Chloromancer (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 11 (16 with barkskin)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

13 (+1) 13 (+1) 15 (+2) 20 (+5) 20 (+5) 8 (-1)

Skills Medicine +7, Nature +7
Damage Resistances poison
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 3 (700 XP)

Spellcasting. The chloromancer’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The chloromancer can cast the following spells, requiring no components:

At-Will: barkskin, entangle, fire seed (Only one Nut Grenade can be thrown per action. Neither Nut Grenades nor Berry Bombs do any damage to Plants.), life seed, locate plants

2/Day: plant growth, razor leaf

1/Day: transport via plants

Speak with Plants. The chloromancer can communicate with plants as if they shared a language. When speaking with plants, the chloromancer gains proficiency in Persuasion and doubles its proficiency bonus.

Tree Stride. Once on its turn, the chloromancer can use 10 feet of its movement to step magically into one living tree within its reach and emerge form a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.


Lemon Branch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

  • The staff grows small lemons that are able to be harvested. At the beginning of every month, 4 new lemons grow on the staff, and any unharvested lemons drop off and wither. These lemons may be consumed by any creature, taking an action. The creature gains 1d6 hit points for each berry consumed. Any lemons removed from the staff lose their magical properties after one week.
  • All attack spells deal an extra 2 acid damage.

Chloromancers have a unique bond with plants that allows them to borrow the power of all manners of flora as long as they live their life protecting nature, or at least the plant side of it. The only way to attain the powers of chloromancy is to make an agreement with a powerful fey or nature deity. While many might confuse them with druids, chloromancers don't bind with a specific part of nature; they attempt to protect the broader, more general threats to nature.

Pact with Plants. Due to their contract, chloromancers cannot knowingly harm any plant.

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