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The chloromancer is a healing specialist who draws on the vital energies of plants and nature to find a balance between life and death. They harness these energies into recycling destructive magic to heal their allies.

The chloromancer is an archetype of the druid class.

Archetype Main Ability Scores:
The chloromancer mainly focuses on STR/DEX for combat, CHA for their class features, and WIS for their class features and spells.

Archetype Feature Replacements:
1stSpells. 2ndWoodland Stride. 3rdTrackless Step. 4thResist Nature’s Lure, Homefield Advantage. 5th Wild Shape.

Plant Healing

At 1st level, when a chloromancer casts any kind of Leaf spells (such as Leaf I, Leaf II, Leaf III, Leafra, Leafaga), she casts them as Cure spells instead, including switching the school of magic to healing.

This ability modifies spells.

Touch of Nourishment (Su)

At 2nd level, as a standard action, the chloromancer can touch an ally to nourish it with plant energy, granting it fast healing 1 for 1 minute. In addition, this healing provides nourishment to the ally as if it had eaten a normal meal for a Medium creature. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces woodland stride.

Blessed Terrain (Ex)

At 3rd level, a chloromancer that casts healing spells on her favored terrain grants a number of allies equal to her Wisdom modifier a Fast Healing equal to the spell level of the healing spell for a number of rounds equal to her Wisdom modifier.

This ability replaces trackless step.

Vegetable Healing (Su)

At 4th level, when the chloromancer casts a spell related to plants, he can choose a single ally within 30 feet that he can see. That ally regains a number of hit points equal to the level of the spell cast and gains a +1 morale bonus to attack rolls until the end of its next turn.

This ability replaces resist nature’s lure.

Wild Growth (Su)

At 4th level, a chloromancer can release a wave of plant energy to heal damage. Wild growth causes a burst that affects all living creatures in a 30-foot radius centered on the chloromancer. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two druid levels beyond 4th (2d6 at 6th, 3d6 at 8th, and so on). Creatures healed by wild growth cannot exceed their maximum hit point total—all excess healing is lost. A chloromancer may use wild growth a number of times per day equal to 3 + his Wisdom modifier. This is a standard action that does not provoke an attack of opportunity.

This ability replaces homefield advantage.

Effloresce (Su)

At 5th level, a chloromancer can use a standard action to create efflorescences, explosive growths fed by his spirit. A chloromancer can use this ability three times per day, plus one additional time per day for every three druid levels he has beyond 3rd.

Efflorescences last for 1 round per druid level, and a chloromancer can have at most two efflorescences in effect at a time. A chloromancer can end an efflorescence during his turn as a free action.

At 10th level, a chloromancer can effloresce as a move action.

At 15th level, a chloromancer can effloresce as a swift action, and he can have two efflorescences in effect simultaneously. At 20th level, a chloromancer can effloresce twice as part of the same action.

At 5th level, a chloromancer can use the following efflorescences:

  • Ambrosia (Su): The efflorescence temporarily suppresses enchantments,enfeebling effects, and curses on the chloromancer and his allies within 30 feet. Affected creatures ignore the effects of such conditions for the duration of the efflorescence, after which the conditions’ full effects resume. The duration of suppressed conditions continues to elapse while the condition is suppressed.
  • Bolsterbloom (Su): The chloromancer and his allies within 30 feet gain fast healing 1; this fast healing increases by 1 at 10th level, and again at 15th and 20th levels.
  • Charged Blossoms (Su): Choose an element type: earth, fire, ice, lightning, water, or wind. The chloromancer and his allies within 10 feet gain elemental resistance 10 to the chosen element type. At 15th level, this affects allies within 20 feet, and the elemental resistance increases to 20.
  • Floatflower (Ex): Allies within 10 feet ignore the effects of non-magical difficult terrain. At 9th level, they also gain the effects of air walk while within 10 feet of the chloromancer.
  • Innervating Pollen (Ex): The chloromancer and his allies within 30 feet gain a competence bonus either on attack rolls or to saving throws (the chloromancer’s choice; all allies gain the same benefit) equal to one-third the chloromancer’s druid level.
  • Luckleaf (Su): When attempting a d20 roll, allies of the chloromancer within 30 feet of him may roll twice and take the better result for this one roll; each ally can benefit from this ability only once per efflorescence. Luckleaf can be activated once per minute.
  • Shieldvines (Ex): Allies within 10 feet do not provoke attacks of opportunity when leaving threatened squares; this increases to 20 feet at 10th level.
  • Slipstrands (Su): The chloromancer and his allies within 10 feet are affected by freedom of movement; this increases to 20 feet at 20th level.

This ability replaces wild shape.

Chloromancer