Livspoeng
Kyndigheter
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Kyndigheter
light
medium
simple
martial
Startutstyr
Klasseegenskaper
Far Strike (Level 1)
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.
Traveller's Sense (Level 1)
Regardless of the plane, you are still an experienced traveller. At 1st level, you gain the following benefits:
You always know which way is north
Even when you are engaged in another activity while travelling (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 travelling.
Portal Arts (Level 2)
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
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 (Level 2)
At 2nd level, you have trained and travelled with a specific style of weapon for vast amounts of time, developing your skills around its use. Choose one of the following options:
Planar Link (Level 3)
Nomads are travellers, and often they traverse all manner of planes and demiplanes in their lives. Much like travellers 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 Realms and The Astral Plane.
Your Planar Link grants you features at 3rd level, and again at 7th, 10th, and 14th level.
Ability Score Improvement (Level 4)
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. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Portal Art: Blink Strike (Level 6)
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 Link feature (Level 7)
At 7th level, you gain a feature granted to you by your Planar Link.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Planar Travel (Level 9)
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.
The portal is large enough for Medium or smaller creatures to pass through easily. A creature that is forced into the portal can make a Dexterity saving throw to avoid going through. On a successful save, the creature appears in an unoccupied space adjacent to the portal. Otherwise, they are sent through the portal and to its destination. The portal remains open for 1 minute or until you close 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.
Planar Link feature (Level 10)
At 10th level, you gain a feature granted to you by your Planar Link.
Split Strike (Level 11)
By 11th level, you have learned to create special portals with multiple exits. Once on your turn, you can target a second creature with one of your Far Strike attacks when you take the Attack action. The same, single attack roll is used for both targets of the attack.
Far Strike Improvement (Level 11)
Your Far Strike range increases to 20 feet when you reach 11th level.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Portal Art: Falling Dodge (Level 13)
When you reach 13th level, you learn to slip away from danger through a quick portal under your feet. As a reaction, when you are targeted by an attack or effect that allows you to make a Dexterity saving throw, you can expend a use of your Portal Arts to teleport to an unoccupied space you can see within 15 feet of you. If you teleport outside the range of the effect, you are no longer targeted by it.
Planar Link feature (Level 14)
At 14th level, you gain a feature granted to you by your Planar Link.
Planar Rejuvenation (Level 15)
By 15th level, the limits of your planar power are extended whenever danger appears. When you roll initiative and have no uses of your Portal Arts remaining, you regain one use.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Nomadic Jaunt (Level 17)
By 17th level, you scarcely ever need to walk. Once on your turn you can expend up to half of your walking speed in order to teleport the same distance instead, appearing in an unoccupied space that you can see.
Far Strike Improvement (Level 18)
Your Far Strike range increases to 30 feet when you reach 18th level.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Interplanar Gateway (Level 20)
At 20th level, your skill for creating portals becomes unsurpassed, allowing you to create portals stable enough to withstand the test of time. With 4 hours of work and 400 gp in materials you can create a permanent planar gateway large enough for Medium or smaller creatures, or double the time and cost for Large or smaller creatures. You must create two gateways to be able to travel between them.
Gateways created by this feature are round frames of wood, metal, or other materials that house a portal and keep it stable in the absence of its creator. If the frame is made incomplete in any way, such as by it being burned, crushed, or toppled, the portal closes immediately.
You can maintain a maximum of 6 gateways at one time. Each gateway can only be linked to one other one, creating a two-way portal. Any creature that can fit within a portal travels through it when they come into contact with it. A gateway's portal can be deactivated with a 1-minute ritual, allowing them to be linked with a different gateway, or simply switched off for a time.
Practice care in the use of gateways. If discovered by unwanted cosmic guests, they may endanger entire planes.
Underklasser
Underklasse-egenskaper
The Astral Plane
The Astral Plane (Level 3)
The Astral Plane cradles the entire multiverse in its enormity, holding together the balance and allowing for travel between planes. All portals must move through the Astral, and Nomads linked to it are some of the most well-travelled of all. These nomads use their knowledge of the Astral plane to build their portal-casting prowess beyond that of any other.
Portal Art: Shift
At 3rd level when you choose this link, you have honed your portal-forming abilities to be able to move creatures quickly and with little warning. As a bonus action on your turn, you can force a Large or smaller creature you can see within 30 feet of you to make a Dexterity saving throw. On a failed save, that creature is teleported to an unoccupied space you choose within 30 feet of you. A creature can choose to fail this saving throw if it wants to be teleported. The destination of this teleport is not required to be on the ground.
Alternatively, you can use this ability to teleport an ally up to half the maximum distance of this portal art as a reaction on that allied creature's turn.
The maximum range of this Portal Art increases to 60 feet at 11th level, and 90 feet when you reach 17th level.
Surprising Strike
At 3rd level, when you choose this link, you have developed the portals you use to attack, allowing them to appear unexpectedly. As a bonus action, you can cause your next Far Strike attack on this turn to strike from your foe's blind spot. If the target of this attack is within melee range of another creature that is hostile towards it, the attack has advantage.
Distant Grip (Level 7)
The stability of your portals is strong enough that they can withstand a struggle within them. When you reach 7th level, you can attempt to grapple creatures from afar.
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. You can only have one creature grappled in this way at any time.
If the target is forced to move more than 5 feet in any direction, the target is no longer grappled.
Portal Art: Redirection Shield (Level 10)
At 10th level, you develop a unique method for using your enemies' attacks against them.
As a bonus action, you expend one use of your Portal Arts to create a portal that hovers near you and follows your movements. The portal persists for up to 1 minute.
When you are targeted by an unsuccessful melee weapon attack, you can use your reaction to redirect the attack through this portal. Choose a creature within 30 feet of you, including your attacker. That creature must make a Dexterity saving throw, being hit by the attack on a failed save.
Master of Portals (Level 14)
When you reach 14th level, you can sustain many more portals than any other Nomad. You have a number of uses of your portal arts equal to your Wisdom modifier + 2.
The Elemental Planes
The Elemental Planes (Level 3)
You have become linked to one or more of the elemental planes, the four sources of elemental power in the multiverse. Maybe their simple purity of form calls out to a longing for simplicity within you, or maybe your fiery spirit or fluid world-view finds itself most at home among these planes. Regardless, you have amassed a great knowledge of these planes and their most powerful locations, and can draw upon them with your portals.
Portal Art: Elemental Strikes
At 3rd level when you choose this link, you begin to use your portals to bring forth the powers of the Elemental Planes. When you hit a creature with a Far Strike attack, you can expend a use of your Portal Arts to send your weapon or missile through one of the elemental planes before it reaches your target. This attack deals an additional 3d6 cold, fire, lightning, or poison damage.
This damage increases to 3d8 at 11th level, and 3d10 at 17th level.
Touch of The Elements
At 3rd level when you choose this link, you learn to slip elemental power into your combat abilities. When you hit a creature with a Far Strike attack on your turn, you can use your bonus action to channel elemental force through the portal as well, causing the attack to deal additional poison, fire, cold, or lightning damage (your choice) equal to your Wisdom modifier.
Elemental Affinity (Level 7)
Your time on the elemental planes has allowed you to adapt your body to their harsh environments. At 7th level, you choose a plane you have adapted to and gain its feature.
Portal Art: Elemental Allies (Level 10)
When you reach 10th level, you have gained enough rapport within the Elemental Planes to request the aid of mephits, small imp-like elementals who represent the paired combinations of the elements. As an action on your turn, you can expend a use of your Portal Arts to summon up to two mephits into unoccupied spaces within 15 feet of you. You can only ever have two mephits summoned in this way.
The mephits are indifferent to your companions, but regard you as one to be obeyed. Roll initiative for them as a group, which has its own turns. They understand and 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 themselves from hostile creatures, but otherwise take no actions. The DM has the mephits' statistics.
The mephits remain for up to 1 hour before returning to the Elemental Planes, and you can dismiss one or both as an action on your turn.
Planar Collision (Level 14)
By 14th level your powers of planar manipulation reach new heights, allowing you to summon massive manifestations of the elemental powerhouses you have aligned with. You can create one of the following effects as an action on your turn. The DC for saving throws made to resist these effects is equal to your Portal Arts save DC. Once you use any of these abilities, you cannot use this feature again until you finish a long rest.
The Far Realm
The Far Realm (Level 3)
The dark expanse outside the Astral Plane is a place even nomads seldom venture. Countless unknowable horrors lurk in The Far Realm, things no mortal should discover. The air is thick as liquid iron, and it tastes of eternity. Time flows in zig-zags and the colors are all wrong. You have ventured outside, seen those who dwarf gods, and others who dwarf those. The vastness of the endless black realm draws your mind back into its horrible depths and, for better or worse, it has chosen you.
Portal Art: Black Hole
The Far Realm itself is an endless hunger. At 3rd level, when you choose this link, you can use that hunger to assist you in combat. As an action on your turn, you expend one use of your Portal Arts to open a solid, spherical portal in an unoccupied space you can see within 60 feet of you. All Large or smaller creatures other than you that begin their turns within 20 feet of the portal must succeed on a Strength saving throw or be pulled up to 10 feet directly toward the portal. Creatures who begin their turn within 5 feet of the portal and fail their Strength saving throw instead have their speed halved until the end of their current turn.
The portal remains in this space for up to 1 minute, and can be dismissed as a bonus action. You can only have one black hole active at any given time.
Deep Lash
At 3rd level when you choose this link, you have some knowledge of deep and terrible things that dwell in the Far Realm. When you hit a Medium or smaller creature with a Far Strike attack on your turn, you can use your bonus action to summon a sickly, pitch black appendage from your portal to attempt to move your target. The creature must make a Strength saving throw versus your Portal Arts save DC. On a failed save, the target is pulled up to 5 feet in any direction.
Portal Art: Madness of The Infinite Void (Level 7)
At 7th level, you rediscover memories of some particularly horrible sight from the Far Realm. As an action on your turn, you expend a use of your Portal Arts to open a narrow portal before you, opaque on the side facing you. On the outward face, you display some incomprehensible horror of the Far Realm that could turn any mortal mad.
Hostile creatures in a 60-foot cone in front of you that can see the portal must make a Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage and becomes frightened of you for up to 1 minute, or takes half as much damage and is not frightened on a successful one. Frightened creatures can repeat their saving throw at the end of each of their turns, ending the effect on a success.
Insatiable Hunger (Level 10)
At 10th level, you learn of a more fearsome place in the Far Realm to use as a source of your Portal Arts. When you use the Black Hole Portal Art as an action on your turn, shadowy, tentacle-like appendages reach outward from it, writhing with some eldritch sentience toward nearby creatures.
Creatures who begin their turn within 5 feet of the portal and fail their Strength saving throw are restrained by the tentacles. At the beginning of each of the restrained creature's turns, the tentacles' icy grasp causes the creature to take cold damage equal to your proficiency bonus. After taking this damage, the creature can repeat its save, ending the effect on a success.
Eldritch Truth (Level 14)
The Far Realm's eldritch lands hold all forms of knowledge, relating to a great many things. You remember certain things as if they were still present in front of you, and others not at all, as if they were sequestered away in the far reaches of your consciousness. When you reach 14th level, you can attempt to summon this knowledge to the forefront of your mind.
You can perform a 4-hour ritual to attempt to recall details from the Far Realm. At the end of this ritual roll a d20. On a roll of 3 or lower, you suffer 3d10 psychic damage as your mind floods with indecipherable eldritch knowledge. On a roll between 3 to 16, the ritual concludes and nothing is learned. On a roll of 16 or above, you recall the answers to two questions you ask within your mind. These questions can relate to the nature of the multiverse, the gods, higher powers, and major mortal interactions with any of these concepts or beings.
For example, you could learn of the existence of a deal between an archdevil and a prominent mortal, the whereabouts of an important portal upon the material plane, or the nature of how a demigod gained its power.
Your experience with the knowledge of The Far Realm is not infinite, however. The answer to your question may be unknown or even unknowable, depending on its subject matter.
Once you conduct the ritual you cannot attempt it again until you finish a long rest.