Base Class: Rogue
The Nomad isn't exactly just a wanderer per se, these are the names given to the class of psionics which focus almost exclusively on their own mobility and teleportation. Their minds brim with additional power, their senses keen, and they are able to use their abilities to get into places no one else can. They make for extraordinary burglars, but most don't stay rooted down to a place for too long to be considered career criminals, yet their skills make them more than capable as elusive survivalists who will do whatever it takes to get by. Ideal as adventurers, Nomads love to see new things, and they relish exploration and adventure. They always seek to improve their "mental mapping," which they are able to use to teleport to any of a number of places they have ever been to before in an instant. At their zenith, they become able to teleport nearly-constantly, and even teleport pieces of their enemies away from their bodies as a powerful psionic assault.
Psionic Power
3rd-level Nomad feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Split-Second Step. As a bonus action, you can silently and subtly teleport a distance in feet up to ten times the roll of a Psionic Talent die. The first time you use this power after you finish a long rest, you don't expend the Psionic Energy die, but all other times, you expend the die. You may spend additional Psionic Talent dice as you use this power, rolling them and adding the total to the roll to calculate distance.
Internal Mapping
3rd-level Nomad feature
At 3rd level when you choose this class, you begin mentally forming a map of your home plane which you etch into your mind very thoroughly, enabling you to know spatial locations with high precision. You gain proficiency with Cartographer's Tools, and you double your proficiency bonus on all tool use rolls with those tools. Additionally, your internal map is always accurate and you can determine how to utilize it in all ways mentally. As a result, you do not have to have a physical map or other tools to know your current location related to anywhere that you have ever been before on your home plane. Finally, you can make Cartographer's Tools checks without those tools in your hands, and can draw maps accurately from memory.
Also, you can instantaneously visually measure any distances you can see accurately. For example, you can look at a gap in the floor in front of you and instantly know that the gap is exactly 12 feet wide, or you can see a city on the horizon and instantly know the distance between yourself and the city.
Mind the Gap
9th-level Nomad feature
At 9th level, your mind unlocks new powers which help you move yourself through the world much more ably. You gain the following powers:
Hustle. As an action, you can cast the Haste spell on yourself without components and without expending a spell slot. You must concentrate, as if concentrating on a spell, to maintain the benefits of the spell on yourself. The first time you use this power after finishing a long rest, you do not expend the Psionic Energy die, but all other times, you expend the die.
Personal Gravity. As a bonus action, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed, and the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). These benefits last for a number of minutes equal to your Intelligence modifier (minimum 1). The first time you use this power after finishing a long rest, you do not expend the Psionic Energy die, but all other times, you expend the die.
Psionic Dimension Door. As an action, you can cast the Dimension Door spell. The first time you use this power after finishing a long rest, you do not expend the Psionic Energy die, but all other times, you expend the die.
Unfettered Will
13th-level Nomad feature
At 13th level in this class, your psionic capability to tranpose parts of yourself as you may need makes you virtually impossible to pin down. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Additionally, being underwater imposes no penalties on your movement or attacks.
Lastly, if you make a successful Dexterity saving throw, you may use your reaction to teleport 10 feet in a direction of your choice to an unoccupied square you can see.
World Strider
17th-level Nomad feature
Starting at 17th level, you are able to travel all around your home plane ably, and you can enter a "phase state" which makes teleportation much easier for you, and enables you to "phase-rip" enemies you attack, teleporting away sections of their body or teleporting them entirely.
As a bonus action, you enter a Phase State which keeps you ready to continually teleport in stressful scenarios while conserving energy, and you teleport up to 60 feet to an unoccupied space you can see. For the next 1 minute, as long as you maintain concentration, as if concentrating on a spell, you may use a bonus action to teleport this way again. Also while in this state, when you hit a creature with a Sneak Attack using a melee weapon, you can force that creature to roll a Constitution saving throw DC 8 + your Proficiency Bonus + your Intelligence modifier, or you choose one: that creature has its hit point maximum reduced by an amount equal to the damage dealt for the duration of your Phase State, or that creature is teleported to an unoccupied space of your choice within 30 feet. You can enter this state once before your must finish a long rest or expend a Psionic Energy die to use it again.
Additionally, as an action, you may teleport to any location on your home plane that you have previously been. You will arrive in the nearest unoccupied space to your chosen location. If this teleportation would move you more than 100 miles from your current location, you suffer a level of exhaustion upon arrival at the chosen location. You can use this feature a number of times equal to your Intelligence modifier (minimum 1) before you must finish a long rest or expend a Psionic Energy die to use it again.
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Posted Aug 2, 2023Author's Note:
The 3rd level feature "Psionic Power" should have an additional power:
Nomad's Hand: As long as you have Psionic Energy dice remaining, you are treated as if you know and can cast the Mage Hand cantrip. Additionally, when you cast Mage Hand, any unattended object you can normally pick up in the Mage Hand can be teleported directly to your hand instead of moving through the intervening space as an action. Likewise, you may also teleport any object of 10 lbs or less you have in your hand to any surface within 30 feet of you (as normal for Mage Hand but without the object moving through intervening space) as an action. If you roll and expend one or more Psionic Energy dice when you use this power, you can increase the weight limit of the object you can teleport by an amount equal to the total rolled (this does not increase the weight limit of other functions of Mage Hand, only the teleportation properties of this power).