Nomad (5e Race)

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Though rarely seen outside of the savannahs they call home, the herbivorous creatures known as the Nomads by other intelligent races prefer to be left in their habitat, usually coming into contact with other races when forced out of their home or when exploring.

Physical Description[edit]

A nomad. Source

These five-legged, six-eyed creatures walk around on three large legs, while using two smaller ones to hold certain objects and their eggs. While their skin is typically pink with multicolored patterns, they can change the color of their skin in a manner similar to chameleons. They also have a large trunk on their heads that they use to manipulate objects.


Like halflings, the history of the nomads is largely unremarkable. Also much like halflings, records and evidence indicates that the nomads, as a race, appeared fairly recently, and do not have a unified culture to call their own.


Despite their bizarre appearance, nomads are benign beings that prefer to be left to their own devices. They typically live in tribal units of up to six individuals. At close range, they will signal one another with their chameleonic skin. However, when across vast distances or in areas where visual communication is unfeasible, they use a "vocal membrane" that is attached to their backs. This produces very deep sounds, which are so deep that most beings cannot pick up on them, and which the Nomads themselves pick up due to the sensitive skin of the vocal membrane itself. In their tribal units, nomads spend many hours a day socializing with others from their tribe. At the same time, they are extremely territorial to individuals they do not know, which wholly stems from their large size, as they require large amounts of food every day and must remain on the move to still be healthy.

Nomads mourn their dead, and when one of their own perishes, the remaining members of the tribe that nomad hails from can usually be found gathered around the body, their colors changed to a dull gray with dark gray or black splotches and emitting long, low tones from their vocal membranes. After a few days, they will search for rocks and other in the area, which they will stack on top of the dead. If they cannot find rocks, they will make do with other materials available, such as dry grass and branches. They will also chase off scavengers during this 'funeral'.

While they do not eat other creatures, they fashion extremely primitive 'tent-homes' out of the hides of creatures they've killed, including the skins of other intelligent races. These hides are used to "pin back" certain branches of trees, which they then rest under. Despite this, they will not stay in any one place too long, and they will take the hides with them when they move, leaving no trace of them ever being there.

Nomad Names[edit]

Because of their unique language and difficulty understanding other languages, nomad names are typically in their own language, which will hereby be referred to as NL.

Nomad Traits[edit]

Design Note: This race uses the Large Player Characters and Oversized variant rules.

Color-changing creatures that dwell in savannahs.
Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 1.
Age. After hatching, nomads become mature at twelve years old. After that, they live for about 120 years before dying of natural causes.
Alignment. Nomads are typically neutral creatures, but those that side with good or evil are not unheard of.
Size. Nomads usually stand around 6 feet tall and vary widely with weight, though they typically weigh 220 pounds. Due to their length, your size is Large.
Speed. Your base walking speed is 30 feet.
Alien Physiology. Your creature type is monstrosity.
Mount Animal. Due to the shape of your body, a single Medium size or smaller creature can use you as a mount.
Bizarre Shape. Due to your unique body and size, you cannot wear armor unless it has been specially tailored to your needs. This armor takes 1.5 times longer to make and costs 2 times more than usual.
Many Eyes. You roll with advantage on Wisdom (Perception) rolls involving sight.
Chameleonic Skin. As an action, you can change the color of your skin to match your environment, giving you advantage on Dexterity (Stealth) rolls for 1 minute. You must finish a short or long rest to use this feature again.
Languages. You can speak NL, read and write Common and one other language of your choice.

Random Height and Weight[edit]

6′ 4″ +1d6 220 lb. × (1d3) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

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