The Nomad

by Koonhu

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The Nomad

Nomad

A traveling band of young adventurers go through the forests of faerune as they find themselves wisped into the feywilds from accidentally passing through a fey crossroad. When they are most lost, they by chance meet an old masked man that leads them to safety, grasping the threads of the ether he opens a rift for them to pass through.

Masters of Astronomy

Nomads are taught from a very young age on how to read what the universe is telling them some read the stars to guide themselves some listen to the forest and others are aided by great divine or undivine spirits of old.

Dimensional travel and sometimes guiding the lost was the way of the Nomad. A Nomad is never lost for all that is unknown was their destination.

Creating a Nomad

Every Nomad has thousands of tales to tell, it is their bond that connects them to their homeland, and it is what brings them magic.

Quick Build

You can make a Nomad quickly by following these suggestions. First, choose between Strength or Dexterity to be your highest ability score, followed by Charisma. Second, choose the Far Traveler 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 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Nomad level after 1st

Proficiencies


  • Armor: Light armor, Medium armor and Shields
  • Weapons: Simple weapons, Scimitars.
  • Tools: Cartographer’s tools and Navigator's tools.

  • Saving Throws: Wisdom, Charisma.
  • Skills: Choose two from: Animal Handling, Arcana, Deception, Insight, Nature, Performance, Persuasion, Sleight of Hand and Survival.

Equipment

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

  • (a) A scimitar and a shield or (b) a simple weapon and a shield
  • (a) Cartographer’s tools. or (b) Navigator's tools
  • (a) An explorer’s Pack or (b) an Entertainer’s Pack.
  • (a) A scale mail or (b) leather and a short bow with 20 arrows.
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.
Table: The Nomad
Level Proficiency Bonus Features Motes of Energy Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Motes of Energy, Mote of Freedom. 2
2nd +2 Spellcasting, Attuned Mask 2 2 4 2
3rd +2 Distracting Lights, Attuned Mask Feature 2 2 5 3
4th +2 Ability Score Improvement 2 3 5 3
5th +3 Extra Attack 3 3 6 4 2
6th +3 Mote of Logic 3 3 6 4 2
7th +3 Attuned Mask Feature 4 3 7 4 3
8th +3 Ability Score Improvement 4 3 7 4 3
9th +4 5 3 8 4 3 2
10th +4 Attuned Mask Feature 5 4 8 4 3 2
11th +4 Mote of Order 6 4 9 4 3 3
12th +4 Ability Score Improvement 6 4 9 4 3 3
13th +5 7 4 10 4 3 3 1
14th +5 Plane Traveler 7 4 10 4 3 3 1
15th +5 Attuned Mask Feature 8 4 11 4 3 3 2
16th +5 Ability Score Improvement 8 4 11 4 3 3 2
17th +6 9 4 12 4 3 3 3 1
18th +6 Worm Hole 9 4 12 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 13 4 3 3 3 2
20th +6 Master of Astrology 10 4 14 4 3 3 3 2

Motes of Energy.

At 1st level You learn to passively harness the powers of the weave.

You create a mote of energy from one of your motes of energy options, you gain Mote of Freedom at 1st level, Logic at 6th, and Order at 11th: As a bonus action you can place down a Mote up to 30 ft away, it appears as a flying shapeless glowing wisp in a space that is a 5-foot cube within range. Whenever you or a creature you can see moves into the mote's space for the first time on a turn or starts its turn there, you can cause it to activate on that creature (no action required) after which it gives it a benefit based on your choice then dissipates.


The Nomad table shows how many times you may use this feature, and you regain all expended uses when you finish a short or long rest.

Mote of Freedom

Also at 1st Level you learn to channel the Primal energy around yourself into a mote of pure energy. You gain a new option when choosing your motes of energy, if you choose the Mote of Freedom option, whenever you activate a mote of energy on a creature (including you) the creature gains the following benefit:

  • Once within the next minute, the creature can add your Charisma modifier (minimum of 1) to one ability check or attack roll it makes when it does it gains movement speed equal to five times your proficiency bonus until the end of that turn.

Spellcasting

Starting at 2nd level your natural attunement with the weave allows you to manipulate it in a more chaotic manner every spell you cast comes from a story or a dance. See chapter 10 of the Player’s Handbook for the general rules of Spellcasting and below for the spell list.

Cantrips

You know two Cantrips of your choice from your Attuned Mask spell list. You learn additional Cantrips of your choice at higher levels, learning a 3rd Cantrip at 4th level and a 4th at 10th level.

Spell Slots

The level table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level Spells of your choice from your Attuned Mask spell list.

The Spells Known column of the Level table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Spells. Your magic comes from the heart and soul you pour into your art of telling heartfelt tales from the past and your ritualistic dancing. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier

Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Ritual Casting

You can cast any spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use your Attuned Mask as a Spellcasting focus for your Spells if you are not wearing your Attuned mask you cannot cast any spell that requires a material component.

Attuned Mask

Also at 2nd level, after your coming of age ceremony you were bestowed an enchanted Attuned Mask. you may choose an Attuned Mask from the Primal, Arcane, Divine, or Occult energies of magic. Your choice grants you features at 2nd level and again at 3rd, 7th, 10th and 15th level.

  • Primal you choose your spells from the druid's spell list
  • Arcane you choose your spells from the wizard's spell list
  • Divine you choose your spells from the cleric's spell list
  • Occult you choose your spells from the warlock's spell list (coming soon)

If you ever lose your attuned mask you must perform a 1-hour ritual to carve a new one from the weave itself. Also whenever you attune to a magical mask you may use it as your attuned mask.

Distracting Lights.

At 3rd level, whenever you activate a mote of energy on a creature (including you), you may as a reaction move up to your movement speed without provoking an attack of opportunity.

you may use this feature a number of times equal to your charisma modifier and you regain all expended uses upon finishing a long rest.

Ability Score Increase

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 of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Mote of Logic

Starting at 6th level, you learn to channel the power of the arcane into your motes of energy. You gain a new option when choosing your motes of energy, if you choose the Mote of Logic option, whenever you activate a mote of energy on a creature (including you) the creature gains the following benefit:

  • Once within the next minute, the creature can reroll a d20 on an attack roll or a saving throw it makes, taking the highest roll. whenever the creature rerolls the d20 it gains Armor Class equal to your Proficiency bonus until the start of its next turn.

Also at 6th level your proficiency bonus is doubled for any ability check you make that uses your proficiency with the Cartographer’s tools and Navigator's tools.

Mote of Order

Startng at 11th level you finally manage to twist Divinity into a single mote. You gain a new option when choosing your motes of energy, if you choose the Mote of Order option, whenever you activate a mote of energy on a creature (including you) the creature gains the following benefit:

  • Once within the next minute the creature can gain an additional action, That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. if the creature uses that extra action to make an attack, it adds a d8 radiant damage to one of its damage dice for that attack.

Also at 11th level whenever you make an ability check using your Cartographer’s tool or Navigator's tools you may treat a roll of 9 or lower as 10.

Plane Traveler

At 14th level, you have managed to twist the fabric of the weave in such a way to allow you and others travel along its threads. You may cast the Plane Shift spell without using a spell slot or material components using this feature(as long as you are wearing your attuned mask).


Once you cast this spell using this feature, you must finish a long rest before you can use it again.

Also at 14th level, you gain 10 movement speed.

Worm Hole

Starting at 18th level, you learn easily to use the ethereal plane as a form of fast transport. As a bonus action you may instantly teleport to an unoccupied Space that you can see within 60 feet, whenever you do so, you travel into the ethereal plane for a very brief moment which enables you to see and teleport through physical objects(even if you are blinded), also for that moment you can see all creatures hidden behind any form of physical cover unless they have successfully hidden from you.

If you are on a plane that does not border the ethereal plane like the outer planes you only teleport to a space that you can see within 60 feet.

You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses upon finishing a short or long rest.

Master of Astrology

At 20th level, Your travels have given you wisdom of how the multiverse ticks.

You are immune to any form of teleportation or banishment against your will, moreover whenever any form of teleportation or banishment spell is cast on you or anyone of your allies within 30ft of you, you may as a reaction force the caster to make a charisma saving throw against your spell save dc to turn it against them, on a fail they are subjected to whatever the spell's effects may be, on a success the spell is cast per normal.

After you use this reaction you must finish a long rest before you can using it again.

---{Attuned Masks}---

.The Divine Mask.

At 2nd level when you choose this attuned mask, you traveled the land for whatever holy reason you were tasked with. you cover your holy face with a Divine mask of cloth and metal, adorned with the holy symbol of your diety.

Mask of Light

Starting at 3rd level your attuned mask gives you the ability to cast the light cantrip as long as you are wearing it.

Also at 3rd level your holy mask Flares in a flash of blinding light. As an action you may speak the holy words and begin to shed Bright light in a 30 foot radius and dim light for an additional 30 feet for the next minute. while you shed this light whenever you activate a mote of energy on a creature (including you) all creatures of your choice that are in the bright light of the mask regain a number of hit points equal to your Nomad level + your Charisma modifier.

At 10 level whenever you first activate this feature any magical darkness within 30 feet of you is dispelled.

You have two uses of this ability, and you regain all expended uses of it when you finish a long rest.

Shrine of Health

Starting at 7th level, you call upon your diety summoning a shrine that resembles your holy symbol. as an action you create a shrine of health in a point you can see within 15 feet from you that sheds Bright light in a 10 foot radius and an additional 10 feet of dim light, the shrine counts as neither a creature nor an object and lasts for 8 hours.

Any creature within the bright radius of light gains the following benefits as long as they stay within the radius:

  • the creature becomes immune to disease and gains advantage to saving throws against getting poisoned.
  • whenever you activate a mote of energy on a creature (including you) choose an additional creature within the radius to gain the benefits.

As a bonus action, you can move the shrine up to 60 feet to a point you can see.


Once you use this feature you cant do so again until you finish a long rest.

Blinding Light

Starting at 10th level, the light your Divine mask becomes ever so fierce.

Whenever you use the Distracting Lights feature you may force any creature of your choice within 5 feet of you to make a constitution saving throw against your spell save DC or be blinded until the end of your next turn, creatures that dont rely on sight are immune to this effect.

Additionally when you cast a spell that either heals or deals radiant damage you can add your Charisma modifier (minimum of 1) to the total amount.

Shrine of Bounty

At 15th level, whenever you and up to 8 other creatures take a short rest and stay within the shrine of health for the full rest you and all other creatures may add your Charisma modifier to the total when rolling hit dice (minimum of 1).

They also gain temporary hit points equal to three times your Nomad level. Once you use this feature, you must finish a long rest before you can use it again.

.The Arcane Mask.

At 2nd level when you choose this attuned mask, You are but a simple Scholer seeking knowledge of the arcane and the simple betterment of yourself, but when push comes to shove then it is the time to teach others what you have learned.

Mask of Copper

Starting at 3rd level you gain proficiency with Martial Weapons and Heavy armor.

Arcane Armory

Also at 3th level, you twist the threads of arcana into the shape of an Arcane bolt. as an action you may spend a spell slot of 1st level or higher to make a number of arrows equal to two times the spell slot's level + your charisma modifier (minimum of 1) of Arcane arrows in your hand. These arrows can be used by any bow or crossbow. Alternatively, you make a number of javelins equal to the spell slot's level + half of your charisma modifier (rounded up) of Arcane javelins in your hand.

You or someone else can make a ranged weapon attack with one of these weapons and add your charisma modifier, not the attacker’s, to the attack roll. These weapons deal force damage. They disappear when they hit any target or after you finish a short or long rest.

At 7th level the weapons you make add half of your proficiency bonus (rounded down) to their attack and damage rolls.

Asterisms

Starting at 7th level, wherever you activate a mote of energy on a creature (including you) that creature can use its reaction to teleport to an unoccupied space it can see within 60 feet of it.

Star Crafter

Starting at 10th level, as a bonus action you pull together star dust into three motes of radiant fury that orbit you for 10 minutes. After which on each of your turns as an action you can make a ranged spell attack against a creature within 20 feet of you. On a hit, the creature takes force damage equal to 2d8 + your Charisma modifier, if it is large or smaller it is also pushed back 5 feet away from you.

These stars ignore half cover and three quarters cover and you make a number of attacks equal to half of your proficiency bonus (rounded up).

You can use this feature three times and you regain all expended uses after finishing a long rest.

Rift Maker

Starting at 15th level, you can easily open a rift connecting two different spaces. As an action you can cast the arcane gate spell at its lowest level without expending a spell slot, the spell instead lasts for a minute or when you open another arcane gate and does not require concentration.

You can use this feature a number of times equal to your charisma modifier and you regain all expended uses once you finish a long rest.

.The Primal Mask.

At 2nd level when you choose this attuned mask, the primal masks are the oldest of Nomads, they are guided by the spirits of their ancestors into achieving what was once called impossible.

Hunter's Blessing

Starting at 3rd level you gain proficiency with the longbow and the longsword.

Spirit Summoning

Also at 3rd level a spirit of the hunt manifests themselves to answer your call.

As a bonus action you choose to manifest the wolf 5 feet from you or a point that you can see within 30 feet. You both share a telepathic bond as long as they are within 100 feet of you. For the next minute, once every turn whenever you hit a creature with an attack in combat you mark it down for the wolf, it will make attacks against it as long as its within range at the end of your turn, the mark dissipates at the start of your next turn. On your turn you may use a bonus action to move the wolf up to 30 feet.

Once you use this feature you can only use it again after finishing a short or long rest.

The Wolf.

Claw.

The Wolf makes a melee spell attack against a target within 5 feet of The wolf. On a hit, the target takes Slashing damage equal to 1d8 + your Charisma modifier.

Spiritual Connection.

At 7th level, you have learned a new way to channel your Primal mask to help strengthen your bond with the wilds. The wolf is empowered in the following ways:

  • The wolf's attacks now are magical for the purpose of overcoming resistances against non magical attacks.
  • The wolf damage dice increases by 1 becoming 2d8 and again at 13th level becoming 3d8.

Also whenever you activate a Mote of Energy on a creature (including you) you may as a reaction order the wolf to make one attack against a marked creature within range.

Mask of The Elements.

Starting at 10th level, with the help of your attuned mask you have come far in your pursuit of wisdom and have learned to use the elements to your advantage. As an action you can activate your Primal mask and unleash its full potential. when you activate it you gain four temporary hit points for each level you have in this class. Choose between, the wind, the earth, the water, or the fire. Whatever element you choose must be abundant around you and within 30 feet of yourself.

The Wind.

You choose a 20 foot cube of air within range to you surround yourself in a whirlwind, you gain the following benefits:

  • You gain a flying speed of 30.
  • As an action on each of your turns, you can force creatures of your choice within 10 feet of you to make a Strength saving throw against your spell save DC. A target takes 3d10 bludgeoning damage and falls prone on a failed save, or half as much damage on a successful one and does not fall prone.
The Earth.

You choose a 10 foot radius of dirt or stone within range as you amass a hulking armor of stone and dirt around yourself, you gain the following benefits:

  • You gain 2 AC
  • Your melee weapon attacks deal plus 1d4 damage.
  • As an action on each of your turns, you can force a creature within 30 feet of you to make a Strength saving throw against your spell save DC. A target takes 3d10 bludgeoning damage and is restrained by the ground.
The Water.

You choose a 5 foot cube of water within range as you mold it around your body, you gain the following benefits:

  • You can enter a hostile creature's space and stop there.
  • You can now breath underwater.
  • As an action on each of your turns, you can force creatures of your choice within 10 feet of you to make a Constitution saving throw. A target takes 3d10 cold damage and loses half of its movement speed until the start of your next turn on a failed save, or half as much on a successful save and does not lose movement.
The Fire.

You choose a 5 foot cube of fire, you transform into a raging inferno you gain the following benefits:

  • You gain resistance to fire damage.
  • Whenever you take damage from a melee attack within 5 feet of you from a creature, that creature takes 2d6 fire damage.
  • As an action on each of your turns, you shoot a jet of flame Each creature in a 20-foot cone must make a Dexterity saving throw against your spell save DC. A target takes 3d10 fire damage on a failed save, or half as much on a successful one.

These benefits last for 10 minutes or until you lose all these temporary hit points

Once you use this feature you must finish a long rest before you can use it again. Starting at 15th level, you can use it twice before a rest.

Arch Spirit Summoning

Starting at 15th level you have been acknowledged by the great spirits and the arch fey and they are willing to aid you.

If you perform an 8 hour ritual you may Summon the avatar of the Bear. It is friendly to you and your allies, On each of your turns, you can use a bonus action to telepathically command it. If you issue no commands, The Bear only defends itself against hostile creatures. Once given an order, the Bear continues to follow it until its task is complete.

The bear regains all lost hit points after you finish a long rest. you cannot summon more than one at a time.


The Bear

Huge Fey, your alignment


  • Armor Class 13 + PB
  • Hit Points 10 + ten times your Nomad level
  • Speed 60 ft., climb 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 8 (-1) 19 (+4) 10 (+0)

  • Saving Throws Str +6 Plus PB, Con +5 Plus PB
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses perception 14
  • Languages understands languages you speak but cant speak them
  • Challenge - Proficiency bonus (PB) equals your bonus

Magic Resistance. The Bear has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Bear's weapon attacks are magical.

Guardian of the Forest. The bear is immune to difficult terrain caused by any plant, water or earth.


Actions

Multiattack. The Bear attacks twice with its Great CLaw.

Great Claw. Melee Weapon Attack: +6 Plus PB to hit, reach 10 ft, one target. Hit: 2d8 + 6 Slashing damage.

Credit

Art

  • the portal art is the cover art for the board game Signs of carcosa all rights reserved to Fantasy Flight Games.
  • the mask example for the divine mask is Tevinter Imperium from Dragon age all rights of this art are reserved to BioWare.
  • the mask example for the arcane mask is made by Nagy Norbert on artstation and all rights of this art are reserved to them.
  • The mask example for the Primal mask is made byAketan on tumbler all rights of this art are reserved to them.

Similer Homebrew

General Info

this homebrew is for the ttrpg Dungeons and Dragons 5th edition, not made commercial use. also made by your friendly neighborhood boy Kivo/Koonhu from GMbinder.

 

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