3/17/2023 0 Comments Nomad of nowhere![]() ![]() 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. 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.īy 9th level, you have learned how to move like a reed in the wind. At the end of a long rest choose an ability score. As normal, you can't increase an ability score above 20 using this feature.īy 6th level, your insight begins to pay off, and you are better prepared for dangers before they strike. 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. Your choice grants you additional features at 7th, 10th, 15th, and 18th level. Each of these are described 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.Īt 3rd level, you have your choice of three different Caravan Lifestyles: the Beguiler, the Wanderer, and the Occultist. Choose one of the treasures detailed at the end of the class description. When you make a melee attack against a target, you may use a bonus action to take the Disengage action.Īt 2nd level, you have uncovered a treasure that you will never part with. You know this well, and your fighting style reflects it. Woodcarver: woodcarver's tools, Sleight of HandĬombat isn't about honor, it's about who lives and who dies.Performer: Any musical instrument, Performance.Painter: painter's supplies, Perception.Apothecary: alchemist's supplies, Medicine.Your proficiency bonus is also doubled for any ability check you make while engaging in Day-Job routines. If you already know a chosen skill, then your proficiency bonus is doubled for any ability check made with that skill. At 5th level, you may choose an additional Day-Job to gain the listed tool and skill proficiency in it and the skill. At 1st level, you may choose a Day-Job to gain the listed tool and skill proficiency in it and the skill. Nothing in this world is free, even when you live out of your backpack. Traditions that require a saving throw use a DC of 8 + your proficiency bonus + your Charisma modifier. You can't learn a Hidden Tradition more than once. You gain new Hidden Traditions when you gain certain nomad levels, as shown in the Traditions Known column. In your travels, you have learned many varied and esoteric practices from other travelers, ancient writings, or simply through trial and error.Ĭhoose one of the nomad's Hidden Traditions to learn, which are detailed at the end of the class description. Hidden Tradition, Day-Job, Weaselly Fighter If you are using starting wealth, you have 5d4 x 10 gp in funds.one type of artisan's tools or one musical instrument.( a) 10 daggers & leather armor or ( b) a shield & studded leather armor.( a) a entertainer's pack or ( b) an explorer's pack.You start with the following equipment, in addition to the equipment granted by your background: 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 Weapons: Improvised weapons, simple melee weapons Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Nomad level after 1stĪrmor: Light armor, medium armor, shields Hit Points at 1st Level: 8 + Constitution modifier Third, choose the explorer's pack, the shield and studded leather armor, a quarterstaff for the simple weapon, and a musical instrument.Īs a Nomad you gain the following class features. ![]() Second, choose the Guild Artisan (Merchant variant) background. ![]() Constitution is a good ability score too. First, Charisma should be your highest score, followed by Wisdom. You can make a nomad quickly by following these suggestions. 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? When making a nomad, think of the caravaning you grew up with. 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. Nomads have plenty of reasons to adventure between the experiences to be had, treasures to be found, and stories to be woven. Nomadic traveler on his way to the next town. ![]()
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