Necrobotanist (3.5e Prestige Class)

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Necrobotanist[edit]

You know that story about Briar Rose, and her wall of thorny vines? Yeah, mine marches.
—General Tarrand, human Necrobotanist for His Imperial Army, General Terrand and the Fifth Age of the Empire, by Dwafar Kather, Scholar to Her Imperial Majesty,


Becoming a Necrobotanist[edit]

Characters pursue Necrobotany because they have felt wronged in some way, or are pursuing a scholarly pursuit and find themselves down a rabbit hole. Necrobotinasts are not typically particularly social creatures, being a sub-set of necromancers.


Entry Requirements
Skills: Knowlege (Arcane) 15 ranks or Knowlege (religion) 15 ranks, Knowlege (nature) 15 ranks and 15 ranks in a Profession that would be familiar with anatomy (Doctor, mortician, etc).
Spellcasting: Animate dead and animate plants.
Table: The Necrobotanist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Augment Undead +1 +1 Spellcasting level to an existing spellcasting class
2nd +1 +3 +0 +3 Augment Undead +2
3rd +2 +3 +1 +3 +1 Spellcasting level to an existing spellcasting class
4th +3 +4 +1 +4 Augment Undead +3
5th +3 +4 +1 +4 +1 Spellcasting level to an existing spellcasting class
6th +4 +5 +2 +5 Augment Undead +4
7th +5 +5 +2 +5 +1 Spellcasting level to an existing spellcasting class
8th +6/+1 +6 +2 +6 Augment Undead +5
9th +6/+1 +7 +3 +7 +1 Spellcasting level to an existing spellcasting class
10th +7/+2 +7 +3 +7 Augment Undead +6

Class Skills (2 + Int modifier per level)
Concentration, Craft, Diplomacy, Knowledge(arcana), Knowledge(nature), Knowledge(religion), Knowledge(the planes), Profession, Spellcraft.

}} |- ! Level || Special |- class="odd" | 11th|| class="left" | |- class="even" | 12th|| class="left" | |- class="odd" | 13th|| class="left" | |- class="even" | 14th|| class="left" | |- class="odd" | 15th|| class="left" | |- class="even" | 16th|| class="left" | |- class="odd" | 17th|| class="left" | |- class="even" | 18th|| class="left" | |- class="odd" | 19th|| class="left" | |- class="even" | 20th|| class="left" | |} -->

Class Features[edit]

. All of the following are class features of the necrobotinist.

Spellcasting: For odd levels, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a necrobotanist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Augment Undead: The Necrobotanist can now add augmentations to their undead from their understanding of plants. This manifests in the following ways:

Vining: Undead have vines substituting as muscle mass. This adds 1HD to the undead and gives the undead +1 NA.

Extras(extra arms, extra legs): Undead have vines that wind into extra arms/legs, sometimes supported by bones or sticks. One extra attack OR +10 speed.

Structural support: undead have vines and strips of plant material that substitute for ligaments and tendons. Zombies can run and other undead improve one speed class (usually +10 ft)

Attack augmentation: Undead gain an additional attack, either a small area effect (pollen spray, i.e.) or touch poisons or thorns.

Plant disease: undead gain a mild disease effect that can be spread by a pollen spray or touch attack (determined at creation) with the 1HD DC for this being a DC 10

Distract: Undead can cause the petals/leaves from their plants to fall off and create a "smokescreen" for up to 2 turns to disguise movement.

Aura of undeath: The undead has had flowers/plants/etc added that waft the scent of death, decay and undeath for an area 10 ft from the undead. Nausea DC 15

Ex-Necrobotanists[edit]

Characters who lose the ability to cast the requisite spells cannot use the augmentations on their undead. If a character loses access to their skills this would prevent additional levels until they regained access to those skills.

Campaign Information[edit]

Playing a Necrobotanist[edit]

Combat: Necrobotanists who started as clerics may take a more front-line role than those who started as wizards/sorcerers and/or druids. Most Necrobotinants would take a support/back-line role.

Advancement: A cleric with the domain plants can take this class after 13th level(when they have access to Animate plants). Otherwise this is a druid of 13th level with cleric 5/sorcerer 8/wizard 7 to give access to the Animated undead spell.

Resources: Necrobotanists get support from their base classes. There are not known organisations dedicated to necrobotany.

Necrobotinists in the World[edit]


NPC Reactions: Necrobotinists will get about the same reaction as necromancers.

Necrobotanist Lore[edit]

Characters with ranks in can research necrobotanists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Necrobotinists in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:


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