Druid Circles

Circle of Necrobotany

Druids understand better than most the circle of life; All that are born must one day die. To a necrobotanist however, nothing need remain that way for long. Combining the heretical arts of necromancy with primal druidcraft they create monstrous fusions of the two. Monsters of dead men bolstered by enchanted plants. Abominations of bark and bone.

Circle Spells

Your cruel studies into the combinations of flesh and foliage have granted you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Necrobotanist 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.

Necrobotanist Spells
Druid Level Circle Spells
3rd blindness/deafness, gentle repose
5th animate dead, life transference
7th blight, death ward
9th contagion, enervation

Rotten Touch

Starting at 2nd level, you gain the ability to draw power from the rotting of flesh. As an action you may touch the corpse of a creature causing plants and fungi to rapidly consume it's flesh, leaving only the skeleton behind. You gain temporary hit points equal to 5 + your druid level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. This ability fails if used on a construct.

Necrobotanical Arts

Starting at level 6, plant matter now bends to your necromantic will and reinforces the corpses of the slain. Whenever you cast the animate dead spell you may choose to create an overgrown corpse instead of a skelton or zombie. See this creature's game statistics in the overgrown corpse stat block. Each overgrown corpse counts as two undead when casting a spell to maintain control of undead.

In addition, your druidic arts allow you to further enhance overgrown corpses you create. You gain two druidic enhancements of your choice. You gain two additional druidic enhancements at 10th level and at 14th level. Whenever you finish a long rest you may choose any number of enhancements you know and replace them with another enhancement that you could learn. Any overgrown corpses under your control immediately change to reflect your decision. Your enhancement options are detailed at the end of the class description.


Overgrown Corpse

Medium undead, unaligned

──────────────────────────────────

Armor Class 12 (natural armor)

Hit Points equal to your wisdom modifier + two times your druid level

Speed 30 ft.

──────────────────────────────────

Str Dex Con Int Wis Cha
14 (+2) 8 (-1) 16 (+3) 4 (-3) 7 (-2) 5 (-3)

──────────────────────────────────

Damage Vulnerabilites fire

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive perception 8

Languages understands languages it knew in life but can't speak

──────────────────────────────────

Actions

Slam Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage

NECROBOTANIST

Necrotic Infusion

Starting at 10th level, the magic that sustains your creations has grown enough that it practically exudes from them. Damage dealt by overgrown corpses you control is considered magic for the purpose of overcoming resistances.

Tender of Corpses

Also at 10th level, your proximity to creatures both toxic and profane has caused you to develop means of protection against them. You have resistance to necrotic and poison damage.

Verdant Overgrowth

At 14th level, you gain the ability to wreath yourself in overgrowth and fight using the same abhorent magics you use to create your servants.

As an action, you may expend one use of your wild shape to transform into a verdant monster. While transformed in this way you gain the following benefits:

  • You gain temporary hit points equal time five times your druid level
  • Your strength score increases to 18 if lower
  • Your size increases to large
  • You gain a slam attack, dealing 2d10 damage, you may add your strength modifier to attack and damage rolls made with the slam attack, you are considered proficient with this attack
  • You gain vulnerability to fire damage
  • All bonuses granted to overgrown corpses by your druidic enhancements apply to you while in this form. Druidic enhancements that affect hit points, such as parasitic mold, apply to your temporary hit points while in this form.

You can stay in verdant monster form for 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 temporary hit points, or die.

Druidic Enhancements

If a druidic enhancement has prerequisites, you must meet them to learn it. You can learn the enhancement at the same time that you meet its prerequisites.

Amazonian Vines

Stronger and more supple than garden variety. Overgrown corpses you control gain advantage on athletics checks and strengh saving throws.

Bark Armor

Thick layers of tree bark that cover more delicate areas. Overgrown corpses you control gain a bonus to their AC equal to your proficiency bonus.

Bramblethorns

Hard bristles and thorns that cover the body. Overgrown corpses you control deal 1d4 piercing damage to any creature within 5 ft. that hits them with a melee attack.


Branching Appendages

Prerequisite: 10th level

A secondary set of arms made of wood and vine that attach at the shoulder. Overgrown corpses you control gain the ability to attack twice, instead of once, whenever they take the attack action on their turn.

Corded Growth

Prerequisite: 10th level

Thicker than normal flora that makes up the muscles. Overgrown corpses you control gain a bonus to attack rolls equal to your Wisdom modifier.

Corpse Flower

Prerequisite: 14th level

A large petaled bloom that grows on the back and emits a noxious odor. Overgrown corpses you control gain a stench aura with a 15 ft. radius. When a creature enters the stench aura for the first time it must succeed a Constituion saving throw equal to your spell save DC, or be unable to take reactions as they cough and gag from the smell. An affected creature may repeat it's save at the end of each of it's turns, ending the effect on a success. On a success a creature is immune to the effect of a corpse flower's stench for 24 hours. A creature that is immune to poison succeeds it's save automatically.

Creeper Grasp

Prerequisite: 10th level

Creeper stems that grow on the palms and stick to nearly anything. Overgrown corpses you control gain a climb speed of 30 ft. and may even climb up side down on ceilings.

Disjointed Reach

Vines and branches that artificially extend the length of an arm. Overgrown corpses you control gain a 5 ft. increase in the reach of their slam attack.

Giant Fly Traps

Prerequisite: 14th level

Toothy petals that bite anything that come near. Overgrown corpses you control gain fly traps that grapple any hostile creature that comes within 5 ft. of it. When a large or smaller creature first moves within 5 ft. of an overgrown corpse it must succeed a Stength saving throw equal to your spell save DC, or be grappled. A grappled creature may attempt to break free using an action to re-roll their saving throw, ending the effect on a success.

Nightshade Infusion

Prerequisite: 10th level

Bright purple flowers that bloom over the body and infuse attacks with poison. Overgrown corpses you control gain a poison effect on attacks they make. Whenever an overgrown corpse hits a creature with a melee attack, the creature must succeed a Constitution saving throw equal to your spell save DC or be poisoned until the end of its next turn. On a successful saving throw, the creature is immune to an overgrown corpse's poison for 24 hours.

NECROBOTANIST

Parasitic Mold

Prerequisite: 10th level

Necrotic fungi that prey upon the living and siphon life energy. Overgrown corpses you control regain 1d4 hit points whenever they hit a creature with a melee attack. This ability does not work on undead or constructs.

Rooted Stance

Thick grasping roots that grow along the legs and clamp into the earth. Overgrown corpses you control cannot be moved along the ground against their will and have advantage on saving thows to avoid being knocked prone.

Shrubberic Disguise

Prerequisite: 10th level

Dense bushy foliage that covers the body. Overgrown corpses you control are indistinguishable from normal plants while standing still. A perception check equal to your spell save DC is required to discern any irregularities. This disguise fails to hold up to physical inspection, meaning any creature that physically interacts with an overgrown corpse is imeadiatly aware of the disguise.

Snap Pods

Prerequisite: 10th level

Collections of individual podlike growths near the core. Overgrown corpses you control explode upon reaching 0 hit points. All creatures with 10 ft. of an exploding overgrown corpse must succeed a Dexterity saving throw equal to your spell save DC, or take 3d8 bludgeoning damage. A creature that succeeds the save takes half as much damage.

Stone fists

Mundane rocks grafted into the fists to provide extra weight. Overgrown corpses you control gain a bonus to damage rolls equal to your Wisdom modifier.

Weed-like Endurance

Prerequisite: 10th level

Thicker stems and more robust fibers that ensure longevity. Overgrown corpses that are reduced to 0 hit points must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the overgrown corpse drops to 1 hit point instead.


Art Credit

"MTG: Rot Farm Skeleton" by Maciej Kuciara

NECROBOTANIST