Base Class: Druid
Druids of the Circle of Necrobotany return the life of nature back into desicated areas. These reanimators usually travel alone or in small gatherings. They are drawn to areas where the magics of nature have been greatly diminished, such as post war battlefields and areas demolished by over consumption.
Wild Rebirth
You may consume a use of your wildshape to resurrect the bones of a beast (requires at least 75% of the skeleton intact). Vines and similar plants rapidly grow and attach to the remaining bones forming the remainder of the body.
Your level determines the Beast's maximum size and CR, aswell as what modifications can be applied.
2nd 1/2 CR, Small, No Flying or swimming speed
4th 1 CR, Medium, No Flying speed
6th 2 CR, Large, No Flying speed
8th 4 CR, Huge
You may add Botanical Enhancements onto your Wild Rebirth. These Enhancements increase the CR of your Reborn Beast, these increases cannot exceed your CR limit. You can change the Enhancements every long rest aslong as the Beast is with you.
Botanical Enhancements:
Thorned Vines: When hit by a melee attack or every turn the beast is grappled or grappling, the opposing creature take 1d6 piercing damage (+ 1/2 CR) [may also appear as thistle leaves]
Blinding Pollens: the beast may release pollens as an action: 10ft radius, CON save using the Druid's Spell DC, on a failure the creature is blinded. + 1/2 CR
Abrasive Fibers: If the beast is hit by a "bite" attack, the attacking creature takes 2d6 necrotic damage. + 1/4 CR
Attracting Compounds: When hurt by slashing damage, as an action the beast attracts a swarm of insects (if it is plausible for insects to be nearby). The swarm isn't considered allied to you, but they do protect the beast. + 1/2 CR
Fruit Baring: The beast grows 1d8 ripe fruits every dawn, these fruits can be picked and eaten as a single action. The fruit heals 1d4 + the Druid's Wis modifier. The fruit rots after an hour of being picked. + 1/4 CR
Dense Seed Clusters: The Beast has a new ranged weapon attack, 1 target, +5 to hit, 20/(40), deals 1d4 poison damage, target make a Con Saving Throw, if it fails it cannot speak. + 1/2 CR
Intoxicating Aerosols: When the beast takes fire or radiant damage it releases disorientating agents into the smoke. Any creature that breaths the smoke makes a Con Saving Throw, if it fails the creature is poisoned and begins to suffocate until it leaves the smoke. +1/4 CR
Obscuring Moss: When the beast takes the hide action if it is surrounded by plants it does so with advantage, +5 to stealth checks made by the beast. (+ 1 CR)
Rooting: Roots form on the legs of the beast, it knows if the soil, air and water the roots touch is poisonous or hazardous in some way. The beast gains a 60ft tremorsense and it can no longer be pushed. + 1/2 CR
Seeping Sap: A sticky sap oozes from parts of the beast, when the beast grapples a creature, the creature's rolls to escape are taken at disadvantage. + 1/2 CR
Aerated Thistles: The Beast becomes vulnerable to fire damage. When the creature takes fire damage from another creature, it becomes ignited and burns for a 1d4 turns, taking 1d6 fire damage each turn. While it is ignited, the Beast has doubled move speed and attempts to move towards crowds of enemies. If the Beast dies of it's ignition or fire damage. It explodes in a burst of flame. Casting a 5th level upcasted fireball on its location. (The Beast must be Medium or Larger) + 1 CR
Recover Life
Once per long rest, recover lost wounds by focusing your necromatic energy into yourself. Plant fibers from and seal your wounds.
Heal 1d8 hitpoints and gain 1d4 temporary hit points.
You heal another d8 and gain another d4 at 10th and 14th level.
Circle Spells
Your circle has infused you with necromatic and botanical magicks. You gain access to a number of Circle Spells at 3rd, 5th, 7th and 9th level.
Once you gain access to a circle spell, 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.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Of the Veil
Starting at 6th level, a telepathic connection forms between you and your beastial companion.
The beast reanimated by your Wild Rebirth shares a bond with you.
While you both are within 180ft of eachother, you can perceive anything your companion can perceive and vise versa, you always know the general direction each other, if either of you focus the link you can see the life force of eachother through any obstacles or cover.
While you both are within 60ft of eachother, you can swap locations as a bonus action. When doing so you gain temporary hit points equal to the distance in feet divided by 5 plus your Wisdom modifier.
Joint Botanist
Every short rest, you can take a Botanical Enhancement from Wild Rebirth feature and apply it to yourself at no cost.
Death leads to Life
Once per long rest, when falling to 0 hit points you may instead destroy your Wild Rebirth beast and wild shape into the same creature as them. When this wild shape ends, you are left at 1 hit point and you cannot heal until your next turn.
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