Nomarch (5e Class)

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Nomarch

Nobles of the sand, nomads of the dunes and warriors of the desert. A Nomarch is an individual of might and authority borne from the inherent magic of the deserts. Many believe they are sculptured by the Gods to guide their faithful, others believe they are a omen of war and disaster. Regardless of their origins, Nomarchs are formidable warriors who channel the unique magic of the desert in a myriad of ways; Bolstering their defence, sculpting creations from sand and even unleashing the searing fury of the Gods upon their enemies.


Warriors of Tradition

Nomarchs have historically served either a Pharaoh or a God but, while rare, there are also Nomarchs who prefer to travel their own path. Nomarchs are held to the highest standards and expectations within society as they typically represent their God or Pharaoh as a physical embodiment of their authority. This perception often leans Nomarchs towards a lawful alignment as they attempt to uphold honour and tradition but in times of war and desperation they can also embody the chaotic, destructive and unforgiving nature of the desert.


Creating a Nomarch

When creating a Nomarch consider the circumstances of their birth. Were they born into a noble family which high expectations? Were they born from the desert itself and sought after by religious factions as some kind of herald or prophet? Consider how they reacted to these expectations, did they embrace them or reject them? Answering these questions, consider how they then became adventurers. To fulfill a divine mission from their God? To root out and thwart the enemies of their ruler or simply to grow their own abilities?

Quick Build

You can make a Nomarch quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.

Class Features

As a Nomarch you gain the following class features.

Hit Points

Hit Dice: 1d10 per Nomarch level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nomarch level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Athletics, History, Intimidation, Perception, Religion, Survival.

Equipment

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

  • (a) a khopesh(Scimitar) or (b) a spear
  • (a) 5 javelins or (b) a shield
  • (a) a priest's pack or (b) an explorer's pack
  • scale Mail
  • If you are using starting wealth, you have 5d4 × 10 gp in funds.

Table: The Nomarch

Level Proficiency
Bonus
Features Valour Points Burning Blood
1st +2 Burning Blood, Farwalker - 1d8
2nd +2 Valour 2 1d8
3rd +2 Divine Blessing 2 1d8
4th +2 Ability Score Improvement 3 1d8
5th +3 Extra Attack 3 2d8
6th +3 Wisdom of the Sphinx 4 2d8
7th +3 Divine Blessing Feature 4 2d8
8th +3 Ability Score Improvement 5 2d8
9th +4 Evasion of the Snake 5 3d8
10th +4 Divine Blessing Feature 6 3d8
11th +4 Purifying Flames 6 3d8
12th +4 Ability Score Improvement 7 3d8
13th +5 Divine Blessing Feature 7 4d8
14th +5 Fury of the Desert 8 4d8
15th +5 Divine Blessing Feature 8 4d8
16th +5 Ability Score Improvement 9 4d8
17th +6 Heroic Presence 9 5d8
18th +6 Divine Blessing Feature 10 5d8
19th +6 Ability Score Improvement 10 5d8
20th +6 Unyielding Valour 10 5d8

Burning Blood

Your blood boils with the fury of the desert. As a bonus action on your turn you can imbue your next melee weapon attack or unarmed strike with the searing heat of the desert sun. The attack deals an additional 1d8 fire damage on hit. This damage increases as you gain levels in this class as shown in the Burning Blood column of the Nomarch table.

You have two uses of this feature which you regain after finishing a short or long rest.


Dunewalker

You are accustomed to the harshness of the desert and it offers you no quarrel. You gain the following benefits:

  • Moving through difficult terrain created by sand or rock costs you no extra movement.
  • You don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide.
  • You cannot become lost except by magical means while traversing a desert.
  • You can cast the Mold Earth cantrip.


Valour

Starting at 2nd level, your heroic deeds fuel your magic. Your access to this magic is represented by a number of Valour points. Your Nomarch level determines your number of Valour points as shown in the Valour Points column of the Nomarch table.

You can spend these Valour points to use various features. You start knowing two features: Veil of the Scarab, Wall of the Pharaoh. You gain more Valour features as you gain levels in this class.

When you spend a Valour point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended Valour points.

Some of your Valour features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Valour save DC = 8 + your proficiency bonus + your Wisdom modifier


Wall of the Pharaoh

You can spend 1 Valour point to cast the Wall of Sand spell as an action. You do not need Verbal or Material components to cast the spell this way.

Veil of the Scarab

You can spend 1 Valour point to cast the Shield of Faith spell as a bonus action with the following changes:

  • You can only cast it on yourself
  • If you would lose concentration as a result of failing a constitution saving throw you can spend 1 Valour point to succeed instead.


Divine Blessing

At 3rd level, you receive a divine blessing that augments your abilities. Choose between Blessing of Ra or Blessing of Anubis, All detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.


Ability Score Increase

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.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Wisdom of the Sphinx

Starting 6th level, you are gifted with great wisdom. You can add half your proficiency bonus, rounded down, to any wisdom check you make that doesn't already include your proficiency bonus.


Evasion of the Snake

Starting at 9th level, you learn new ways to evade danger using your magic.

When a creature makes an attack roll against you, you can spend 3 Valour points to use your reaction to create a sand duplicate of yourself and teleport up to 15 feet to another unoccupied space you can see. The sand duplicate becomes the new target of the attack. The sand duplicate is a crude statue of stand that roughly resembles you and dissipates when hit or at the start of your turn.


Purifying Flames

At 11th level, your body surges with divine power which burns away any ailment affecting you.

As an bonus action, you can expend a use of your Burning Blood in order to cast Lesser Restoration on yourself.


Fury of the Desert

At 14th level, you can invoke the desert's wrath upon your enemies in the form of a sandstorm.

As an action, you can spend 4 Valour points to conjure a sandstorm. The sandstorm forms over a 40-foot radius centered on a point you choose within 150 feet. You are unaffected by the Sandstorm. For the duration of the sandstorm, the area becomes difficult terrain. Any creature inside the sandstorm is blinded and is heavily obscured. A creature who starts their turn in the sandstorm takes 3d6 bludgeoning damage. The sandstorm lasts 10 minutes or until you dismiss it as a bonus action.


Heroic Presence

At 17th level, you become a beacon of heroic might for your allies. You and friendly creatures within 10 feet of you can't be frightened while you are conscious.

Furthermore, when a creature makes an attack roll against a friendly creature within 10 feet of you, you can use your reaction to redirect the attack to you assuming you are within range of the attacking creature.


Unyielding Valour

At 20th level, when you roll for initiative and have no Valour points remaining, you regain 3 Valour points.




Blessing of Ra

Radiant Blood

Starting at 3rd level when you choose this Divine Blessing your Burning Blood is improved. When you use your Burning Blood you can choose to change the damage from fire to radiant.

Additionally you can now use your radiant blood to revitalize your allies. As an action, you can expend a use of your Burning Blood feature to restore hit points to a creature within 5 feet. The hit points restored are determined by your Burning blood dice as shown in the Burning Blood column of the Nomarch table.


Magic of the Sun

You learn the following cantrips: Light, Sacred Flame and Control Flame.

Wisdom is your spellcasting ability for spells and your spell save DC is your Valour save DC.


Protectors of the Throne

At 7th level, you can call upon the aid of the pharaohs' ancient guardians. As an action, you can spend 2 Valour points and speak a formal request for aid in an ancient tongue and summon forth 2 Sand Warriors in two unoccupied spaces within 60 feet of you that you can see.

They take their turns on your initiative. They obeys any verbal commands that you issue them (no action required by you). If you don't issue any commands to them, they defend you and themselves from hostile creatures but otherwise take no actions. After 10 minutes or if their hit points are reduced to 0 they disappear.

The Sand Warriors statistics are shown below.

Sand Warrior

Medium elemental, lawful neutral


Armor Class 15 (natural armour)
Hit Points 30
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (0) 8 (-1) 10 (0) 6 (-2)

Damage Resistances fire
Damage Immunities poison
Condition Immunities blinded, poisoned
Senses Blindsight 60 ft., Passive Perception 10
Languages Knows every language its creator knows but cannot speak


Dunewalker. Moving through difficult terrain created by sand or rock costs the Sand Warrior no extra movement.

ACTIONS

khopesh. Melee attack: +5 to hit, one target. Hit: 1d6+2 slashing damage.

REACTIONS

Provoke. If a creature would attack a friendly creature within 5 feet of the Sand Warrior, it can use its reaction to redirect the attack to itself.


Divine Eloquence

At 10th level, you speak with the words of Ra. When you make a Charisma (persuasion) roll you can choose to gain advantage on that roll.

Once you use this feature you cannot use it again until you have finished a long rest.


Champions of the Throne

At 15th level, your Sand Warriors become more powerful. They gain the following benefits:

  • They gain hit points equal to 10 + your Wisdom modifier.
  • They gain a bonus to their attack and damage rolls equal to your Wisdom Modifier
  • Their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Judgement of the Sun God

At 18th level, you are able to channel the destructive power of Ra. You can use your Valour points to cast several spells, you do not need material component to cast these spells using this feature.

As an action, you can spend 4 Valour points to cast Dawn.

As an action, you can spend 4 Valour points to cast Sunbeam.

As an action, you can spend 6 Valour points to cast Sunburst.



Blessing of Anubis

Necrotic Blood

Starting at 3rd level when you choose this Divine Blessing your Burning Blood is improved. When you use your Burning Blood you can choose to change the damage from fire to necrotic.

Additionally you gain the ability to drain the life force of your enemies. When a creature takes damage from your Burning Blood you can spend 1 Valour point to regain hit points equal to the damage dealt by your Burning Blood (rounded down).


Magic of the Grave

You learn the following cantrips: Chill Touch, Infestation and Spare the Dying.

Wisdom is your spellcasting ability for spells and your spell save DC is your Valour save DC.


Rites of the Dead

At 7th level, you learn the sacred rites of the dead. You can use your Valour points to cast several spells, you do not need material component to cast these spells using this feature.

As an action, you can spend 1 Valour point to cast Ceremony.

As an action, you can spend 1 Valour point to cast Speak with Dead.

As an action, you can spend 2 Valour points to cast Revivify.


Herald the Plague

At 10th level, you learn how to call upon dark magic to spread death and disease. You can use your Valour points to cast several spells, you do not need material component to cast these spells using this feature.

As an action, you can spend 1 Valour point to cast Ray of Sickness at 1st level. You can spend additional Valour points to cast it at a higher level, with its level increasing by 1 for each additional Valour point spent.

As an action, you can spend 4 Valour points to cast Insect Plague at 5th level.


Return from the Underworld

At 15th level, your close ties to the God of death allows you some leniency with death and makes it easier for you to return from the afterlife.

You have advantage on all death saving throws. If you succeed on three saving throws or otherwise become stabilized, you regain half of your hit point maximum (rounded down). You must finish a long rest before you can regain hit points again this way.


Circle of the Apocalypse

At 18th level, you are able to channel the destructive power of Anubis. As an action, you can spend 8 Valour points to cast Circle of Death with the following changes:

  • You ignore the material and verbal component of the spell.
  • It is cast a 8th level.
  • A medium humanoid creature killed by this spell's damage rises up as a mummy at the start of your next turn. The mummy pursues whatever creature it can see that is closest to it. Statistics for the mummy are in the Monster Manual. All mummies created this way die after 1 minute.



Multiclassing

Prerequisites. To qualify for multiclassing into the Nomarch class, you must meet these prerequisites: 13 Strength or 13 Dexterity

Proficiencies. When you multiclass into the Amalgam class, you gain the following proficiencies: Light Armor, Medium Armor, Heavy Armor, Simple Weapons, Martial Weapons



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