Ranger
Base Class: Ranger

Whether by birth, happenstance, or a ritual, the mind of every Nomad has been connected to the mystical web of knowledge known as the Noosphere. This psionic link allows Nomads to access knowledge from far-off places and distant lives. These strange wanderers spend their lives collecting hidden lore to add to this web of information that connects every Nomad

Mystical Knowledge

You can use your connection to the Noosphere to draw knowledge from the Nomads of past and present. Each time you finish a long rest, you gain proficiency in one skill or tool, or learn to speak, read, and write a language of your choice.You retain the knowledge of this language or skill proficiency until the end of your next long rest.

Beginning at 11th level in this class, you gain two proficiencies or languages of your choice through this feature at the end of a long rest, following these rules.

Nomad's Step

You can temporarily merge your consciousness with the Noosphere to avoid harm and move through the world in strange ways. 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.

Phase Defense. When you are hit by an attack you can see, you can use a reaction to disappear into the Noosphere, causing the attack to miss. You then appear in an unoccupied space that you occupied since the start of your previous turn.

Psionic Jaunt. 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.

Strange Movement

Your connection to the Noosphere has grown. You regain all uses of Nomad's Step when you finish a short or long rest.

Also, the damage of Expunging Strike increases to 2d4.

Level 15: Mystical Burst

When reappearing from the Noosphere you can assault your foes with the residual psionic power. When you teleport with a Nomad Spell or feature, creatures of your choice within 10 feet of the point you appear must make an Intelligence saving throw against your Spell save DC. Targets take 2d8 psychic damage on a failed save, and half as much psychic damage on a successful saving throw.

Level 3: Nomadic Magic

You learn certain spells at the Ranger levels noted in the table below. These spells count as Ranger spells for you, but do not count against your total number of Ranger Spells Known.

Expunging Strikes

You can imbue your strikes with the psionic power of the noosphere to disrupt your foe's mind.

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