struggling to keep pace with the rest of the group as you dash away from a fight you cannot win. Understanding the workings of the dwarven skeleton, you fashion an exoskeleton from plant fibres and bone to assist in their retreat, to give them greater mobility and speed. Cloud of Daggers Raising your hand, thorns and vines fly from your fingertips, amassing into a cube above your enemies. As the thorny, twisted vines descend onto the now screaming creatures, roses begin to blossom across the sides. Magic Weapon Touching the longsword, vicious thorns leap across it's blade, wrapping around to create a natural serrated edge.









Phantom Steed Requiring the need for a speedy exit, you throw your arms out in front of you. From the ground, a beast begins to rise, made from bone, plant and other decaying forms of matter. One hoof becomes visible, two hooves, then four. Suddenly the beast rears up as it's form becomes clear. A half-constructed horse, held together by vines, roots, bones and dirt awaits your command. Conjure Fey Brigning forth creatures, these are not the beautiful fey many would have expected. These creatures are created from your studies of fey anatomy, and are thrown together with bits and pieces of matter that lie around, and underneath your immediate vicinity. They are your organic designs, and obey your every command. Bigby's Hand Having studied the construction of your own body, you have a deep understanding of it's creation. Whispering incantations you clench your fist, as an extension of your hand begins to form from organic matter and the bones of a nearby body. After it has been assembled the hand floats, held up by spectral roots. The sight of this stitched together mixture of death into a huge living hand is terrifying, but beautiful to you.