Ranger
Base Class: Ranger

Whether by birth, happenstance, or a ritual, the mind of every Nomad has been connected to the Noosphere, the collective vista of minds and knowledge possessed by all living things. These strange wanderers seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. Nomads, as their name indicates, are Rangers who delight in travel, exploration, and discovery as they draw on the Noosphere to slip through cracks in reality, assault the minds of their foes, and draw on the knowledge of other Nomads.

Nomad Spells

3rd-level Nomad feature

When you reach a Ranger level specified in the Nomad Spells table, you thereafter always have the listed spells prepared.

Nomad Spells
Ranger Level Spells
3 Comprehend Languages
5 Misty Step
9 Tongues
13 Dimension Door
17 Commune

Chameleon Strike

3rd-level Nomad feature

You can imbue your strikes with the psionic power of the noosphere to disrupt your foe's mind. Once per turn when you hit a creature affected by your Hunter's Mark with a weapon attack, you choose to activate Chameleon Strike. The target must succeed on an Intelligence saving throw against your Ranger Spell save DC or all damage dealt by your attack becomes psychic damage, and you are invisible to them until your next turn. This effect ends if you were to attack the creature while they are under this effect.

Breadth of Knowledge

3rd-level Nomad Feature

You gain the ability to extend your knowledge into the Nooshpere. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

Nomadic Step

7th-level Nomad feature

 You can exert your mind on the area around you, temporarily merging with the Noosphere, twisting the intraplanar pathways you perceive to allow instantaneous travel. You gain the two features below. You can use these features a combined number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Defensive Step. When you are hit by an attack you can see, you can use a reaction to gain +4 bonus to AC against the attack, possibly turning it into a miss, as you disappear into the Noosphere. You can then teleport up to 10 feet to an unoccupied space you can see.

Step of a Dozen Paces. As a bonus action, you expend any amount of your remaining movement to instantly teleport a number of feet equal to the movement you expended, reappearing in an unoccupied space you can see within that range.

Superior Teleportation

11th-level Nomad feature

You gain the superior talent for teleportation. When you use a spell or feature to teleport any distance, you can increase that distance by up to 10 feet.

In addition, You regain all uses of Nomad's Step when you finish a short or long rest.

Baleful Transposition

15th-level Nomad feature 

When reappearing from the Noosphere you can assault your foes with the residual psionic power. When you teleport with a Nomad Spell or Nomad feature, all creatures of your choice within 10 feet of your starting or ending position must succeed on an Intelligence saving throw against your Spell save DC or take psychic damage equal to the highest roll of your Hunter's Mark die. On a success, they take half as much damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2024 10:50:24 PM
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