Nomad

*You must have a Charisma score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.*

# Class Features

As a nomad, you gain the following class features.

##### Hit Points

**Hit Dice:** 1d8 per nomad level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per nomad level after 1st

##### Proficiencies

**Armor:** Light armor, medium armor, shields

**Weapons:** Improvised weapons, simple melee weapons

**Tools:** Vehicles (land) and one tool proficiency out of cook's utensils, painter's supplies, any musical instrument, potter's tools, weaver's tools, tinker's tools, and woodcarver's tools

**Saving Throws:** Wisdom, Charisma

**Skills:** Choose any two

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) a entertainer's pack or (*b*) an explorer's pack
* (*a*) 10 daggers & leather armor or (*b*) a shield & studded leather armor
* any simple weapon
* one type of artisan's tools or one musical instrument

### Hidden Tradition

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. 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.

### Day-Job

Nothing in this world is free, even when you live out of your backpack. At 1st level, you may choose a Day-Job to gain the listed tool and skill proficiency in it and the skill. At 5th level, you may choose an additional Day-Job to gain the listed tool and skill proficiency in it and the skill. If you already know a chosen skill, then your proficiency bonus is doubled for any ability check made with that skill. Your proficiency bonus is also doubled for any ability check you make while engaging in Day-Job routines.

* Apothecary: alchemist's supplies, Medicine
* Cook: cook's utensils, Survival
* Painter: painter's supplies, Perception
* Performer: Any musical instrument, Performance
* Potter: potter's tools, History
* Tailor: weaver's tools, Persuasion
* Tinker: tinker's tools, Investigation
* Woodcarver: woodcarver's tools, Sleight of Hand

### Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

### Weaselly Fighter

Combat isn't about honor, it's about who lives and who dies. You know this well, and your fighting style reflects it. When you make a melee attack against a target, you may use a bonus action to take the Disengage action.

### Treasured Trinkets

At 2nd level, you have uncovered a treasure that you will never part with. You may choose new treasures at levels 5, 8, 11, 14, and 17, but may you make not choose a treasure more than once.

### Caravan Lifestyle

At 3rd level, you have your choice of three different Caravan Lifestyles:

* The Beguiler
* The Occultist
* The Wanderer

Your choice grants you additional features at 7th, 10th, 15th, and 18th level.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Survivalist

By 6th level, your insight begins to pay off, and you are better prepared for dangers before they strike. At the end of a long rest choose an ability score. Until you finish another long rest, whenever you must make a saving throw with the chosen ability score, you gain a bonus equal to your Wisdom modifier (minimum 1) on saving throws belonging to that ability score.

### Evasion

By 9th level, you have learned how to move like a reed in the wind. When you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

### Keen of Mind

Starting at 11th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

### Primordial Lullaby

Starting at 13th level, your experience with many creatures and their habits has unveiled hidden links to you. Elements of songs found not only in every nation, but in every creature. You have combined these elements to create the link between lives, a primordial lullaby. For 1 minute, you may hum this simple, peaceful melody. All living creatures native to the Material Plane will automatically recognize the tune and allied creatures resting with you may accompany in any way they can.

All who participate may treat this song as a short rest without taking any time. Once you use this feature, the song loses its resting property until you spend at least 24 hours in downtime (see the "Downtime" section of the DMG on page 127).

### Realized Destiny

At 14th level, you have realized that you have a part in guiding the beast of civilization to greener pastures. Choose one of the following paths to your destiny.

*The Crier.* You make a design representing you. So long as you have this design is within visual range, you may spend an action to cause creatures of your choice within a 30 foot radius of you to make a Wisdom saving throw against your Tradition save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) for 1 minute. They may repeat this saving throw at the end of each of their turns, ending the effect on a success. Once you use this feature, you can not use it again until you finish a short or long rest.

*The Shepherd.* You gain a simple mask. While wearing the mask, you are under the effects of the *nondetection* spell. In addition, creatures with an Intelligence score of 6 or below will not outright attack you.

### Scary Adaptable

Starting at 17th level, you have learned how to imitate your more powerful past and present peers. At the end of each long rest, you may choose one of the following abilities. You lose the ability as soon as you begin a new long rest.

* The Warrior: you gain proficiency in three melee martial weapons, and have a +1 bonus to attack and damage rolls made with those weapons and improvised weapons.
* The Cutpurse: you gain proficiency in Stealth and Sleight of Hand, if you are already proficient in it, your proficiency bonus is doubled for any ability check you make that uses either of the proficiencies.
* The Scholar: you learn any two spells up to level 3 that you can cast as rituals. These spells can be cast this way a number of times equal to your Wisdom modifier (minimum 1). You regain all uses of this feature after you finish a long rest.

### Horizon Crosser

By 20th level, you have become the paragon traveler, capable of uniting all of civilization during your travels. This gives you the following benefits:

* You understand and are understood by all creatures that speak a language.
* You are free from the effects of hunger, thirst, disease, exhaustion, and aging during the first season you spend in a city-sized area.
* You know the Primordial Lullaby of every plane. These lullabies do not affect resting, but are still recognized by creatures from that plane.
* If you are the Crier, your Charisma increases by 2, and your maximum for Charisma is 22.
* If you are the Shepherd, your Wisdom increases by 2, and your maximum for Wisdom is 22.