Tapping the very boundaries of material existence, nomads see themselves as disciples of dimensional transference. Nomads pursue psychoportative powers to a greater degree than other transcendents, leveraging them to maneuver themselves or their attacks to the most advantageous positions.
|3rd||Force Acrobatics, Tracing Steps|
3rd-level Nomad feature
You gain proficiency in Acrobatics and can choose to also add your Wisdom modifier to skill checks you make with it.
When you teleport, you can end your teleport on a vertical surface, upside down, or on an object your size or larger and gain 10 feet of bonus movement which you can use to leap up or run along the surface while ignoring gravity. This movement doesn’t use your movement speed, nor does it draw opportunity attacks. While using this bonus movement, you gain advantage on ability checks that can benefit from this movement, such as Acrobatics or Athletics, as well as on shove and grapple attempts. You can only gain the bonus to movement speed once per round.
3rd-level Nomad feature
During your turn, you can throw an object (such as a melee weapon) you hold to an unoccupied space up to 30 feet away from you as a bonus action. You must have a clear path to throw the object to the desired space. After throwing the object, you immediately teleport to that space and retrieve the object.
Starting at 10th level, when you throw a weapon to use this feature, you can make a ranged power attack with it against a target within its reach from the space you teleport to as part of the same bonus action. On a hit, the target suffers the weapon attack’s normal effects and you can add your Wisdom modifier to its damage.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.
6th-level Nomad feature
You can briefly distort your spatial position. While you have the psionic focused condition or have teleported since the start of your last turn, when you succeed on a Dexterity saving throw to take reduced damage, you instead take no damage.
If you have teleported during your turn, the first attack each creature makes against you has disadvantage unless you are restrained until the start of your next turn.
10th-level Nomad feature
As a bonus action, you can project psychic force with your weapon attacks. This effect lasts until the end of your current turn and counts as manifesting a power. You gain the following benefits:
- You deal force damage in place of the weapon’s normal damage.
- You increase the reach of each of your melee weapon attacks by 10 feet.
- Your first ranged weapon attack shoots each target within a 10-foot radius sphere. Make a ranged power attack for each target, and on a hit, it takes damage as if hit by the weapon.
Once you use this feature, you can’t use it again until you finish a short or long rest.
15th-level Nomad feature
You can create a psionic barrier when you release psychic energy. As long as you have the psionic focused condition, you can choose to gain temporary hit points equal to 1d8 + your Wisdom modifier whenever you manifest a power augmented by at least 1 power point or use a Nomad feature that requires your bonus action. If you lose the psionic focused condition, you lose any temporary hit point granted by this feature.
18th-level Nomad feature
Space isn’t a definite concept to you, and you are able to slip between the folds of reality. During your turn, you can choose to gain a teleporting speed equal to twice your movement speed until the end of your current turn. You can split your movement between your teleporting speed and your normal movement speed as you see fit. Teleport destinations must be within your line of sight and into an unoccupied space.
You may use this feature to teleport up to a maximum of 600 feet. You recover all expended distance when you finish a long rest. You can also spend 1 power point to regain 10 feet of teleport distance.