Aspect Codex

Necrobotany

Necrobotany is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

NecrobotanySpellcastingChargesNature

What This Aspect Does

Necrobotany defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Withering Touch

Touch one plant, wooden object, plant creature, or creature entangled by plants. A nonmagical unattended plant withers. A creature or object takes 4 (1d8) necrotic damage.

Tier 0ActionAt-Will

Dead Leaf Sign

Mark one plant, wooden object, corpse-flora growth, or 5-ft. patch of vegetation within range with gray necrotic spores. You know the direction to the marked target while within 1 mile, and natural plants within 5 ft. of it wilt visibly.

Tier 1ActionAt-Will

Rot Sap

Make a ranged power attack with black sap against one creature within range. On a hit, the target takes 7 (2d6) necrotic damage. Plant creatures and creatures in contact with natural vegetation take an extra necrotic damage equal to your WIS modifier.

Tier 1ActionAt-Will

Blight Seed

Plant a dead seed in one 5-ft. square of soil, wood, or vegetation within range. The area becomes difficult terrain for hostile creatures. The first hostile creature that enters or starts there each round must make a CON save or take necrotic damage equal to your WIS modifier.

Tier 1ActionAt-Will

Wilt Growth

Choose a 10-ft. cube of nonmagical vegetation within range. Plants in the area wither, dry, or decay enough to clear light undergrowth and expose hidden tracks, objects, or terrain. Plant creatures in the area must make a CON save or take 2d6 necrotic damage.

Tier 1ReactionAt-Will

Spore Ward

When a creature you can see within range is damaged by a plant, wooden weapon, thorn, root, vine, poison from a plant source, or a Necrobotany power, reduce the damage by your WIS modifier plus your proficiency bonus.

Tier 2ActionAt-Will

Dead Roots

Dead roots erupt in a 10-ft. radius area centered on a point within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts there, it must make a STR save or be grappled by dead roots until the start of its next turn.

Tier 2ActionAt-Will

Fungal Rot

Choose one creature, plant creature, wooden object, or patch of vegetation within range. The target must make a CON save, taking 10 (3d6) necrotic damage on a failed save, or half on a success. On a failed save, it is poisoned until the start of your next turn.

Tier 2Bonus ActionAt-Will

Rot-Sense

For the duration, you sense decaying plants, diseased crops, fungal colonies, deadwood, plant creatures, and recent Necrobotany effects in the emanation. You can identify whether a plant died naturally, by poison, by disease, or by supernatural decay.

Tier 2ActionAt-Will

Corpse Blossom

Touch a dead plant, deadwood, corpse, or patch of grave soil. A pale corpse-flower blooms there. Once before the duration ends, you or an ally within 30 ft. of the bloom may use a bonus action to gain temporary hit points equal to 2d8 + your WIS modifier.

Tier 3ActionAt-Will

Creeping Rot

Rot creeps over a 20-ft. radius patch of vegetation, soil, roots, or wooden flooring. The area is difficult terrain. Creatures of your choice that start there must make a CON save, taking 13 (3d8) necrotic damage and being poisoned until the start of their next turn on a failed save, or half damage only on a success.

Tier 3ActionAt-Will

Deadwood Grasp

Choose one creature within range that is touching the ground, vegetation, or a wooden object. It must make a STR save or become restrained by deadwood and thorny rot. A restrained target takes 9 (2d8) necrotic damage at the start of each of its turns and repeats the save at the end of each turn.

Tier 3ActionAt-Will

Wither and Bloom

Choose a 10-ft. radius area within range. Creatures of your choice in the area must make a CON save, taking 18 (4d8) necrotic damage on a failed save, or half on a success. One ally in the area may regain hit points equal to half the necrotic damage dealt to one affected creature.

Tier 31 MinuteAt-Will

Rot Bloom Familiar

Animate a Small dead plant, fungus, root cluster, or deadwood growth within range as a rot bloom familiar. It cannot attack, but it can crawl or climb 20 ft., deliver touch-range Necrobotany powers you use, and release dim green light or a foul scent on command.

Tier 4ActionAt-Will

Blight

Choose one creature or plant within range. The target must make a CON save, taking 36 (8d8) necrotic damage on a failed save, or half on a success. Plant creatures and magical plants have disadvantage on the save. Nonmagical unattended plants wither without a save.

Tier 4ActionAt-Will

Dead Hedge

Raise a wall of dead thorns and gray brambles within range, up to 60 ft. long, 10 ft. high, and 5 ft. thick. The wall is difficult terrain. A creature entering the wall for the first time on a turn or starting there must make a DEX save, taking 22 (4d10) piercing and necrotic damage on a failed save, or half on a success.

Tier 4Bonus ActionAt-Will

Compost Hunger

For the duration, when a plant creature, corpse-flora construct, or creature standing in decaying vegetation takes necrotic damage from you, you gain temporary hit points equal to your WIS modifier. Once per turn, you may add your WIS modifier to necrotic damage dealt by a Necrobotany power.

Tier 4ReactionAt-Will

Dead Garden Ward

When a creature you can see within range takes poison, necrotic, piercing, or plant-created damage, dead growth cushions or drinks the harm. Reduce the damage by 4d8 + your WIS modifier.

Tier 51 MinuteAt-Will

Rotwood Servitor

Animate one Medium dead plant, deadwood bundle, fungal corpse, or corpse-flora growth within range as a rotwood servitor. It obeys verbal commands, acts after your turn, and uses a slam that deals 18 (4d8) bludgeoning and necrotic damage. Only one rotwood servitor from this power can be active at a time.

Tier 5ActionAt-Will

Ashen Orchard

Create a 30-ft. radius dead orchard centered on a point of soil, vegetation, or corpse matter within range. The area is lightly obscured, difficult terrain for hostile creatures, and plants there cannot heal or grow. Once per round, when a hostile creature starts there, it takes necrotic damage equal to your WIS modifier.

Tier 5ActionAt-Will

Spore Plague

Choose up to three creatures or plant creatures within range. Each target must make a CON save. On a failed save, it takes 27 (6d8) necrotic damage and is poisoned for the duration. A poisoned target repeats the save at the end of each of its turns, ending the effect on a success. If a target is a plant creature, it is also restrained while poisoned this way.

Tier 5ActionAt-Will

Graft of Decay

Touch a willing creature and graft a dead vine, fungal bloom, bark scar, or black thorn into it. For the duration, the target gains resistance to poison and necrotic damage, and once per turn when it deals damage with a melee attack, it deals extra necrotic damage equal to your WIS modifier.

Tier 6PassiveAt-Will

Necrobotanic Dominion

Your Necrobotany powers ignore resistance to necrotic damage from plants, plant creatures, fungi, wooden objects, and creatures restrained by your dead growth. You can preserve, decay, or identify dead plant matter by touch.

Tier 6ActionAt-Will

Hollow Grove

Create a 60-ft. radius grove of hollow dead plants centered on soil, vegetation, or a corpse within range. Hostile creatures in the grove cannot benefit from plant-based healing or cover from living plants. When a hostile creature starts there, it must make a WIS save or become frightened of the grove until the start of its next turn.

Tier 61 MinuteAt-Will

Corpse-Tree Sentinel

Animate a Large dead tree, fungal column, or corpse-root mass within range as a corpse-tree sentinel. It acts after your turn, obeys your commands, and guards a 30-ft. area. When a hostile creature enters or starts there, the sentinel may make one slam attack dealing 27 (6d8) bludgeoning and necrotic damage.

Tier 6ActionAt-Will

Verdant Death Pulse

Necrotic decay pulses through plant matter around you. Creatures of your choice in the emanation must make a CON save, taking 44 (8d10) necrotic damage on a failed save, or half on a success. Plant creatures and creatures restrained by plants have disadvantage on the save.

Tier 7ActionAt-Will

Deadwood Army

Animate up to six Small or Medium dead plants, wooden corpses, fungal masses, or corpse-flora growths within range as deadwood minions. They obey verbal commands and act after your turn. A minion hit deals 13 (3d8) bludgeoning and necrotic damage. The minions crumble when the duration ends.

Tier 7ActionAt-Will

Rot All Green

Choose a point within range. Nonmagical vegetation in a 100-ft. radius withers, blackens, or collapses. Plant creatures and creatures of your choice in the area must make a CON save, taking 55 (10d10) necrotic damage on a failed save, or half on a success.

Tier 7ActionAt-Will

Plague Garden

Create a 40-ft. radius garden of fungal rot and dead flowers. Hostile creatures treat it as difficult terrain. When a hostile creature starts there, it must make a CON save or become poisoned and unable to regain hit points until the start of its next turn.

Tier 7ReactionAt-Will

Deadroot Shelter

When a creature you can see within range would take damage, die, or be restrained by hostile plants, dead roots shelter it. Reduce the damage by 7d8 + your WIS modifier, or end one plant-based grapple, restraint, poison, disease, or necrotic effect of Tier 7 or lower on the target.

Tier 8Bonus ActionAt-Will

Avatar of Rot

For the duration, you gain resistance to necrotic and poison damage, your Necrobotany powers ignore necrotic resistance, and dead roots trail from you. Once per turn when you deal necrotic damage, one creature damaged by the power has its speed reduced by 10 ft. until the start of your next turn.

Tier 81 Minute1/Long Rest

Elder Corpse-Tree

Animate a Huge dead tree, ancient stump, root mass, or corpse-flora structure as an elder corpse-tree. It guards a 60-ft. area, has resistance to necrotic and poison damage, and may slam once per round for 55 (10d10) bludgeoning and necrotic damage. Only one elder corpse-tree can be active at a time.

Tier 8ActionAt-Will

Horrid Wilting

Draw moisture and vitality from plants and bodies in a 30-ft. cube within range. Creatures of your choice in the area must make a CON save, taking 66 (12d10) necrotic damage on a failed save, or half on a success. Plant creatures and creatures restrained by plants have disadvantage on the save.

Tier 8ReactionAt-Will

Rot Reversal

When a creature you can see within range deals poison, necrotic, plant, healing, or regeneration-based effects, reverse part of the living cycle. Reduce one damage or healing roll by 8d8 + your WIS modifier. If reduced to 0, one plant or fungal growth of your choice within 30 ft. withers or blooms as dead flora.

Tier 9PassiveAt-Will

Sovereign Necrobotany

Your Necrobotany powers ignore necrotic resistance and treat necrotic immunity of plant creatures, fungi, animated plants, and wooden constructs as resistance. Dead plant constructs you create gain temporary hit points equal to your WIS modifier at the start of each of your turns.

Tier 9Action1/Long Rest

Worldblight Grove

Blight a region up to a 300-ft. radius centered on a point within range. Living plants in the area become gray, dormant, and sterile. Dead plants rise into a silent necrobotanic grove. Hostile creatures that finish a long rest in the area gain no benefit unless they succeed on a CON save.

Tier 9ActionAt-Will

Mass Corpse-Flora

Animate any number of dead plants, deadwood, fungal masses, or corpse-flora remnants in a 60-ft. radius within range as a single swarm-like corpse-flora mass. The mass fills the area, moves up to 30 ft. on your turn, and hostile creatures inside it must make a STR save or be restrained and take 44 (8d10) necrotic damage.

Tier 9ActionAt-Will

Root Death Sentence

Choose one creature touching the ground, plants, wood, or fungi within range. The target must make a CON save or become rooted by dead growth. While rooted, it cannot regain hit points, its speed is 0, and it takes 44 (8d10) necrotic damage at the start of each turn. It repeats the save at the end of each turn.

Tier 10Bonus ActionAt-Will

Archrot

For the duration, your Necrobotany powers ignore necrotic resistance and immunity in plants, fungi, wooden constructs, and creatures restrained by your dead growth. When you create or animate dead plant matter, it gains resistance to bludgeoning, piercing, poison, and necrotic damage.

Tier 10Action1/Long Rest

Extinction Bloom

Choose a point within range. A 120-ft. radius bloom of black pollen erupts. Creatures of your choice in the area must make a CON save, taking 99 (18d10) necrotic damage and becoming poisoned for 1 minute on a failed save, or half damage with no poison on a success. Plant creatures have disadvantage on the save.

Tier 10ActionAt-Will

Forest of the Dead

Raise a 120-ft. radius forest of dead trees, fungal spires, corpse-flowers, and grasping roots. The area is heavily obscured to enemies, difficult terrain to hostile creatures, and counts as your dead growth. Hostile creatures starting there must make a STR save or be restrained, and a CON save or take 55 (10d10) necrotic damage.

Tier 10Action1/Ever

Last Seed of Rot

Plant a mythic seed of plant-death in soil, a corpse, an ancient tree, or a sacred grove. It creates a legendary necrobotanic phenomenon: a black forest, a dead orchard that remembers the dead, a fungal underworld gate, or another GM-approved story effect. It can be ended only by Tier 10 botany, divine intervention, or a story condition set when planted.

Characters With This Aspect

Blacklung

Cornelius Plegg

Cornelius Plegg, known as Blacklung, is a human physician exiled from The Hollow Creed for pushing healing beyond doctrine and into necrobotany. His fungal symbiosis lets him preserve bodies, treat impossible infections, and animate corpses or plant matter through mycelial control. Desperate communities may accept his cures, but few welcome the mildew scent, spore-laced breath, or questions his work raises about life, death, and identity. Blacklung does not heal to restore what was lost; he cultivates what comes after.

AliveHumanNecrobotany

Hemlock

Titian

Titian, known as Hemlock, was a tortle druid-necromancer and former elf whose exile from Timber Island transformed both body and philosophy. As a scholar of Von Queef University and founding member of Centrum, he pursued necrobotany not as corruption, but as synthesis: root and bone, bloom and rot, regeneration and decay held in the same living system. His work shaped magical ecology, Centrum governance, and the dangerous belief that endings could be cultivated into beginnings. Betrayed by Albert’s rise and presumed dead, Titian’s legacy still grows through rumor, scholarship, and the strange life rooted from his remains.

Deceased (presumed)TortleNecrobotany

Mulch

Thrixan Skii

Imported character from the Character Data sheet.

AliveTreant (Dryad)Necrobotany

Verdant Echo

Bracken Rootfoot

Victor Shaw — Simon Baker is a Rifleton maskweaver of My Alchemical Romance whose lies, disguises, and contempt for exploitation hide a survivor’s instinct for turning power back on the powerful. His relevance comes through Exaba, Walter, Trixie’s games, and the cost of deception, with active hooks around losing his arm to Keredeth, staying with Exaba after the Game Master Spectacle, and leaving the Aleklot’s Rest time-cache for the party to find later.

Alive (Blinded)Elf (Hex)Necrobotany