Nomad (5e Class)
From D&D Wiki
Nomads are natural travelers, native only to the caravans they live in. The reasons that nomads travel has long been lost to history. Some say they are exiles, searching for a new home, while others say they are a culture birthed purely among merchants and explorers. When a nomad is asked, the question is often met with a shrug and a hearty laugh, which is swiftly followed by the nomad's many tales of adventure and travel.
Nomads have plenty of reasons to adventure between the experiences to be had, treasures to be found, and stories to be woven. Most nomads find themselves right at home or even leading an adventuring party simply because, in a way, a party is just a small caravan.
Creating a Nomad
When making a nomad, think of the caravaning you grew up with. How did you get by each and every day? Who did you look up to while growing up? What did they teach you? Are you still friendly with everyone from your caravan, and where are they now? Did you leave on good terms? What are your goals now that you left your caravan? Are you in pursuit of money, adventure, friendship, revenge, or something else?
- Quick Build
You can make a nomad quickly by following these suggestions. First, Charisma should be your highest score, followed by Wisdom. Constitution is a good ability score too. Second, choose the Guild Artisan (Merchant variant) background. Third, choose the explorer's pack, the shield and studded leather armor, a quarterstaff for the simple weapon, and a musical instrument.
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
Armor: Light armor, medium armor, shields
Weapons: Improvised weapons, simple melee weapons
Tools: Vehicles (land) and one tool proficiency out of cook's utensils, painter's supplies, any musical instrument, potter's tools, weaver's tools, tinker's tools, and woodcarver's tools
Saving Throws: Wisdom, Charisma
Skills: Choose any two
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a entertainer's pack or (b) an explorer's pack
- (a) 10 daggers & leather armor or (b) a shield & studded leather armor
- any simple weapon
- one type of artisan's tools or one musical instrument
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Features||Traditions Known||Treasures Found|
|1st||+2||Hidden Tradition, Day-Job, Weaselly Fighter||1||—|
|4th||+2||Ability Score Improvement||2||1|
|8th||+3||Ability Score Improvement||4||3|
|11th||+4||Keen of Mind||5||4|
|12th||+4||Ability Score Improvement||6||4|
|16th||+5||Ability Score Improvement||7||5|
|19th||+6||Ability Score Improvement||8||6|
In your travels, you have learned many varied and esoteric practices from other travelers, ancient writings, or simply through trial and error.
Choose one of the nomad's Hidden Traditions to learn, which are detailed at the end of the class description. You gain new Hidden Traditions when you gain certain nomad levels, as shown in the Traditions Known column. You can't learn a Hidden Tradition more than once.
Traditions that require a saving throw use a DC of 8 + your proficiency bonus + your Charisma modifier.
Nothing in this world is free, even when you live out of your backpack. At 1st level, you may choose a Day-Job to gain the listed tool and skill proficiency in it and the skill. At 5th level, you may choose an additional Day-Job to gain the listed tool and skill proficiency in it and the skill. If you already know a chosen skill, then your proficiency bonus is doubled for any ability check made with that skill. Your proficiency bonus is also doubled for any ability check you make while engaging in Day-Job routines.
- Apothecary: alchemist's supplies, Medicine
- Cook: cook's utensils, Survival
- Painter: painter's supplies, Perception
- Performer: Any musical instrument, Performance
- Potter: potter's tools, History
- Tailor: weaver's tools, Persuasion
- Tinker: tinker's tools, Investigation
- Woodcarver: woodcarver's tools, Sleight of Hand
Combat isn't about honor, it's about who lives and who dies. You know this well, and your fighting style reflects it. When you make a melee attack against a target, you may use a bonus action to take the Disengage action.
At 2nd level, you have uncovered a treasure that you will never part with. Choose one of the treasures detailed at the end of the class description. You may choose new treasures at levels 5, 8, 11, 14, and 17, but you may not choose a treasure more than once.
At 3rd level, you have your choice of three different Caravan Lifestyles: the Beguiler, the Wanderer, and the Occultist. Each of these are described at the end of the class description. Your choice grants you additional features at 7th, 10th, 15th, and 18th level.
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 of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
By 6th level, your insight begins to pay off, and you are better prepared for dangers before they strike. At the end of a long rest choose an ability score. Until you finish another long rest, whenever you must make a saving throw with the chosen ability score, you gain a bonus equal to your Wisdom modifier (minimum 1) on saving throws belonging to that ability score.
By 9th level, you have learned how to move like a reed in the wind. When you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Keen of Mind
Starting at 11th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Starting at 13th level, your experience with many creatures and their habits has unveiled hidden links to you. Elements of songs found not only in every nation, but in every creature. You have combined these elements to create the link between lives, a primordial lullaby. For 1 minute, you may hum this simple, peaceful melody. All living creatures native to the Material Plane will automatically recognize the tune and allied creatures resting with you may accompany in any way they can.
All who participate may treat this song as a short rest without taking any time. Once you use this feature, the song loses its resting property until you spend at least 24 hours in downtime (see the "Downtime" section of the DMG on page 127).
At 14th level, you have realized that you have a part in guiding the beast of civilization to greener pastures. Choose one of the following paths to your destiny.
The Crier. You make a design representing you. So long as you have this design is within visual range, you may spend an action to cause creatures of your choice within a 30 foot radius of you to make a Wisdom saving throw against your Tradition save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) for 1 minute. They may repeat this saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you can not use it again until you finish a short or long rest.
The Shepherd. You gain a simple mask. While wearing the mask, you are under the effects of the nondetection spell. In addition, creatures with an Intelligence score of 6 or below will not outright attack you.
Starting at 17th level, you have learned how to imitate your more powerful past and present peers. At the end of each long rest, you may choose one of the following abilities. You lose the ability as soon as you begin a new long rest.
- The Warrior: you gain proficiency in three melee martial weapons, and have a +1 bonus to attack and damage rolls made with those weapons and improvised weapons.
- The Cutpurse: you gain proficiency in Stealth and Sleight of Hand, if you are already proficient in it, your proficiency bonus is doubled for any ability check you make that uses either of the proficiencies.
- The Scholar: you learn any two spells up to level 3 that you can cast as rituals. These spells can be cast this way a number of times equal to your Wisdom modifier (minimum 1). You regain all uses of this feature after you finish a long rest.
By 20th level, you have become the paragon traveler, capable of uniting all of civilization during your travels. This gives you the following benefits:
- You understand and are understood by all creatures that speak a language.
- You are free from the effects of hunger, thirst, disease, exhaustion, and aging during the first season you spend in a city-sized area.
- You know the Primordial Lullaby of every plane. These lullabies do not affect resting, but are still recognized by creatures from that plane.
- If you are the Crier, your Charisma increases by 2, and your maximum for Charisma is 22.
- If you are the Shepherd, your Wisdom increases by 2, and your maximum for Wisdom is 22.
|Batfolk Merchant by WereMagnus|
Those with a quick wit and a quicker tongue go on to become Beguilers: masters of trickery and deceit.
Upon joining the ranks of Beguilers, you have learned to utilize your unique accent and mannerisms to greater effect. While speaking, you may choose to embrace your unique dialect and behaviors, giving all who are not nomads or bards disadvantage on Insight checks against you.
- Pull a Fast One
Starting at 7th level, every time you successfully perform a Charisma based check against a single target, that target gains one Momentum. You add a target's Momentum as a bonus to all Charisma based checks you make against them. This effect lasts for 1 minute starting from your first Charisma based check against a single target.
- Speed of Hand, Speed of Mind
Starting at 10th level, your body has begun to match the speed of your wit. You gain proficiency in Stealth and Sleight of Hand, if you are already proficient in it, your proficiency bonus is doubled for any ability check you make that uses either of the proficiencies. In addition, you can not be surprised while you are conscious.
- Finely Crafted
At level 15, you have learned what makes items worth more to the right buyers. You may make a DC 15 Dexterity check using your (tinkering tools) right before you finish a non-magical item. Upon failing, you tarnish the item making it worth 50% less. If you succeed, the item appears to be worth double what it is originally worth. You may not use Finely Crafted on an item more than once.
- Pied Piper
At 18th level, your trickery has reached new heights; you may use Pull a Fast One against as many targets as your Charisma modifier (minimum 2) at a time. In addition, you may use Finely Crafted against any previously made item after 4 hours of working with it. Doing this increases the tinkering check DC by 5.
The world is a wondrous place, and Wanderers have their hearts set on experience as much of it as possible.
- Far and Wide
Upon accepting Wanderlust into your heart, you glean the ways that the land is formed. When you make a make a Survival, History, or Investigation check related to civilization, you gain your proficiency as a bonus to the check.
Starting at 7th level, your time spent in dangerous terrain has strengthened your resolve to live. While in wildnerness you can scrounge up to four rations or two uses of a healer's kit after an hour of work, assuming that the surrounding terrain offers water, game, and plant-life. In addition, attacks with improvised weapons add your Wisdom modifier to attack and damage rolls.
- Foreboding Dreams
Starting at 10th level, your dreams have begun to speak to you in strange voices. During a long rest, you may dream to cast the scrying spell once with no material components.
- Acolyte of the Ancients
While others may recognize the Primordial song, it resonates deep in your heart. At 15th level, your Primordial Lullaby feature is refilled after you finish a long rest, instead of after a day of rest. In addition, your dreams have become vivid and comforting; you are immune to the effects of Enchantment and Transmutation magic.
- Alarming Resourcefulness
At 18th level, you have become the ultimate problem-solver, capable of handling nearly anything thrown at you with enough planning and strategy. During a long rest, you may plan and train for the trials ahead. This gives you one tradition from the nomad's Hidden Traditions list. Any time you finish a long rest, you may change this tradition.
The world is a mysterious place, with even the simplest happenings hinting at the magical energies behind everything. You have begun your journey down the rabbit hole of magic.
Upon uncovering the secret energy that flows through all things, you have learned to channel energies to change and control the physical world. Choose the Bard or the Druid spell list.
Cantrips. You learn three cantrips from the chosen spell list. You learn an additional cantrip of your choice at 7th and 11th level.
Spell Slots. The Occultist table shows how many spell slots you have, as well as what level those spell slots are; all of your spell slots are the same level. You regain all spent spell slots upon completing a long rest.
Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice, both of which must be from the transmutation or divination school from your chosen spell list. The Spells Known column of the Occultist table shows when you learn new spells of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Each of these spells must be a transmutation or divination spell.
Spells you learn at 4th, 8th, 13th, 16th, and 20th level can come from any school of magic.
Ritual Casting. You can cast a spell you know as a Ritual if it has the Ritual tag.
Spellcasting Ability Your spellcasting ability matches that of the ability score chosen for Hidden Tradition.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
- Esoteric Trinkets
Starting at 7th level, you can imbue your magic into items of your choice. During a ten minute ritual, you may choose one mundane item and one spell with a casting time no longer than an action that you know. After the ritual a spell slot is spend and the target item can now be used to cast the target spell as an action, retaining all the qualities the spell had upon casting, such as DC and spell level. Once the spell is discharged or after an hour, the item loses its magic.
At 7th level, you can only have one trinket enchanted in this way at a time. At levels 10, 15, and 18, the number of trinkets you can have enchanted at a time goes up by one.
|Nomad Level||Spells Known||Spell Slots||Slot Level|
- Above Common Mistakes
When you roll a 1 or 2 on the d20 for a skill check of which you have a positive modifier of two or higher, you can reroll the die and must use the new roll.
- Anchor Down
Choose a home town that you have a home in. You have advantage on Persuasion and Deception checks against humanoids in that town. You may change hometowns after 6 months of living in a different home town.
- Arcane Sense
You can cast detect magic as a ritual, without requiring any materials or spellcasting. You can cast this a number of times equal to your Wisdom modifier(minimum 1), and you regain all uses of it after you finish a long rest.
- Bodily Efficiency
You gain the same benefits from 8 hours of sleep in only 4 hours. In addition, you are considered semi-conscious during those four hours, though you may still dream.
- Cat's Eyes
You gain Darkvision up to 60 feet, and if you already have Darkvision, it increases to 120 feet.
- Creation Studies
You gain proficiency in the Religion skill, if you already have proficiency in it, you can double your proficiency bonus.
- Domestic Empathy
You can communicate and understand basic ideas and concepts with domesticated and city-dwelling animals.
- Find Ally
You gain a faithful dog or cat companion. Your companion has the same stats as the base animal, but increases its Intelligence score to 4 and can understand (but not speak) the basics of one language that you speak. Should your companion die, you can find a new one as a stray after one hour of searching in any town or city.
Your base movement speed increases by 10 feet, and standing from being prone only takes 10 feet of movement.
When you take the Help action, you may help a separate target as a bonus action.
- Historical Studies
You gain proficiency in the History skill, if you already have proficiency in it, you can double your proficiency bonus.
- Liquid Courage
As an action you may take a swig of hard liquor and gain your nomad level + 1d4 temporary hit points. These hit points go away if they are not spent after one hour. You may use this tradition a number of times equal to your Wisdom modifier(minimum 1), and you regain all of its uses after you finish a long rest.
- Master of Disguise
You can cast disguise self as a ritual, without requiring any materials or spellcasting. You can cast this a number of times equal to your Wisdom modifier(minimum 1), and you regain all uses of it after you finish a long rest.
- Natural Sciences
You gain proficiency in the Nature skill, if you already have proficiency in it, you can double your proficiency bonus.
- Song of the Open Road
When you travel along a road, your party's travel speed increases by one half rounded down and their carrying capacity is doubled.
As the Rock Gnome's tinker ability.
Mundane light sources you hold will illuminate through magical darkness up to half of their normal range, and allied creatures within the light gain advantage against being frightened.
Trinkets of all shapes and sizes with slight magical properties. These treasures lose their magical property after 24 hours of leaving the nomad's possession or 24 hours after a nomad has died. If your treasure is irrecoverable for longer than 2 days, you may roll a d6 after finishing a long rest. On a you are able to find a suitable replacement for the treasure you lost. Treasures regain their magical properties, if lost, by spending 24 hours within the nomad's possession.
- Amulet of Silence ½ lb.
Nothing within a foot of this plain, silver amulet can make any noise.
- Book of Knowledge 2 lb.
You learn one additional hidden tradition of your choice from the nomad's Hidden Traditions list.
- Boris' Lucky Coin ¼ lb.
While wearing this featureless copper circle around your neck, at the start of your turn roll a d100. On a 99 or 100, you negate all damage dealt to you until the start of your next turn.
- Engraving Quill ¼ lb.
This pewter quill with a dark brown feather engraves through wood, stone, and similar materials as easily as if it were writing on paper. The tip only goes up to half a centimeter into the surface at any time. When used on paper, this magical quill does not require ink.
- Ether Flute 1 lb.
When this flute is played as an action, all undead within 30 feet of it must pass a Wisdom saving throw versus your Tradition save DC or their movements and actions are stopped until the music stops or they are damaged in any way. Undead who are engaged in combat when the playing starts, have advantage to this saving throw.
- Faerie Lantern 2 lb.
This iron lantern is always cool to the touch, and appears to be completely empty. Inside, however, is an invisible spriteling. The sprite can make no noise or affect the lantern around it. What it can do, however, is glow any visible color with an intensity of a candle to a campfire as well as understand Common, Elven, and Sylvan. The sprite is friendly to you, but may change its attitude as the situation permits.
- Fisherman's Blanket 5 lb.
This thick woolen blanket will become perfectly dry with a single shake, regardless of how wet it is, and is always pleasantly warm. Anyone who has this blanket wrapped around their body is also immune to the effects of cold weather.
- Goblin Jaw 1 lb.
This bleached-white goblin jawbone is etched with runes of necromancy. The jaw allows you to cast the speak with dead spell with no material components when pressed into place of a dead creature's jaw. The jaw regains its use of this effect at dawn.
- Howling Horn 2 lb.
This horn makes a very convincing wolf's howl and gives you a bonus equal to your Charisma modifier on Animal Handling checks against wolves and dogs. Sounding it loudly enough will call all wolves and dogs within earshot to your location. They are not charmed by you, and might very well eat you when they show up.
- Juggler's Batons 6 lb.
These weighted sticks, painted bright red, will always make their way back to the thrower's hand before hitting the ground. You gain a bonus equal to your Wisdom modifier on Performance checks with these batons.
- Mage Hat ½ lb.
This pointy magical hat seems to be able to enhance your attacks with magic while making you look like a wizard. You may deal an additional 2 fire, cold, or lightning damage on your damage rolls.
- Map of the Truth ¼ lb.
When this map is read by someone trying to remember something that happened to them within the last 10 days, they will remember every detail of the event as if it had just happened. This process takes up to ten minutes of searching the map. Alternately, the map may be used as an action to show what transpired within 30 feet of the map 1 minute ago. The map regains its use of both effects at dawn.
- Money Belt 1 lb.
This thin, leather belt has a spot for one coin purse to be tied to. When the power word is spoken, up to 10 silver coins are converted into gold coins. This item regains use of this effect at dawn.
- Moon Rock 3 lb.
This yellow-grey rock emits an enormous magical presence of an unknown school of magic. Divination spells, such as scry, perceive heavily warped information within a radius of 10 feet of the rock. The rock's magical presence makes everyone within 10 feet of the rock indistinguishable. Also, anyone who uses detect magic within 30 feet of the rock can detect nothing but the rock's overwhelming presence.
- Reverse Torch 1 lb.
This rune-carved, gray-wood torch has a replaceable head. When lit, the torch emits darkness out to 15 feet that overpowers candlelight and is overpowered by lantern and campfire-light. When meeting a torch's light, the light and darkness blend into each other between the two sources.
- Smuggler's Purse 2 lb.
A simple coin purse, with an eye drawn onto the bottom. It holds any amount of a coin, but will always look and feel empty.
- Spoon of the Bat ½ lb.
If this thin metal spoon is tapped against something hard, it rings out a loud, sharp tone. This gives the wielder blindsight out to 20 feet as long as the wielder has a free hand to hold to spoon and can hear the tone clearly.
Before gaining levels in nomad a character must first abandon whatever place they most consider to be "home".
Prerequisites. To qualify for multiclassing into the nomad class, you must meet these prerequisites: 13 Wisdom and Charisma.
Proficiencies. When you multiclass into the nomad class, you gain the following proficiencies: simple weapons and light armor.
Back to Main Page → 5e Homebrew → Classes