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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Mulch
Thrixan Skii
Imported character from the Character Data sheet.
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.