Chloromancer (5e Creature)
Chloromancer[edit]
Medium humanoid (any race), any alignment Armor Class 11 (16 with barkskin)
Skills Medicine +7, Nature +7 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. ACTIONSLemon Branch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
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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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