Ranger
Base Class: Ranger

Nomads delight in travel, exploration, and discovery. They desire to learn all they can, uncovering secrets and hidden lore. They strive to keep their mind in a meditative state that allows them to perceive a strange, living web of knowledge known as the Noosphere. This web links all who follow the way of the Nomad, and allows them to access knowledge and skills from far off places and distant lives. 

Expunging Strikes

Starting at 3rd level, you can erase yourself from the minds of your foes with a strike. Once per turn, when you hit a creature with a weapon attack, you can force them to make an Intelligence saving throw in addition to the attack's damage. On a failed save, it takes 1d6 psychic damage, and it cannot see or perceive you until the end of your current turn. 

The extra damage increases to 2d6 when you reach 11th level in this class.

Nomad Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Nomad Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Nomad Spells
Ranger Level Spells
3rd disguise self
5th misty step
9th clairvoyance
13th dimension door
17th seeming

Web of Knowledge

When you adopt the Nomad archetype at 3rd level, you gain access to the strange living web of knowledge known as the Noosphere. At the end of each long rest, you gain two skill or tool proficiencies of your choice.

Memory of One Thousand Steps

You have begun to become one with the Noosphere. Upon reaching 7th level, you gain resistance to psychic damage. 

Also you can teleport a willing creature that you can touch in place of yourself when you use a teleporting ability. Options include: Misty Step, Thunder step, Dimension door, Far step, and Strange Movement.

Strange Movement

Beginning at 11th level, your ability to travel through the Noosphere has grown. If you have not yet moved on your turn, you can use a bonus action to expend all of your movement speed and teleport a number of feet equal to double your movement speed to an unoccupied space that you can see. 

You can use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Mystical Burst

You have learned to draw psionic energy from the Noosphere to assault your foes. Starting at 15th level, each time you teleport yourself or an ally with Misty Step, Thunder step, Dimension door, Far step, or Strange Movement, you can force creatures of your choice within 10 feet of the destination point to make an Intelligence saving throw. On a failed save, they take 2d10 psychic damage and they have disadvantage on attack rolls against you until the end of their next turn. 

Previous Versions

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4/22/2023 10:44:15 PM
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5/6/2024 4:46:15 AM
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