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## Nomad A young girl leaps forward through the flames, her shining silver hair illuminating her ochre skin under the light of the fire. She swings her trusted sword quickly in front of her, literally slicing the air in two. Between the torn edges of reality she sees her foe, the cultist, fall flat with a bleeding wound across his chest. An old elven man stands at the precipice of an enormously tall cliff, his cracked spectacles sitting low on his withered nose. He stares out into the distance, a bright and beautiful wilderness of verdant green mountains and valleys, accented by two massive floating islands of stone. He chuckles to himself, only slightly, before his view is obstructed by a flash of light and a disk of swirling colors opens up before him. Nomads are planar travelers, hunters, trackers, vagabonds, and explorers. They are experts in the traversal of the planes whose wanderlust is never satisfied and whose Journey is unending. \columnbreak
___ ### An Unending Journey The life of a nomad is one of discovery and adventure, chasing a concept known as The Journey. This is the final goal of most nomads, a goal of experiencing every facet of existence. Nomads travel in pursuit of all of the things that will occur to them along the way, absorbing and enjoying all life's experiences. Some choose to organize and take up large parties, traversing the planes together in search of interpersonal experiences. Others enjoy the solitude of a personal Journey, opting to explore the infinite possibilities of the cosmos alone. Nomads generally have a hard time settling down in any one place for too long, even when their years have nearly finished. Ending The Journey before they pass on simply never occurs to most, such is the ambition of the nomad. ### A Peculiar Attraction Those who travel the planes find themselves drawn to certain aspects of one or another. With time and distance this attraction, or link, grows to influence the nomad in ways they may not understand, or even want. This link draws on an aspect deep inside a person and binds it to the plane, a permanent manifestation of otherworldly power. Those who research it have theorized that a force similar to tectonic shifts in the earth occurs between the planes, generating powerful magic. This magic has something similar to a sentience, and can "see" the creatures it affects. In this way the nomads often see themselves of minor patrons of some eldritch existence, though not all believe this story. The link a nomad forms may be a tangible choice they make, such as reveling in the holy majesty of a plane of light after worshipping the gods of good for years. This is not always the case however; some nomads with truly lawful and good hearts find themselves linked to a plane of chaos or darkness, and vice-versa. \pagebreakNum
##### Nomad | Level | Proficiency Bonus | Features | Arts Known | Art Uses | Far Strike Range | |:-----:|:--:|:-------------------------------|:-:|:-:|:-:| | 1st | +2 | Far Strike, Portal Arts | 2 | 1 | 10| | 2nd | +2 | Weapon Art | 2 | 1 | 10| | 3rd | +2 | Planar Link | 2 | 1 | 10| | 4th | +2 | Ability Score Improvement | 3 | 1 | 10| | 5th | +3 | Extra Attack | 3 | 1 | 15| | 6th | +3 | — | 3 | 2 | 15| | 7th | +3 | Planar Link Feature | 3 | 2 | 15| | 8th | +3 | Ability Score Improvement | 4 | 2 | 15| | 9th | +4 | Magical Strikes | 4 | 2 | 15| | 10th | +4 | Planar Link Feature | 4 | 2 | 15| | 11th | +4 | — | 4 | 3 | 20| | 12th | +4 | Ability Score Improvement | 4 | 3 | 20| | 13th | +5 | Improved Magical Strikes | 4 | 3 | 20| | 14th | +5 | Planar Travel | 5 | 3 | 20| | 15th | +5 | Planar Link Feature | 5 | 3 | 20| | 16th | +5 | Ability Score Improvement | 5 | 3 | 20| | 17th | +6 | — | 5 | 4 | 25| | 18th | +6 | Ability Score Improvement | 5 | 4 | 25| | 19th | +6 | Ethereal Rejuvenation | 5 | 4 | 25| | 20th | +6 | — | 5 | 5 | 30|
___ ### 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 mundae triviality of the material? What did you do on your Journey? Was it a perilous dash through Pandemonium and the Nine Hells? Was it a calm stroll through Bytopia that made you rethink your motivations? Could it 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? Or possibly your dark and rough past was shown in a new light when you discovered your connection to a nature plane? What drew you from your Journey and into your next adventure? The search for an unknown demiplane of myth? Escaping your unfortunate planar link and seeking a different life? Maybe you're still on your Journey but now have chosen to take a few new faces with you? The great variety of planes and nomads means that they can fall into any alignment or planar link, though most who have seen extremes of both good and evil or 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 Charisma. 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:** Dexterity, Charisma - **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 Portals are the stock in trade of Nomads and you have mastered the basic techniques for using minor portals to enhance your combat abilities. At 1st level when you make an attack with a melee weapon that lacks both the reach and two-handed properties, the reach of your weapon increases to 10 feet as you conjure a short range portal through which your weapon passes as you swing it. This technique requires one of your hands to be free to create the portal. The range of your portals increases according to the "Far Strike Range" column of the Nomad Table \pagebreakNum ### Portal Arts At 1st level your link to planar energies gives you access to a number of special techniques called portal arts. You learn two portal arts of your choice. Your Portal Arts are detailed at the end of this class description. You learn additional portal arts as shown in the "Arts Known" column of the nomad table. Additionally, when you gain a level in this class, you can choose one of the arts you know and replace it with another art that you could learn at that level. Portal Arts can be used in place of one of your melee weapon attacks on your turn unless otherwise stated. You have a number of uses of your Portal Arts that is dependent on your level, as shown in the "Art Uses" column of the nomad table. You regain all expended uses when you finish a long rest. Your Portal Arts are dependent upon your Charisma, your force of will, which is used to harness the power generated by the "tectonics" of the planes to create portals. This ability is allows you "demand" that a portal be opened with your will, and as you develop your willpower, so too do your portals improve. If an art requires a saving throw, your Portal Art save DC is calculated as follows: **Portal Art save DC** = 8 + your proficiency bonus + your Charisma modifier ### 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 optional weapon types. #### Bowstriker You have learned to utilize your Far Strike ability with fast-moving arrows and bolts, extending the normal and long ranges of your shortbow, longbow, and crossbow attacks by four times your Far Strike range. You can't use Portal Arts with these weapons unless the art requires a ranged weapon. #### Steadystriker When you are wielding a melee weapon in one hand and no other weapons, you can focus and use your other hand to steady your portal and more carefully aim your attack. As a bonus action on your turn, you can grant yourself a +1 bonus to your next Far Strike attack roll this turn. #### Greatstriker You have developed a technique for creating portals large enough for more cumbersome weapons. You can wield weapons with the versatile property with both hands while using your Far Strike ability. ### 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 link, and choose a plane to associate with. There are obviously a great many planes in the multiverse, but they normally fall into one of four categories: Chaos, Darkness, Light, or Nature, each of which is detailed at the end of this class description. Your Planar Link grants you features at 3rd level, and again at 7th, 10th, and 14th level. ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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. ### Magical Strikes At 9th level, you master the techniques for passing your weapons between planes before attacking your foes with your Far Strike feature. Attacks made using this feature are considered magical for the purposes of overcoming resistances. ### Improved Magical Strikes At 13th level, your Far Strike portals can be sent between certain magical planes that can improve the quality of your weapons. Any nonmagical weapon you wield that you can make Far Strike attacks with gains a +1 bonus to attack and damage rolls while you use it. ### Planar Travel At 14th level, you no longer have to search for portals to travel between planes. You expend one use of your Portal Arts to cast the spell *plane shift*. If you are traveling to the plane to which you are linked, you can ignore the material component requirement of this spell. Otherwise, you can substitute the material component for a trinket of similar value that originated from the destination plane. Once you use this feature to travel to any plane, you can’t use it again until you finish a long rest.
\pagebreak ### Ethereal Rejuvenation By 19th level, your strength of will can be extended beyond its normal bounds. When you roll initiative and have no uses of your Planar Arts remaining, you regain one use. ## Planar Links Scattered as they may be, even nomads share certain sensibilities through their tendencies. A nomad seeks to see as much of the multiverse as they can, but most would agree that they felt a particular connection to one in particular. The multiverse has a way of making that connection tangible, especially to one who regularly transition between planes. ### Chaos You have found yourself drawn to a plane of pure chaos, one whose very structure is as wild and volatile as its demonic inhabitants. You might have been drawn in by the Abyss' delightful disdain for uniformity and law, or maybe just for the beautifully endless scenery of Limbo, an infinite void of chaotic masses colliding and transforming. Even so, within this unending chaos, you are at home. #### Demonology Demonic societies in the planes of chaos are unstructured and difficult to discern, but you have gathered a sizable knowledge of the creatures themselves. At 3rd level you learn to speak, read, and write abyssal, and you have advantage on ability checks made to remember details about demons, such as their type, where they generally reside on your plane, and any damage resistances they have. Additionally, you have advantage on checks made to remember details about your plane. #### Creature of Chaos Your journeys among the planes of chaos and the demons within have granted you certain abilities. At 7th level you choose one of the demon princes that have influenced your experience, gaining benefits based on that prince. ___ * ***Baphomet.*** Baphomet's perfect memory is surprisingly attainable. You can perfectly recall any path you have traveled, and can't become lost except by magical means. * ***Demogorgon.*** Demogorgon's beastly senses are not solely a result of his twin heads, and you know his methods. You have advantage on Wisdom (Perception) checks that rely on your eyes and nose. * ***Juiblex.*** You have studied the faceless lord's form and learned to traverse small places yourself. You can move through a space as narrow as 1 foot wide without squeezing. You gain an additional feature based on this choice when you reach 10th level \columnbreak #### Creature of Chaos Improvement By 10th level, your affinity for the planes of chaos grows, as does your understanding of their powers. You gain one of the following benefits based on your previous choice. ___ * ***Baphomet.*** You learn to imitate the horrifying howl of Baphomet by opening a special portal to the Abyss that lets out frightening sounds of malice and contempt. As an action on your turn you force all creatures within 30 feet of you that can hear you to make a Wisdom saving throw against your Portal Arts DC. On a failed save the target is frightened of you until the end of your next turn. Once you use this feature you can't use it again until you finish a long rest. * ***Demogorgon.*** You learn to imitate the effects of Demogorgon's powerful gaze with the use of small portals in front of your eyes, leading to a particularly maddening corner of the Abyss. As an action on your turn, you can force a creature that can see you within 60 feet to make a Wisdom saving throw against your Portal Arts save DC. On a failed save, the creature suffers the effects of the *confusion* spell. You must concentrate on this effect like a spell. Once you use this feature you can't use it again until you finish a long rest. * ***Juiblex.*** You learn to imitate an ooze's sticky climbing ability as a number of small portals open to the slime pits of the Abyss just above your skin. As an action on your turn, your flesh develops a sticky ooze-like layer that allows you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Once you use this feature you can't use it again until you finish a long rest. ___ #### Planar Collision At 14th level, your link to the chaotic plane is such that you can feel the movement of Limbo within you even while you are away. As an action on your turn, you can spend one use of your Portal Arts to open a large portal above you, hurling forth one of the large floating masses of Limbo. The mass impacts a point you can see within 200 feet of you, causing all creatures within a 20-foot radius sphere to make a Dexterity saving throw against your Portal Arts save DC. A creature takes 10d10 bludgeoning damage on a failed save, or half as much on a successful one. Once you use this feature you can't use it again until you finish a long rest.
> ##### Other Planes > If you don't feel that the planar archetypes presented here fit your character or story, you are encouraged to work with your DM to create your own class options. The 3rd level feature of your archetype should grant some passive social or information-related benefit, such as those presented here. Subsequent features are more open, try to think of abilities or effects that are unique to your plane or its inhabitants as inspiration, such as the Devil's Sight ability included in the Plane of Darkness archetype. >
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### Darkness The plane you are linked to is one of Law and Evil. The largest of these planes is of course the Nine Hells, ruled over by the devils. Maybe the pure evil of these planes attracted your spirit, or maybe it was the painstaking detail and organization of this infernal place. Whatever the case, you feel at home in these dark corners of the multiverse. #### Infernal Society You vividly remember and understand the strict customs and cultural rules of devil society on your plane. At 3rd level, you learn to speak, read, and write infernal, and you have advantage on ability checks made to interact socially with devils, such as negotiating deals. Additionally, you have advantage on checks made to remember details about your plane. #### Devil's Sight By 7th level, some of the devilish power of your plane has rubbed off on you. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. #### Cloak of Darkness At 10th level, you have knowledge of the powers of darkness, and can use them to obscure yourself. You can use an action on your turn to spend one use of your portal arts to open a portal to the darkest reaches of the nine hells, shedding a cloudy darkness all around you in a 10-foot radius aura that follows you. This darkness persists for up to one hour, or until you dismiss it as a bonus action on your turn. Once you use this feature, you can't use it again until you finish a short or long rest #### Hellish Servitude By 14th level, you have a broad knowledge of devils, the nine hells, and your plane, including a scarce few secrets not meant for mortals. You know the true name of up to two imps, or one spined devil. They are bound to serve you and will follow your commands as long as you continue to know their names. In combat they obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend you and themselves from hostile creatures, but otherwise take no actions. \columnbreak
These devils have their own personalities, wills, and motivations and are not required to enjoy this servitude, though imps are generally not opposed to it. If one or all of your servants die or are otherwise lost, you can spend one week on your linked plane, or in one of the nine hells to discover the true name of your replacements. ### Light You are aligned with a plane of holy light and unshakable law, such as the Seven Heavens of Mount Celestia. Many celestials reside in established society upon these planes, blanketing them in holy light. Maybe you were drawn to the home plane of a deity you worship, or maybe it was the rigid, lawful idealism. Some find the idyllic atmosphere of these planes unbearable, but within them you are at home. #### Angelic Culture Your time amongst the archons and angels of Mount Celestia and the lawful planes has given you a strong understanding of angelic cultures. At 3rd level, you learn to speak, read, and write celestial, and you have advantage on ability checks made to interact socially with celestials. Additionally, you have advantage on checks made to remember details about your plane. #### Holy Light You learn of a particularly blessed place upon your plane, and can open a portal to it to empower your allies with holy energy. As an action on your turn, you can expend one use of your Portal Arts to open a small, circular, golden portal to this blessed place above your head, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The portal remains open for up to 1 minute, or until you close it as a bonus action. While this portal is open you can use your reaction each round to grant a creature within 20 feet of you advantage on its next attack roll, ability check, or saving throw. Once you use this feature, you can't use it again until you finish a short or long rest #### Divine Sense By 10th level, you have gained some knowledge of divinity from the planetars and solars of your plane. You always know if a creature is lying to you. If the creature truly believes that it is telling the truth, you know only that it is being truthful to you, but cannot discern whether what it says is correct. \pagebreakNum #### Angelic Wings At 14th level, you gain the ability to manifest a pair of angelic bird's wings from your back, gaining a flying speed of 30 feet. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. ### Nature You have become linked to a plane of nature, such as the Feywild or the Beastlands. The magical wonder of these planes draws the interest of many travelers, as does the wild and free atmosphere. The flora and fauna of your plane welcomes you, and you feel at home in nature's embrace. #### Courtly Etiquette You have mingled with the natural and magical creatures of your plane and learned their ways, from the fickle faerie courts to the wild plains of the Beastlands. At 3rd level, you learn to speak, read, and write sylvan, and you have advantage on ability checks made to interact socially with fey and faerie. Additionally, you have advantage on checks made to remember details about your plane. #### Magical Arts Your time among fey and the creatures of nature has taught you a few magical tricks. At 7th level, you learn one cantrip from the druid spell list. Additionally, you choose one druid spell of 1st or 2nd level. You can expend one use of your portal arts to cast that spell at its lowest level. Charisma is your spellcasting ability for this spell. When you reach 14th level, you learn an additional spell, and you can learn spells up to 3rd level. Whenever you gain a level in this class, you can choose to replace one spell or cantrip you know with another one. #### Beast Sense By 10th level, your senses sharpen to rival those of a beast. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on your sight, smell, or hearing. #### Tree Stride At 14th level, you learn of a special form of natural portal that permeates most planes. On your turn, you can use 10 feet of your movement to step magically into one living tree you can touch, emerging from a second living tree within 30 ft. of the first tree in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. Alternatively, you can augment this effect with your portal arts. If you expend one use of your Portal Arts as a bonus action on your turn, when you step within the tree you instantly know the location of all other similar trees within 500 feet and can emerge from any one of those instead. \columnbreak
> ##### Planes of the Great Wheel > >| Plane Name| Alignment | Link Type | >|:---------|:----------|:---------:| >|Mechanus | LN | Light | >|Arcadia | LN/LG | Light | >|Mount Celestia| LG | Light | >|Bytopia | LG,NG | Light | >|Elyseum | NG | Light | >|Beastlands| NG/CG | Nature | >|Arborea | CG | Nature | >|Ysgard | CG/CN | Nature | >|Limbo | CN | Chaos | >|Pandemonium| CN/CE | Chaos | >|Abyss | CE | Chaos | >|Carceri | CE/NE | Chaos | >|Hades | NE | Darkness | >|Gehenna | NE/LE | Darkness | >|Nine Hells| LE | Darkness | >|Acheron | LE/LN | Darkness | ___
\pagebreak ## Portal Arts #### Blink Strike When you hit a creature with a melee attack as part of your Far Strike feature, you can spend a bonus action to jump through the portal created around your weapon, emerging in an unoccupied space within 5 feet of the target. #### Chaos Magic ***Prerequisites: Chaos Plane, 11th level or higher*** You summon chaotic power, opening a random portal to expel a magical effect. Choose a point you can see within 100 feet of you and roll on the table below to determine what effect occurs: ##### Chaos Magic Effect | d10 | Effect | |:---:|:-----------:| | 1 | No effect | | 2 | You cast the *fireball* spell at 3rd level, centered on the point you chose. | | 3 | You cast the *chaos bolt* spell at 2nd level at the point you chose. If there is no target at that point, the spell targets the next closest creature and makes its spell attack roll at disadvantage. | | 4 | You cast the *enlarge/reduce* spell using its reduce effect on the point you chose. If there is no target at that point, the spell fails | | 5 | You cast the *lightning bolt* spell at 3rd level in a straight line between you and the point you chose. | | 6 | You cast the *enlarge/reduce* spell using its enlarge effect on the point you chose. If there is no target at that point, the spell fails | | 7 | You cast the *invisibility* spell on the point you chose. If there is no target at that point, the spell fails. | | 8 | You cast the *zone of truth* spell centered on the point you chose. | | 9 | you cast the *sleet storm* spell centered on the point you chose. | | 10 | Roll on this table twice more. Both effects activate simultaneously. If one of these rolls lands on 10, ignore that result and roll again. | #### Distant Grip As an action on your turn, you can create a particularly stable portal within your Far Strike range and thrust your arm through it, attempting to grapple the target on the other end as if you were adjacent to it. If you successfully grapple the target, you can continue to hold it for up to one minute, or until you move within 5 feet of the target. If the target is forced to move more than 5 feet in any direction, this effect ends and the target is no longer grappled. \columnbreak #### Ether Strike When you make a melee weapon attack as part of your Far Strike feature, you send your weapon careening through the ethereal plane on its way toward the target. All creatures in a straight line between you and your target must succeed on a Wisdom saving throw or take force damage equal to your Charisma modifier as the weapon tumbles through their ethereal souls. This damage increases to double your Charisma modifier when you reach 11th level. #### Fey Strike ***Prerequisites: Nature Plane*** You throw your weapon through an enchanted grove of the Feywild on its way to your target. A target hit by this attack must succeed on a Wisdom saving throw or be charmed by you until the beginning of your next turn. A creature charmed in this way regards you and your allies as good friends who are to be protected. #### Infernal Flame ***Prerequisite: Darkness Plane, 11th level or higher*** When you make a melee weapon attack as part of your Far Strike feature, you can drag the weapon through the Nine Hells before delivering its strike to your target. You must decide to use this ability before making the attack. After the attack, whether it is successful or not, all creatures within 15 feet of the target must make a Dexterity saving throw to avoid an explosive wave of flame that follows your weapon out of the portal. A creature takes 6d6 fire damage on a failed save or half as much on a successful one. #### Light of the Upper Planes ***Prerequisites: Light Plane*** You open a small portal to a plane of light at a point within your Far Strike range, shedding bright light in 30-foot a cone in front of it, and dim light for an additional 30 feet. Creatures within the bright light regain hit points equal to 1d6 + your Charisma modifier. If the creature is undead, they instead take this amount in radiant damage. This ability's damage and healing increase by 1d6 at 6th level and 11th level #### Manifest Earth As an action on your turn, you can open a large, 10-foot radius portal to the Elemental Plane of Earth upon the ground, centered on a point you can see within your Far Strike range. The ground in this area is considered magically difficult terrain. The radius of this effect increases by 5 feet when you reach 6th level (15 feet) and 11th level (20 feet). #### Manifest Water As an action on your turn you can open a 2-foot diameter portal to the Elemental Plane of Water at a point you can see within your Far Strike range. This portal expels a powerful burst of water, up to 10 gallons. If this portal is created in the same space as a creature, that creature must succeed on a Strength saving throw or be forced prone by the weight of the water. The amount of water created increases by 10 gallons when you reach 6th level (20 gal.) and 11th level (30 gal.). \pagebreakNum > ## Nomad v1.0 > This version of the Nomad is a work in progress and in need of review. > > ### Art >___ > * **Page 1.** Concept Art, Assassin's Creed Revelations. > > *All uncredited art is from DMsGuild Free Creators Resources.* > > ### Background > This is my first attempt in a long while at writing up a full class, and hopefully it turns out well! I recently had the opportunity to try out two interesting homebrew classes in real play: [The Companion](https://homebrewery.naturalcrit.com/share/HkbtsQUJGW) (by /u/shadowsocks) and [The Noble](https://drive.google.com/file/d/0B_fO9drMhlUealJLdFBXTHp2OG8/view) (by/u/impersonater). Both were incredibly interesting, but I didn't find them quite up to snuff, and I had ideas on where to improve them. That's what gave me the impulse I needed to finally go back to working on this old idea I had. > > The current idea for the class was based around a larger homebrew I'm working on at the moment, but I've thought about this sort of plane-hopping traveller before, and it seemed like a good fit. The name and uniqueness of the class were difficult though, because of course any adventurer could jump between planes, and none had powers like these. This led to the development of their lore and the concept of "The Journey" and planar links, which help establish that these characters are different in a meaningful way compared to the horizon-walker ranger, for example. > > The mechanical identity of this class is meant to be similar in some ways to [The Warden](https://drive.google.com/file/d/1_RIYUWCXLYp-tLkT5MjwOd7fN71r7r-h/view) by /u/Layhnet: a primarily martial class with some magical ability, a sort of inverse of the warlock (a magical class with some martial ability). > > The name gave me trouble because while this could just be called "The Planeswalker", that name is overused and draws unwanted comparisons to Magic: The Gathering's idea of planeswalkers. This led to the derivative "Planeseeker" and "Planar Wanderer" names before I thought of the UA Mystic and their portal-based subclass, the Nomad. > > I hope you enjoy this portal-hopping class! > > ##### /u/SubjectiveSloth > > ##### My Other Works: > * [Bloodrager and Whirlwind Barbarian Paths](https://www.reddit.com/r/UnearthedArcana/comments/7gc9ul/barbarian_primal_paths_bloodrager_and_whirlwind/) > * [Spell Rarity System](https://www.reddit.com/r/UnearthedArcana/comments/7clggd/spell_rarity_contextualizing_magic_and_turning/) > * [Tiefling Subraces for the Lords of the Nine](https://www.reddit.com/r/UnearthedArcana/comments/75vw97/tiefling_variants_more_original_options_for_the/) > * [Siren and Rusalka monsters](https://www.reddit.com/r/UnearthedArcana/comments/73kf8p/sirens_and_rusalki_cr_56_charming_and_deadly_and/) > * [Thediem, Master of Everything](https://www.reddit.com/r/UnearthedArcana/comments/6zo5cj/thediem_master_of_everything_for_when_the/) > * [The Mechanist subclass for the UA Arteficer](https://www.reddit.com/r/UnearthedArcana/comments/6ycqtl/the_mechanist_subclass_ver_10_for_the_artificer/) > * [For Honor subclasses for 5e](https://www.reddit.com/r/UnearthedArcana/comments/6c7f44/for_honor_characters_as_5e_subclasses/) > * [Naeris, The Mythic Dragon Monster](https://www.reddit.com/r/UnearthedArcana/comments/66tu05/naeris_the_first_mythic_dragon/) > * [Tieflings Reimagined](https://www.reddit.com/r/UnearthedArcana/comments/7n0rfw/race_reimagined_tieflings/) > * [Trapper Rogue](https://www.reddit.com/r/UnearthedArcana/comments/7pkxkr/subclass_roguish_archetype_trapper_surprise_your/) > * [Inner Self Monk](https://www.reddit.com/r/UnearthedArcana/comments/7qqe8q/monastic_tradition_way_of_the_inner_self_control/) > * [Elemental Barbarian](https://www.reddit.com/r/UnearthedArcana/comments/7wh8u2/primal_path_of_the_elements_customize_and_combine/) > * [Bard College of Doors](https://www.reddit.com/r/UnearthedArcana/comments/7wrbej/bard_college_college_of_doors_travel_the_planes/)