# PART 1
##### Player Options
\pagebreakNum
##### The Nomad
| Level | Proficiency Bonus | Features |
|:-----:|:--:|:-------------------------------|
| 1st | +2 | [Far Strike](#nomad-class-features-far-strike), [Traveler's Sense](#nomad-class-features-travelers-sense) |
| 2nd | +2 | [Portal Arts](#nomad-class-features-portal-arts), [Weapon Art](#nomad-class-features-weapon-art) |
| 3rd | +2 | [Planar Link](#nomad-class-features-planar-link) |
| 4th | +2 | [Ability Score Improvement](#nomad-class-features-ability-score-increase) |
| 5th | +3 | [Extra Attack](#nomad-class-features-extra-attack) |
| 6th | +3 | [Portal Art: Blink Strike](#nomad-class-features-portal-art-blink-strike) |
| 7th | +3 | [Planar Link Feature](#nomad-class-features-planar-link) |
| 8th | +3 | [Ability Score Improvement](#nomad-class-features-ability-score-increase) |
| 9th | +4 | [Planar Travel](#nomad-class-features-planar-travel) |
| 10th | +4 | [Planar Link Feature](#nomad-class-features-planar-link) |
| 11th | +4 | [Far Strike Improvement](#nomad-class-features-far-strike), [Split Strike](#nomad-class-features-split-strike) |
| 12th | +4 | [Ability Score Improvement](#nomad-class-features-ability-score-increase) |
| 13th | +5 | [Portal Art: Falling Dodge](#nomad-class-features-portal-art-falling-dodge) |
| 14th | +5 | [Planar Link Feature](#nomad-class-features-planar-link) |
| 15th | +5 | [Planar Rejuvination](#nomad-class-features-planar-rejuvination) |
| 16th | +5 | [Ability Score Improvement](#nomad-class-features-ability-score-increase) |
| 17th | +6 | [Nomadic Jaunt](#nomad-class-features-nomadic-jaunt) |
| 18th | +6 | [Far Strike Improvement](#nomad-class-features-far-strike) |
| 19th | +6 | [Ability Score Improvement](#nomad-class-features-ability-score-increase) |
| 20th | +6 | [Interplanar Gateway](#nomad-class-features-interplanar-gateway) |
___
### Creating a Nomad
In the creation of your nomad character, consider what made them take up The Journey in the first place, and why they continue in their quest. Did your father or mother bring you along on their travels? Did you hear of some fantastical tale of planes far away? Or did you simply become bored with the mundane triviality of the material?
What have you done on your Journey? Was there a perilous dash through Pandemonium and the Nine Hells? A calm stroll through Bytopia that made you rethink your motivations? Could there even have been a whirlwind romp through the most renowned taverns of the outer planes?
How has your planar link affected you? Maybe you found yourself linked to a hideous plane of evil despite your cloistered youth, and it has drawn out dark thoughts that you had once forgotten? Or did you truly connect with your plane and have often fought yourself on whether to remain there, only to leave it behind?
The great variety of planes and nomads means that they can fall into any alignment or planar link, though most who have seen the extremes of good, evil, law, and chaos prefer to remain neutral.
#### Quick Build
You can make a nomad quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the outlander 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 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per nomad level after 1st
___
#### Proficiencies
___
- **Armor:** Light armor, medium armor
- **Weapons:** Simple weapons, martial weapons
- **Tools:** Cartographer's tools
___
- **Saving Throws:** Strength, Wisdom
- **Skills:** Choose two skills from acrobatics, arcana, history, nature, perception, and survival.
___
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* scalemail or *(b)* leather armor
- *(a)* a rapier or *(b)* longsword
- *(a)* 2 daggers or *(b)* any simple or martial weapon
- *(a)* an explorer's pack or *(b)* dungeoneer's pack
___
### Far Strike
As a nomad, you are a master of minor portals, and can use them to enhance your combat abilities. At 1st level, When you take the Attack action on your turn with a melee weapon that lacks the reach property, the reach of your weapon becomes 10 feet until the end of your turn as you conjure a short-range portal through which your weapon passes mid-swing. Attacks made in this way don't ignore cover and require the target to be visible. This technique requires one of your hands to be free to create the portal.
Your Far Strike Range increases to 20 feet when you reach 11th level, and 30 feet when you reach 18th level.
### Traveler's Sense
Regardless of the plane, you are still an experienced traveler. At 1st level, you gain the following benefits:
* You always know which way is north
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* You can accurately judge the distance between yourself and any other point that you can see without the need for a map or scale.
* You have advantage on Constitution saving throws made to resist exhaustion when traveling.
\pagebreakNum
### Portal Arts
At 2nd level, you learn to utilize your portals in thoughtful and unique ways. You begin with one simple Portal Art: Portal, and gain additional Portal Arts options as you gain levels in this class.
You choose what effect you create when you use your Portal Arts. You have a number of uses of these arts equal to your Wisdom modifier. All expended uses are restored when you finish a short or long rest.
Your Portal Arts are dependent upon your Wisdom, your knowledge of the planes from which you draw these effects.
Some Portal Arts require a saving throw. When you use such an effect from this class, the DC is calculated as follows:
___
**Portal Art save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### Portal Art: Portal
As an action on your turn, you expend a use of your Portal Arts to create linked teleportation portals that remain open for up to 1 minute, until 4 creatures or objects have passed through them, or until you choose to close them as a bonus action. Choose two unoccupied spaces on the ground that you can see, one within 5 feet of you and the other within 30 feet of you. A portal opens over each point. The portals are glowing, oblong, spheroids hovering inches from the ground and perpendicular to it. The mist that fills each portal is opaque and blocks vision through it.
Any Medium or smaller creature or object entering the space the portal occupies exits from the other portal as if the two were the same space. For example, if an arrow enters the portal from the east, it will emerge from the west as if it had passed through any other empty space. A creature forced into the portal's space can make a Dexterity saving throw to resist moving through it, emerging in the nearest unoccupied space adjacent to the portal on a successful save.
The range of the second portal increases to 60 feet at 11th level and 120 feet at 17th level
### Weapon Art
At 2nd level, you have trained and traveled with a specific style of weapon for vast amounts of time, developing your skills around its use. Choose one of the following options:
#### Wormhole Sniping
You have learned to utilize your portals with the fast-moving projectiles of bows and crossbows, allowing you to make Far Strike attacks with them. Far Strike attacks made with ranged weapons ignore half cover and treat 3/4 cover as half cover as long as the target is within the normal range of the weapon. This does not change the range of the weapon.
#### Planar Piercing
When you are wielding a melee weapon in one hand and no other weapons, you can use your free hand to steady your portal and more carefully aim your attack. You gain a +2 bonus to damage rolls for Far Strike attacks with a melee weapon in one hand and no other weapons.
\columnbreak
#### Two-Hand Warping
You have developed a technique for creating portals with both of your hands on a weapon. You can wield weapons with the two-handed property while using your Far Strike ability.
#### Port Retrieving
You have trained yourself to utilize portals while throwing weapons accurately, allowing thrown weapons to make Far Strike attacks. The range of your thrown weapon attacks increases by your far strike range. Additionally, when you make an unsuccessful thrown weapon attack, your weapon returns to your hand immediately through a second portal.
### Planar Link
Nomads are travelers, and often they traverse all manner of planes and demiplanes in their lives. Much like travelers of the material, though, they always hold within their hearts some link to a certain plane. At 3rd level, you have matured in your travels enough to have established a magical and personal link. There are obviously a great many planes and regions in the multiverse. Some common Planar Links that are presented at the end of this class description are The Elemental Planes, The Far Realm and The Astral Plane.
Your Planar Link grants you features at 3rd level, and again at 7th, 10th, and 14th 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 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.
### Portal Art: Blink Strike
At 6th level, you reflexes develop, allowing you to jump through the portals you create with Far Strike. When you hit a creature with a melee Far Strike attack, you can expend a use of your Portal Arts to jump through the portal created around your weapon, emerging in an unoccupied space within 5 feet of the target. If the attack is made with a ranged weapon, you can choose to move up to your Far Strike range in any direction after the attack.
### Planar Travel
At 9th level, you no longer have to search for planar portals. As an action on your turn, you establish an interplanar link. You open a portal to a location on a plane that you have been to before and remember in an unoccupied space within 5 feet of you. The portal's destination must be on a plane you are not currently on, and it is visible through the portal.
\pagebreakNum
There are many planes of existence in the world of Dungeons & Dragons, and each one contains infinite possibilities!
Encounter angels, devils, faeries, and outsiders! Become Nomads, half-fey, portal-crafters, and elementals! There is no limit to your potential in the unending multiverse of the planes.
For use with the fifth edition *Player's Handbook, Monster Manual*, and *Dungeon Master's Guide*
[DungeonsandDragons.com](DungeonsandDragons.com)