Nomad

*The first nomads were farmers forced to leave their land by a series of natural disasters, wars and corporate machinations. They moved out, gathering in larger and larger groups, hoping to find a better home for their families. But what they saw on their journeys across the States convinced them they were better off staying on the move.* *Historically, the nomads are divided into seven nations, such as Snake Nation, the Aldecaldos and Jodes, each of which is divided into clans, and finally into individual families.*

*Nomads travel with their entire families in search of gainful employment; they rebuilt cities and factories after the Collapse, while also playing an important role in creating the maglev network. Some clans take jobs from corporations (seasonal ones, of course, so as not to stay too long in one place), while others work for local communities.* *Nomads value the family and follow their own unique code, which places loyalty to the clan above all else.*

## Nomad Traits

* ***Ability Score Increase.*** Your Dexterity score increases by 1.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Road Warrior.*** You are proficient in the Vehicles (Land) skill.
* ***Languages.*** You can speak, read, and write English, and one other language of your choice.

### Suborigin

There are two vastly different, and conflicting, Nomad groups that inhabit the Badlands: The Wraiths and the Aldecaldos.

* The **Wraiths** are a gang of Raffen Shiv; rogue Nomads who are known for using strength, intimidation, and violence to survive. They’re particularly notorious for traveling mostly at night and preying on the sleeping and unwary.
* The **Aldecaldos** are a Nomad pack and member of the Seven Nations known for scavenging. In addition to this, Aldecaldos also hire themselves out as manual farm laborers and engage in bootlegging and transporting stolen goods.

Your sub-origin grants you additional traits along with the base traits for your origin. You may only select one sub-origin.

#### Wraith

* ***Ability Score Increase.*** Your Strength score increases by 2.
* ***One Scary Dude.*** You have proficiency in the Intimidation skill and your unarmed strikes deal 1d6 + your Strength modifier of bludgeoning damage.

#### Aldecaldo

* ***Ability Score Increase.*** Your Technology score increases by 2.
* ***Scavenger.*** You have proficiency in the Perception and Mechanics skills.

### Blood and Engine

You have access to a vehicle built by you. The vehicle can be one of the following options: Motorcycle, muscle car, sedan, or truck. Each choice presents certain characteristics, which are as follows:

* Motorcycle
* Muscle Car
* Sedan
* Truck

**Hit Points:** 5 x Proficiency modifier
**Armor Class:** 14 + Proficiency modifier + Dexterity modifier
**Damage Threshold:** Proficiency modifier
**Seats:** 1
**Speed (Feet per round):** 90 x Proficiency modifier
**Default Feature:** Evasive
**Additional Feats:** 3

**Hit Points:** 10 x Proficiency modifier
**Armor Class:** 12 + Proficiency modifier + Dexterity modifier
**Damage Threshold:** 2 x Proficiency modifier
**Seats:** 2
**Speed (Feet per round):** 75 x Proficiency modifier
**Default Feature:** Comfortable
**Additional Feats:** 2

**Hit Points:** 15 x Proficiency modifier
**Armor Class:** 10 + Proficiency modifier + Dexterity modifier
**Damage Threshold:** 3 x Proficiency modifier
**Seats:** 4
**Speed (Feet per round):** 60 x Proficiency modifier
**Default Feature:** Powerful
**Feats:** 1

**Hit Points:** 20 x Proficiency modifier
**Armor Class:** 8 + Proficiency modifier + Dexterity modifier
**Damage Threshold:** 4 x Proficiency modifier
**Seats:** 8
**Speed (Feet per round):** 45 x Proficiency modifier
**Default Feature:** Off-Road
**Feats:** 0

Each vehicle comes with a default vehicle-type feat plus a number of feats shown in the table, which can be selected from the Vehicle Feat section below. If your vehicle is destroyed, and you get another vehicle of the same type, you must spend a week modifying it for it to receive the benefits of this ability.

#### Vehicle Features

* **Evasive:** Attacks directed at you have disadvantage.
* **Comfortable:** Whenever you take a short rest inside the vehicle, you recover a number of hit dice equal to half your level.
* **Powerful:** Whenever you need to accelerate further, you can sacrifice a number of hit points ranging from 1d6 to 5d6 of your choice to increase your vehicle's speed. The value rolled on the die is subtracted from the vehicle's hit points and added to your speed by a number of points equal to 10 times the value.
* **Off-Road:** You do not have disadvantage when driving on difficult terrain.
* **Weapon Support:** You have a +1 bonus to your attacks. This feat can be selected multiple times, providing a cumulative +1 bonus (up to a maximum of +3).
* **Armor Plating:** The value of your Damage Threshold increases by an amount equal to your proficiency bonus.
* **GPS:** You have advantage on Intelligence (Tracking) rolls.
* **Call Car:** Using an action, you can summon your vehicle from wherever it is, and it arrives in a time determined by the GM.
* **Powerful Structure:** You increase your vehicle's hit points by an amount equal to 5 times your proficiency bonus.
* **Complex Gears:** You add +2 to the vehicle's AC.
* **Extra Seat:** You add an extra seat.
* **Traction:** You increase your vehicle's speed by an amount equal to 15 times your proficiency bonus.
* **Turbo:** The turbo has 3 uses that are replenished with gasoline. Using one of the turbo uses allows you to use the Dash action as a bonus action. This feat can be selected multiple times, providing a cumulative +1 bonus to the uses (up to a maximum of 6).
* **Spikes:** Whenever you use the Disengage action and pass within 5 feet of an enemy, you can deal 2d6 damage to all enemies you pass near. This feat can be selected multiple times, providing a cumulative +1d6 bonus (up to a maximum of 5d6).
* **Automatic:** You have advantage on tests to control the vehicle.