Nomad V2.0

by Subjectivesloth

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Nomad

A young girl leaps forward through the flames, her shining silver hair contrasting her ochre skin under the light of the fire. She throws her dagger quickly toward the cultist before her, but it vanishes in a flash of light just after leaving her hand. The foe advances on her before letting out a ghastly moan and falling to the floor. A small dagger sticks out of the center of his back.

An old elven man stands at the precipice of an enormously tall cliff, his cracked spectacles sitting low on his withered nose. He stares out into the distance, a bright and beautiful wilderness of verdant green mountains and valleys, accented by two massive floating islands of stone. He chuckles to himself, only slightly, before his view is obstructed by a flash of light and a disk of swirling colors opens up before him.

Nomads are planar travelers, hunters, trackers, vagabonds, and explorers. They are experts in the traversal of the planes whose wanderlust is never satisfied and whose Journey is unending.


An Unending Journey

The life of a nomad is one of discovery and adventure, chasing a concept known as The Journey. This is the final goal of most nomads, a goal of experiencing every facet of existence. Nomads travel in pursuit of all of the things that will occur to them along the way, absorbing and enjoying all life's experiences.

Some choose to organize and take up large parties, traversing the planes together in search of interpersonal experiences. Others enjoy the solitude of a personal Journey, opting to explore the infinite possibilities of the cosmos alone.

Nomads generally have a hard time settling down in any one place for too long, even when their years have nearly finished. Ending The Journey before they pass on simply never occurs to most, such is the ambition of the nomad.

A Peculiar Attraction

Those who travel the planes find themselves drawn to certain aspects of one plane or another. With time and distance this attraction, or link, grows stronger, drawing the nomad's mind back to it for reasons they may not understand. This link draws on certain aspects deep inside a person's soul and binds it to the plane, a permanent manifestation of the planes and their otherworldly power fixed in the mind of the traveler.

Those who research the planes have theorized that a force similar to tectonic shifts in the earth occurs between the planes, generating powerful magic. This magic has something similar to a grand sentience, and can "see" the creatures it affects. From these theories arose a kind of worship among some nomads, where they view themselves as minor patrons of the eldritch existence that is The Great Wheel itself, though not all believe this story.

The link a nomad forms may be a tangible choice that they expect or feel immediately, or it may be that a plane one only passed through briefly left a subtle impression upon their mind.


Creating a Nomad

In the creation of your nomad character, consider what made them take up The Journey in the first place, and why they continue in their quest. Did your father or mother bring you along on their travels? Did you hear of some fantastical tale of planes far away? Or did you simply become bored with the mundane triviality of the material?

What have you done on your Journey? Was there a perilous dash through Pandemonium and the Nine Hells? A calm stroll through Bytopia that made you rethink your motivations? Could there even have been a whirlwind romp through the most renowned taverns of the outer planes?

How has your planar link affected you? Maybe you found yourself linked to a hideous plane of evil despite your cloistered youth, and it has drawn out dark thoughts that you had once forgotten? Or did you truly connect with your plane and have often fought yourself on whether to remain there, only to leave it behind?

The great variety of planes and nomads means that they can fall into any alignment or planar link, though most who have seen the extremes of good, evil, law, and chaos prefer to remain neutral.

Quick Build

You can make a nomad quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the outlander background.

Class Features

As a nomad, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per nomad level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per nomad level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Cartographer's tools

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two skills from acrobatics, arcana, history, nature, perception, and survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scalemail or (b) leather armor
  • (a) a rapier or (b) longsword
  • (a) 2 daggers or (b) any simple or martial weapon
  • (a) an explorer's pack or (b) dungeoneer's pack

Far Strike

As a nomad, you are a master of minor portals, and can use them to enhance your combat abilities. At 1st level, When you take the Attack action on your turn with a melee weapon that lacks the reach property, the reach of your weapon becomes 10 feet until the end of your turn as you conjure a short-range portal through which your weapon passes mid-swing. Attacks made in this way don't ignore cover and require the target to be visible. This technique requires one of your hands to be free to create the portal.

Your Far Strike Range increases to 20 feet when you reach 11th level, and 30 feet when you reach 18th level.

Traveler's Sense

Regardless of the plane, you are still an experienced traveler. At 1st level, you gain the following benefits:

  • You always know which way is north
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You can accurately judge the distance between yourself and any other point that you can see without the need for a map or scale.
  • You have advantage on Constitution saving throws made to resist exhaustion when traveling.

Portal Arts

At 2nd level, you learn to utilize your portals in thoughtful and unique ways. You begin with one simple Portal Art: Portal, and gain additional Portal Arts options as you gain levels in this class.

You choose what effect you create when you use your Portal Arts. You have a number of uses of these arts equal to your Wisdom modifier. All expended uses are restored when you finish a short or long rest.

Your Portal Arts are dependent upon your Wisdom, your knowledge of the planes from which you draw these effects.

Some Portal Arts require a saving throw. When you use such an effect from this class, the DC is calculated as follows:


Portal Art save DC = 8 + your proficiency bonus + your Wisdom modifier

Portal Art: Portal

As an action on your turn, you expend a use of your Portal Arts to create linked teleportation portals that remain open for up to 1 minute, until 4 creatures or objects have passed through them, or until you choose to close them as a bonus action. Choose two unoccupied spaces on the ground that you can see, one within 5 feet of you and the other within 30 feet of you. A portal opens over each point. The portals are glowing, oblong, spheroids hovering inches from the ground and perpendicular to it. The mist that fills each portal is opaque and blocks vision through it.

Any Medium or smaller creature or object entering the space the portal occupies exits from the other portal as if the two were the same space. For example, if an arrow enters the portal from the east, it will emerge from the west as if it had passed through any other empty space. A creature forced into the portal's space can make a Dexterity saving throw to resist moving through it, emerging in the nearest unoccupied space adjacent to the portal on a successful save.

The range of the second portal increases to 60 feet at 11th level and 120 feet at 17th level

Weapon Art

At 2nd level, you have trained and traveled with a specific style of weapon for vast amounts of time, developing your skills around its use. Choose one of the following options:

Wormhole Sniping

You have learned to utilize your portals with the fast-moving projectiles of bows and crossbows, allowing you to make Far Strike attacks with them. Far Strike attacks made with ranged weapons ignore half cover and treat 3/4 cover as half cover as long as the target is within the normal range of the weapon. This does not change the range of the weapon.

Planar Piercing

When you are wielding a melee weapon in one hand and no other weapons, you can use your free hand to steady your portal and more carefully aim your attack. You gain a +2 bonus to damage rolls for Far Strike attacks with a melee weapon in one hand and no other weapons.

Two-Hand Warping

You have developed a technique for creating portals with both of your hands on a weapon. You can wield weapons with the two-handed property while using your Far Strike ability.

Port Retrieving

You have trained yourself to utilize portals while throwing weapons accurately, allowing thrown weapons to make Far Strike attacks. The range of your thrown weapon attacks increases by your far strike range. Additionally, when you make an unsuccessful thrown weapon attack, your weapon returns to your hand immediately through a second portal.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Planar Travel

At 9th level, you no longer have to search for planar portals. As an action on your turn, you establish an interplanar link. You open a portal to a location on a plane that you have been to before and remember in an unoccupied space within 5 feet of you. The portal's destination must be on a plane you are not currently on, and it is visible through the portal.

.

The portal is large enough for Medium or smaller creatures to pass through easily. A creature that is forced into the portal can make a Dexterity saving throw to avoid going through. On a successful save, the creature appears in an unoccupied space adjacent to the portal. Otherwise, they are sent through the portal and to its destination. The portal remains open for 1 minute or until you close it as a bonus action on your turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Split Strike

By 11th level, you have learned to create special portals with multiple exits. Once on your turn, you can target a second creature with one of your Far Strike attacks when you take the attack action. The same, single attack roll is used for both targets of the attack.

Portal Art: Falling Dodge

When you reach 13th level, you learn to slip away from danger through a quick portal under your feet. As a reaction, when you are targeted by an attack or effect that allows you to make a Dexterity saving throw, you can expend a use of your Portal Arts to to teleport to an unoccupied space you can see within 15 feet of you. If you teleport outside the range of the effect, you are no longer targeted by it.

Planar Rejuvination

By 15th level, the limits of your planar power are extended whenever danger appears. When you roll initiative and have no uses of your Portal Arts remaining, you regain one use.

Nomadic Jaunt

By 17th level, you scarcely ever need to walk. Once on your turn you can expend up to half of your walking speed in order to teleport the same distance instead, appearing in an unoccupied space that you can see.

Interplanar Gateway

At 20th level, your skill for creating portals becomes unsurpassed, allowing you to create portals stable enough to withstand the test of time. With 4 hours of work and 400 gp in materials you can create a permanent planar gateway large enough for Medium or smaller creatures, or double the time and cost for Large or smaller creatures. You must create two gateways to be able to travel between them.

Gateways created by this feature are round frames of wood, metal, or other materials that house a portal and keep it stable in the absence of its creator. If the frame is made incomplete in any way, such as by it being burned, crushed, or toppled, the portal closes immediately.

You can maintain a maximum of 6 gateways at one time. Each gateway can only be linked to one other one, creating a two-way portal. Any creature that can fit within a portal travels through it when they come into contact with it. A gateway's portal can be deactivated with a 1-minute ritual, allowing them to be linked with a different gateway, or simply switched off for a time.

Practice care in the use of gateways. If discovered by unwanted cosmic guests, they may endanger entire planes.

Design Considerations

Per Rest Abilities

Ability Rest Basis
Portal Arts WIS/ Short
Planar Travel 1/ Short
-----Elemental
Planar Collision 1/ Long
-----Far Realm
Eldritch Truth 1/ Long
-----Astral
N/A

Maximum abilities to keep track of: 3

Portal Arts by Level

Level # of Arts Portal Arts
1 0
2 1 Portal
3 2 Portal, Link PA#1,
6 3 Portal, Link PA#1, Blink Strike
10 4 Portal, Link PA#1, Blink Strike, Link PA#2
13 5 Portal, Link PA#1, Blink Strike, Link PA#2, Falling Dodge
20 5 Portal, Link PA#1, Blink Strike, Link PA#2, Falling Dodge

Maximum Portal Arts Options: 5

 

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