Disciple of the Nomad

Disciples of the nomad are an avidly curious subset of psions, who derive discipline from the long journeys they take in life. Psychoportation powers move the manifester, an object, or another creature through space and time. At its heart, this discipline requires a succinct, gut-level understanding of the structure of reality. Those who become disciples of the nomad try the impossible, and sometimes succeed.  

Disciple of the Nomad Manifestations

You can choose from the list of nomad manifestations, as well as psion manifestations, when you prepare manifestations.  

Phasing Strike

At 1st level, you can strike an enemy with psionic energy, which surges into their body and mind.   As an action, you hurl an orb of sonic energy. Make a ranged psionic attack against a creature within 60 feet of you that you can see. On a hit, you deal thunder damage equal 1d8 plus your Intelligence modifier, as the orb bursts on contact. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).   If you hit a creature, you can spend 1 point of psionic power to force it to make a Charisma saving throw. On a failure, the creature's next attack or effect that targets you before the end of your next turn is hampered, as psionic energy partially phases out the effect. It makes its first attack roll against you with disadvantage, or if you must make a saving throw against one of its effects, you make the first one with advantage.  

Skate

Also at 1st level, you and those around you can slide along solid ground as if on ice.   As an action, you and willing creatures you designate within 30 feet of you can start or stop psionically skating. You maintain equilibrium during this effect by mental will alone, allowing graceful skating along the ground, turning, or stopping with ease. While this effect is active, affected creatures ignore difficult terrain, melee attack rolls against them are made with advantage, ranged attack rolls against them are made with disadvantage, and they can skate up or down any incline or decline they can normally walk upon, though skating up an incline costs 1 extra foot of movement for every foot moved, while skating down a decline costs 1 foot of movement for every 2 feet moved.  

There and Back Again

Starting at 6th level, you can instinctively dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell, by partially phasing your body to a different location.   When you are subjected to an effect that allows you to make 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.  

Agile Defense

Starting at 10th level, you have learned a teleportation trick that allows you to appear as if you are in two places at once.   You can use your bonus action to take the Dodge action.  

Phase Door

Starting at 14th level, you can create an ethereal passage through most walls, allowing you to phase through them.   As an action, you touch a wall of wooden, plaster, or stone material and use psionic energy to create a phase door. A phase door can only penetrate walls that are 5 feet deep or less. The phase door is invisible and usually inaccessible to all creatures except you. The door does not allow light, sound, psionic effects, or spell effects through it, nor can you see through it without using it. True seeing psionics or magical effects reveal a phase door but do not allow its use.   Creatures other than you can only use the phase door if they meet one or more triggering conditions, which you set when you create the door. The conditions can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable, tangible actions or qualities.   A creature using a phase door disappears when it enters and appears when it exits, but it can stop inside the passage if there is room. A phase door takes a straight path through a wall, exiting at     the closest 5-foot-by-5-foot space available.   A phase door can be used six times before its psionic energy disperses and fades, ending the effect. Each creature, including yourself, consumes one use of the door each time they pass through. Anyone within the passage when its effect ends is harmlessly ejected back to the entrance it used.   Once you have used this feature, you can't use it again until you finish a long rest.  

Effortless Journey

Starting at 18th level, teleportation has become so natural to you that you can do it with little effort.   Teleportation becomes a movement option for you. Each foot that you teleport costs 1 foot of your movement speed. If you attempt to teleport into an occupied space, you are instead shunted to the nearest unoccupied space, and your speed becomes 0 until the start of your next turn.  

Phase Passage

At 20th level, the effects of your phase door become permanent, and you can pierce almost any material with it.   When you use your Phase Door, it can penetrate any non-magical material, and it can be used an unlimited amount of times. If you wish to dispel a Phase Door you created, you can use your action and touch it to end the effect.

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