Blackbando's Homebrew Wiki
Advertisement

The Nomad[]

A traveler walks alone, wearing a large amount of bandages wrapped around their body, with a large scarf, inside a desert. They are wielding a single scimitar, and are approached by a group of vincuin raiders. The traveler quickly reaches into a satchel, and pulls out a wand, blowing the scorpion-people to bloody bits, and then continues to travel, as if nothing happened, as they are enveloped into a sand tornado, disappearing in mere seconds.

Creating a Nomad[]

When creating a nomad character, think about how your character decided to become a nomad. Did they have a permanent home before they decided to live their life as a traveler? Where and how did they get their satchel full of magical artifacts? Are they fine without a permanent home, or do they wish to settle down someday? Ask your DM if your campaign world has groups of gypsies and nomads your character could be a part of, either currently or formerly.

Quick Build[]

You can make a Nomad quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Constitution, and followed by Intelligence. Second, choose the urchin or outlander background. Finally, choose two scimitars, leather armor & crossbow, and the Amulet of Life artifact.

Class Features[]

Nomad

"Blood and sand."

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

Weapons: Simple weapons, Martial weapons

Tools: One set of artisan's tools

Saving Throws: Strength, Dexterity

Skills: Choose any two

Equipment

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

  • (a) 2 scimitars or (b) a martial weapon
  • (a) leather armor & a crossbow with 20 bolts or (b) scale mail
  • an explorer's pack & a nomad's satchel

Table: The Nomad[]

Level Proficiency Bonus Features Artifact Tier Artifacts
1 +2 Nomad's Satchel, Artifacts 1 1
2 +2 Nomad Clan, Fighting Style 1 2
3 +2 - 2 2
4 +2 Ability Score Improvement 2 2
5 +3 Extra Attack 3 3
6 +3 Clan Feature 3 3
7 +3 - 4 3
8 +3 Ability Score Improvement 4 4
9 +4 Traveler 5 4
10 +4 Clan Feature 5 4
11 +4 - 6 5
12 +4 Ability Score Improvement 6 5
13 +5 Mystical Override 7 5
14 +5 Almighty Relic 7 6
15 +5 - 8 6
16 +5 Ability Score Improvement 8 6
17 +6 - 9 7
18 +6 Clan Feature 9 7
19 +6 Ability Score Improvement 9 7
20 +6 Paragon of the Wind 9 8

Nomad's Satchel[]

As a nomad, you have a blessed satchel, which you use to hold all your mystical belongings. The satchel functions almost exactly like a bag of holding, however if it is destroyed or stolen you can make a new one over three days by expending 50 gold pieces worth of silk and leather, which turns the previous one into a simple satchel, changing the contents of it into the new one.

Artifacts[]

Through your travels, you have a variety of magical artifacts, which you are able to invoke the might of to conjure up magical abilities. You have one artifact that you invoke at the first tier, and gain more while using them at higher tiers as you gain levels in this class. Additionally, some artifacts may use modifiers or saving throws, and you use your Intelligence modifier for them. Whenever you gain a new artifact, you may replace one you already have with a different one you have the requirements for.

  • Artifact Save DC = 8 + your Intelligence modifier + your Proficiency bonus
  • Artifact attack modifier = your Intelligence modifier + your Proficiency bonus

Nomad Clan[]

Starting at 2nd level, you identify yourself with a clan of nomads, a travelling group that teaches one another their ways. Choose from the Specter Clan, Dune Clan, and Sin Clan, all of which are featured at the bottom of this page. Your choice grants you features at 2nd, 6th, 10th, and 18th levels, and also grants you exclusive artifacts.

Fighting Style[]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery[]

You gain a +2 bonus to attack rolls you make with ranged weapons

Dance of Blades[]

During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Dueling[]

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting[]

When you engage in two-weapon fighting, you can add your ability modifier.

Ability Score Increase[]

When you reach 4th level, and again at 8th, 10, 12th, 14th, 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.


Extra Attack[]

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


Traveler[]

Beginning at 9th level, your nomadic lifestyle has allowed you to be more rapid in movements. Your movement speed increases by 10 feet, and when travelling for an hour or more, you and your group are able to travel at twice the speed they normally could.


Mystical Override[]

Starting at 13th level, your manipulation of artifacts has granted you the ability to ignore all restrictions for using magic items, and you may use your bonus action to use a non-artifact magic item of Uncommon rarity or lower.


Almighty Relic[]

Beginning at 14th level, when you invoke the might of one of your artifacts, you may choose to invoke the most ancestral might of the artifact, invoking its Relic Feature instead. After using this feature, you must take a short or long rest before doing so again.

Paragon of the Wind[]

At 20th level, you have become a true nomad, able to speak with all and understand all, living to travel and see the world. You gain the following benefits.

  • You understand all spoken languages, and any creature that can understand a language can understand what you say.
  • You are immune to disease and hunger.
  • You have advantage on saving throws against exhaustion during travelling for 30 minutes or more.
  • You cannot be aged magically, however you do still appear to age and may die of old age.

Nomads each belong to a unique clan, which has taught them their ways and given them artifacts for them to possess and invoke powers from.

Specter Clan[]

The specter clan is renowned for their capabilities related to the undead, including their caravans typically being seen as spectral and translucent, glowing with a ghastly green. Members of their clan typically wield scythes and sickles as their weapons of choice, and wear long dark cloaks over their bodies.

Life of the Fallen[]

At 2nd level, when you join this clan, you take on some of the properties of the dead. When you are reduced to 0 hit points by a source of damage that isn't a critical hit or radiant-type damage, you can make a Constitution saving throw, equal to 5 + the damage taken. On a successful save, you are reduced to 1 hit point, instead. Additionally, your footsteps do not leave a trail or make any sounds, unless you want them to.

Veil of the Reaper[]

Beginning at 6th level, you gain the ability to hide yourself in the darkness. While in dim light or darkness, you may use your bonus action to take the Hide action, turning completely invisible if inside darkness. Additionally, while travelling stealthily for 10 minutes or more, you and your group may still move at your full movement speed.

Consume Life[]

Starting at 10th level, you gain the ability to siphon the life of creatures when you harm them. When you hit a creature with a weapon attack, you may use your bonus action to deal 1d8 bonus necrotic damage to them, and heal yourself for the same amount dealt.

Wayward Spirit[]

At 18th level, your life with the dead has taken half of your mortality away. For each ten days that pass, you only age one day, and no longer need to eat, sleep, or breathe. Additionally, as a bonus action you may give yourself flight (hover) speed equal to your walking speed. You must use your bonus action at the start of each of your turns to maintain the flight speed, or you will crash down, knocking yourself prone but ignoring an amount of fall damage equal to your nomad level.

Dune Clan[]

When most people imagine nomadic people, they will imagine desert-wandering nomads. While not all nomads are of that type, the dune clan prides themselves on being the first image to come to mind for many that think of the nomads. Manipulating the sands of the desert itself, and being used to extreme heats, the dune clan is known for their resilience and quick wits.

Living Sandstorm[]

At 2nd level, when you join this clan, you gain the ability to channel the might of the sands around yourself. As a bonus action, you may start channeling a sandstorm around yourself for 1 minute. While your sandstorm is channeled, creatures that either come within 5 feet of you or are within 5 feet of you at the start of your turn take slashing damage equal to half your nomad level. Additionally, ranged weapon attacks made against you have disadvantage. You may end your sandstorm as a bonus action. After using this feature, you must take a short or long rest before using it again.

Shroud of the Sands[]

Beginning at 6th level, the deserts themselves do not desire to harm you or your companions, granting you protection. You gain resistance to fire-type damage, and when travelling for an hour or more, you and your companions ignore any ill effects based on temperature.

Orcalic Speed[]

Starting at 10th level, your movement is so precise it seems like you know what happens before it truly does. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Additionally, while channeling your sandstorm, you have advantage on Dexterity saving throws.

Scorpion's Reflexes[]

At 18th level, you gain the ability to quickly strike as fast as a scorpion would, even if you appeared passive before. After using your action to use an artifact, you may use your bonus action to make a weapon attack. Additionally, if you use your action to attack a creature you have surprised, you may make a third weapon attack, as part of the Attack action.

Sin Clan[]

The sin clan is one known as being a travelling cult, with the followers worshiping one of the specific seven deadly sins. They are known to pride themselves on their lust for the sins, envying those who are able to gluttonously fill themselves with the sins, causing them to be greedy for their attention. However, they are not sloths, they will be wrathful towards those who show hatred towards the sins.

Aspect of Sin[]

At 2nd level, when you join this clan, you gain one of the aspects of the Seven Deadly Sins, choosing from one of the features below.

Sin Feature
Envy You gain proficiency in Sleight of Hand, and double your proficiency bonus for it.
Gluttony When you hit a creature with a weapon attack, you deal an additional 1d4 acid damage and heal for the bonus damage dealt.
Greed Proficiency in 3 skills from following: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Lust You gain proficiency in Persuasion and Deception, and double your Charisma modifier for checks made relating to them.
Pride You gain the guidance and bless cantrips, and can use them as a bonus action.
Sloth If you don't move on your turn, you gain a +2 bonus to AC until the start of your next turn.
Wrath Heavy armor & shield proficiency.

Occultist Chant[]

Beginning at 6th level, you gain the ability to channel the corruption of a sin within a creature. Choose one of the following features below. As an action, you may channel the sin of your choice into a creature within 60 feet, forcing a Wisdom saving throw against your artifact save DC. Each effect lasts 1 minute, and they may repeat the save at the end of each turn.

Sin Feature
Envy Creature will use its movement and action to move to the nearest creature and attempt to steal things from it.
Gluttony Creature will use its movement and action to move to the nearest creature and make a bite attack on it. If the creature lacks a bite attack, it gains one for the duration, dealing 1d4 piercing.
Greed Creature will randomly choose one object it owns, and spend its action to admire and stroke it.
Lust Creature will use its movement and action to attempt and seduce the nearest creature.
Pride Creature will spend its action to boast about how amazing it is.
Sloth Creature will fall prone and be unable to make any movements, actions or reactions.
Wrath The creature is affected by crown of madness.

After using this feature, you must take a long rest before doing so again.

Pray For Your Sins[]

Starting at 10th level, you unlock the ability to channel a deadly sin through yourself. Choose one of the following features below. As an action, you may use this feature.

Sin Feature
Envy You enter a riposte stance, and if a creature hits you before the start of your next turn, you counterattack them with the same attack they just used. Does not take up a usage if not attacked.
Gluttony You make an artifact melee attack, that deals 2d4 acid damage plus your Intelligence modifier, and heal for the same damage dealt.
Greed You make a melee weapon attack that deals 1d4 necrotic damage, and roll any die. On an even result, you make the attack again, and roll again. You have a maximum amount of repeat attacks equal to your Intelligence modifier (min 1).
Lust You make an artifact melee attack that deals psychic damage equal to 2d6 plus your Intelligence modifier, and force the creature you hit to make a Wisdom saving throw, being charmed for 1 minute on a failure. They may repeat the save at the end of each of their turns.
Pride You strike a pose, and grant advantage to a number of creatures equal to your Intelligence modifier (min 1) within 30 feet on their next attack roll, saving throw, or ability check, within the next minute.
Sloth You choose one creature within 30 feet of yourself, and it gains resistance to all damage until the start of your next turn.
Wrath You make an artifact melee attack on a creature within 5 feet of yourself, dealing fire damage equal to 1d12 plus your Intelligence modifier, and then make the same attack on another creature within 15 feet of the original target.

After using this feature, you must take a long rest before doing so again.

Karmic Retribution[]

At 18th level, you gain the ability to force one creature to pay for their sins, even if it is hypocritical to do so. Choose one feature from the ones shown below. As an action, you may use this feature on a creature within 5 feet of yourself.

Sin Feature
Envy The creature takes 10d10 poison damage, and must make a Wisdom saving throw. On a failure, it is affected by the Envy sin's Occultist Chant
Gluttony The creature takes 10d10 acid damage, and if the creature is reduced to 0 hit points by this, you restore 5d10 hit points.
Greed The creature takes 10d10 necrotic damage, and is petrified for 1 minute, being turned into a golden statue.
Lust The creature takes 10d10 psychic damage, and is charmed without a saving throw for 1 minute. The creature's charm will not end until the minute is over, no matter what occurs.
Pride The creature takes 10d10 radiant damage, and the effects of the Pride sin's Pray For Your Sins feature occurs.
Sloth The creature takes 10d10 cold damage, and the target must make a Constitution saving throw, or be incapacitated for 1 minute. The creature may repeat the saving throw at the end of each of their turns.
Wrath The creature takes 10d10 fire damage, and creatures within a 15 foot cone from the other side of your target must make a Dexterity saving throw, taking half the damage the original target took on a failure, or a quarter on a success.

After using this feature, you must take a long rest before doing so again.

Artifacts[]

Artifacts are where nomads gain most of their reputation for being fearsome, as they are able to channel the might of the artifacts through themselves. Only you are able to use artifacts taken out of your nomad's satchel, unless otherwise stated. Some artifacts may have prerequisites, which are stated below. Each artifact recharges all uses after a long rest, unless otherwise stated. Relic Invoke effects are stated in bold text.

Amulet of Life[]

As an action, you pull out an amulet and hold it in front of yourself, speaking a command word. You or a creature within 5 feet of you restores 1d8 hit points per artifact tier plus additional hit points equal to your Intelligence modifier. After a creature is healed by this artifact, you may choose another creature within 5 feet that restores hit points equal to half the amount the original target healed. You may only use this artifact once before it must recharge.

Anubis Collar[]

Prerequisite: You must be in the Dune Clan

As an action, you pull out a collar and jingle it in the air, summoning a spectral jackal next to you. The jackal then leaps to a creature of your choice within 15 feet, forcing it to make a Strength saving throw. On a failed save, the creature takes force damage equal to 1d10 per artifact tier and is knocked prone, or half on a successful save. Instead of summoning a spectral jackal, you summon a spectral avatar of Anubis, which smashes a hammer into a point within 15 feet, affecting all creatures within 5 feet of the point with the same effect as a normal invoke. You may only use this artifact once before it must recharge.

Boomerang Star[]

As an action, you may quickly reach into your satchel, and make a ranged weapon attack with a range of 20/60, by throwing a mystical throwing star at a creature. The creature takes piercing damage equal to your Dexterity modifier plus 1d6 per artifact tier on a hit, and then the throwing star returns to you, making a second ranged weapon attack on the same creature, for the same damage on a hit. The damage is increased to 1d10 per artifact tier, and instead of directly returning to you, the throwing star bounces to a second creature within 20/60 feet, making an attack on them as well, and then going back to you. You may use this artifact twice before it must recharge.

Claw of Death[]

Prerequisite: You must be in the Specter Clan

As an action, you can quickly don a gauntlet with a sigil of the grim reaper on it, and charge at a creature within 15 feet of yourself, making a melee weapon attack on them. On a hit, the creature takes slashing damage equal to your Strength or Dexterity modifier plus 1d8 per artifact tier, and must succeed on a Strength saving throw, or be shoved 10 feet away in any direction you choose, as well as being knocked prone. Instead of charging at one creature, you may make the attack in a 15 by 5 foot line, attacking all creatures in the area. You may use this artifact once before it must recharge.

Cursed Rose[]

As an action, you can pull out a flower, and offer it to a creature within 5 feet of yourself, forcing them to make a Wisdom saving throw. On a failed save, the creature is either charmed or frightened of you for 1 minute (your choice). If you hit the creature with a weapon attack before the effect ends, they take additional psychic damage equal to 1d4 per artifact tier, ending the effect. The damage is increased to 1d8 per tier. You may use this artifact twice before it must recharge.

Expanding Anchor[]

As an action, you take out a tiny anchor, no heavier than a pound and no larger than your hand, and make a ranged weapon attack with a range of 20/60. On a hit, the anchor quickly expands into regular size and weight, dealing 1d8 bludgeoning damage per artifact tier to the creature, and forcing the creature to make a Strength saving throw, being knocked prone on a failed save. If the creature was flying and fails the save, it is also knocked out of the sky. The anchor then disappears. If the creature fails the saving throw, the anchor stays on top of them for 1 minute, restraining them until either they succeed on the saving throw, or 1 minute passes. You may only use this artifact once before it must recharge.

Exploding Change[]

As an action, you pull out a number of false gold coins equal to your artifact tier, and throw any number of them at a point(s) within 30 feet of yourself. Creatures within 5 feet of a false coin must make a Dexterity saving throw, taking 1d6 piercing damage per coin on a point on a failed save. The range is increased to 15 feet from a false coin, you may throw them at a point within 60 feet, and creatures take half damage on a failed save. You may only use this artifact once before it must recharge.

Flame Wand[]

As an action, you pull out a gleaming rod or wand reminiscent of fire, and point it at a creature within 30 feet of yourself. You then make a ranged spell attack against that creature, using your artifact attack modifier. On a hit, the creature takes fire damage equal to your Intelligence modifier plus 1d6 per artifact tier. Instead of choosing one creature, you choose a 20 by 5 foot line within 30 feet of yourself. Creatures in that area must make a Dexterity saving throw, taking fire damage equal to 1d8 per artifact tier on a successful save or half on a success. You may use this artifact thrice before it must recharge.

Gauntlet of Sin[]

Prerequisite: You must be in the Sin Clan

As a bonus action, you may equip a gauntlet that is marked by one of the seven deadly sins. The next time you hit with a melee weapon attack, you deal additional damage equal to 1d4 per artifact tier of a type based on your sin chosen for your 2nd level sin clan feature. Creatures of your choice within 10 feet of the target take half of the bonus damage you dealt. You may use this artifact twice before it must recharge.

Sin Damage Type
Envy Poison
Gluttony Acid
Greed Necrotic
Lust Psychic
Pride Radiant
Sloth Cold
Wrath Fire

Good Luck Charm[]

As a bonus action, you whip out a small charm that can be worn by a creature, and place it on a creature within 5 feet of yourself. When the creature fails an attack roll, ability check, or saving throw, within the next minute, they may choose to re-roll it, with a modifier equal to your artifact tier. The creature instead automatically succeeds on the roll, instead of rerolling. You may use this artifact twice before it must recharge.

Pillow of Sloth[]

Prerequisite: You must be in the Sin Clan

When you are taking a rest, you may choose to pull out a number of pillows equal to your artifact tier. Creatures that sleep using the pillow restore the maximum amount from their hit die on short rests, or gain their level in temporary hit points for 1 hour from a long rest. There is no Relic Invoke effect. You may use this artifact twice before it must recharge.

Sacrificial Bracelet[]

As a bonus action, you may don a special bracelet on either your arm or the arm of a willing creature within 5 feet of yourself. Within the next minute, the next attack the creature makes has a bonus to the attack and damage rolls equal to your artifact tier. The creature attacked by the one wearing the bracelet takes additional necrotic damage equal to 1d4 per artifact tier. You may use this artifact twice before it must recharge.

Sands of Time[]

Prerequisite: You must be in the Dune Clan, 9th level

As a reaction to your turn ending, you pull out an hourglass, and freeze time for everyone else, for 6 seconds, instantly giving you another turn. You do not have to recharge after using this artifact when Relic Invoked. You may use this artifact once before it must recharge.

Thunder Horn[]

As an action, you pull out a large horn, carved out of some sort of tusk, and make a melee weapon attack on a creature against it. On a hit, the creature takes bludgeoning damage equal to 1d10 plus your Strength or Dexterity modifier (your choice). Regardless of if it hit or not, the horn unleashes a loud booming noise. Creatures within 10 feet of the horn, aside from yourself, must make a Constitution saving throw, taking 1d8 thunder damage per artifact tier on a failed save and being pushed back 10 feet, or half with no shove on a failure. The creature you originally hit with the horn automatically fails the saving throw, and creatures that fail the save are deafened for 1 minute, able to repeat the saving throw at the end of each turn to restore their hearing. You may only use this artifact once before it must recharge.

Undead Bandit[]

Prerequisite: You must be in the Specter Clan

As an action, you may pull out a skull, and toss it onto the ground, creating a skeletal bandit within 5 feet of yourself. The bandit has hit points equal to 5 times your artifact tier, and has its Strength and Dexterity ability scores treated as 11 + your artifact tier, with the rest being 10, and the bandit will last for 1 minute. As a bonus action, you may command the bandit to move up to 30 feet and make a melee weapon attack, which deals 1d4 plus its Strength or Dexterity modifier damage on a hit. The bandit gains a ranged attack with a range of 30 feet, which deals force damage equal to 1d6 plus its Dexterity modifier on a hit. You may only use this artifact once before it must recharge.

Wizard's Tome[]

As an action, you pull out a small tome, and quickly read off some magical words in it, making you cast a spell from the wizard spell list. The spell must be of 1st level, have a casting time of 1 action, and is cast at a slot level equal to your artifact tier. You do not have to recharge after using this artifact when Relic Invoked. You may only use this artifact once before it must recharge.

Multiclassing[]

Prerequisites. To qualify for multiclassing into the Nomad class, you must meet these prerequisites: Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the Nomad class, you gain the following proficiencies: Light armor, Medium armor, simple weapons, martial weapons

Advertisement