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The Nomad

Nomads are natural travelers, native only to the caravans they live in. The reasons that nomads travel has
long been lost to history. Some say they are exiles, searching for a new home, while others say they are a
culture birthed purely among merchants and explorers. When a nomad is asked, the question is often met
with a shrug and a hearty laugh.
Nomad Adventure
Nomads have plenty of reasons to adventure between the experiences to be had, treasures to be found,
and stories to be woven. 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.
Creating a Nomad
When making a nomad, think of the caravan(s) you grew up with. What did they teach you? Did you leave
on good terms?
Quick Build
You can make a nomad quickly by following these suggestions. First, Wisdom and Charisma should be your
highest scores, with your choice between which of the two should be more important. Second, choose the
Guild Artisan (Merchant variant) background.
Class Features
As a Nomad you gain the following class features.
Hit Points
Hit Dice: 1d6 per Nomad level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Nomad level after 1st
Proficiencies
Armor: Light armor & Shields
Weapons: Improvised & Simple weapons
Tools: Vehicles (land) and 1 tool proficiency out of cook's utensils, painter's supplies, any musical
instrument, potter's tools, weaver's tools, tinker's tools, or woodcarver's tools
Saving Throws: Wisdom and Charisma
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) an entertainer's pack or (b) an explorer's pack
(a) 10 knives & leather armor or (b) shield & studded leather armor
any simple weapon
Hidden Traditions
In your travels, you have learned many varied and esoteric practices from other travelers, ancient writings,
or simply through trial and error.
Choose one of the nomad's Hidden Traditions to learn, which are detailed at the end of the class
description. You gain new Hidden Traditions when you gain certain nomad levels, as shown in the
Traditions Known column. You can't learn a Hidden Tradition more than once.
Traditions that require a saving throw use a DC of 8 + your proficiency bonus + your Charisma modifier.
Caravan Lifestyle
At 3rd level, you have your choice of three different Caravan Lifestyles: the Beguiler, the Wanderer, and the
Occultist. Each of these are described at the end of the class description. Your choice grants you additional
features at 7th, 10th, 15th, and 18th level.
The Occultist spelcasting
You have begun your journey down the rabbit hole of magic.
You learn three cantrips from either the Bard or Druid spell list. You learn an additional cantrip of your
choice at 7th and 11th level.
The Occultist table shows how many spell slots you have, as well as what level those spell slots are; all of
your spell slots are the same level. You regain all spent spell slots upon completing a long rest.
You know two 1st-level spells of your choice, both of which must be from the transmutation or divination
school from your chosen spell list. The Spells Known column of the Occultist table shows when you learn
new spells of 1st level and higher. A spell you choose must be of a level no higher than what's shown in
the table's Slot Level column for your level. Each of these spells must be a transmutation or divination
spell.
Spells you learn at 4th, 8th, 13th, 16th, and 20th level can come from any school of magic.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier

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