Nomarch (5e Class)

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Nomarch[edit]

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[edit]

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 honor 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[edit]

joel-chaim-holtzman-egyptian-warrior.jpg
Djau of the Black Pyramid by Joel Chaim Holtzman

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 weapons, martial weapons
Tools: None
Saving Throws: Strength, Con
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 or (b) a spear
  • (a) 5 javelins or (b) {{{item2b}}}
  • (a) a priest's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 × 10 gp in funds.

Table: The Nomarch

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

Dunewalker[edit]

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. Wisdom is your spellcasting ability for this cantrip.

Heat deserts amor[edit]

After years of living in the desert the heat made your body more durable, stronger and a bit faster because your heart is pumping blood faster making your AC 10 + Str + Con

Burning Blood[edit]

Your blood boils with the fury of the desert. You gain a pool of burning blood equal to the amount shown on the Burning Blood column on the Nomarch Table. When you hit a creature with a melee weapon attack, you can wreathe your weapon in flames as a bonus action, and spend any amount of Burning Blood dice you have, causing additional fire damage equal to the number rolled on the dice.

Once you spend a Burning Blood dice, it is unavailable to you until you finish a long rest.

Valor[edit]

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

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

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

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

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

Veil of the Scarab

You can use your bonus action and spend 1 valor to increase your AC in +2, for the next 10 minutes. You can't concentrate on spells while benefiting form this feature. You can choose to end the veil at any moment, without using an action.

Divine Blessing[edit]

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.

Purifying Flames[edit]

Your body surges with divine power which burns away any ailment affecting you. Starting at 3rd level, you can use your bonus action and spend one Burning Blood die to end one a poison, disease affecting you, or the poisoned condition.

If you have taken poison damage since your last turn, you can use your bonus action and spend your Burning Blood dice, to regain a number of hit points equal to the number rolled, up to a maximum equal to the amount of poison damage taken since your last turn.

When you use this feature, you take 1 point of fire damage for each dice Burning Blood dice rolled.

Ability Score Increase[edit]

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[edit]

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

Wall of the Pharaoh[edit]

Also at 5th level, you can spend 1 valor point as an action to cast the wall of sand spell. You don't need verbal or material components to cast the spell in this manner.

Wisdom of the Sphinx[edit]

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[edit]

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 Valor 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.

Fury of the Desert[edit]

At 13th level, you can invoke the desert's wrath upon your enemies in the form of a sandstorm.

As an action, you can spend 4 Valor 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[edit]

At 14th 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 reach of the attacking creature.

Unyielding Valor[edit]

At 17th level, when you roll for initiative and have no Valor points remaining, you regain 3 Valor points.

Archetypes[edit]

Blessing of Ra[edit]

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 Valor save DC.

Divine Eloquence

At 3rd 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.

Protectors of the Throne

At 3rd level, you can call upon the aid of the pharaohs' ancient guardians. As an action, you can spend 2 Valor 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[edit]

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.


Radiant Blood

Starting at 7th 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.

Champions of the Throne

At 17th 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 20th level, you are able to channel the destructive power of Ra. You can use your Valor 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 Valor points to cast Dawn.

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

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

Blessing of Anubis[edit]

Necrotic Blood

Starting at 3rd level when you choose this Divine Blessing, you invoke black flames, filled with necrotic power. When you cause damage with your Burning Blood feature, you can choose to cause necrotic damage, instead of fire.

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

Magic of the Grave

At 3rd level, you learn the cantrips chill touch, Infestation and spare the dying.

Wisdom is your spellcasting ability for these spells, and your spell save DC equals your Valor save DC.

Rites of the Dead

At 7th level, you learn the sacred rites of the dead. You can cast ceremony as a ritual. You can spend 1 valor point to cast this spell as an action, ignoring the components.

In addition, you can cast speak with dead and revivify, spending 3 valor points to do so. You must offer the components as normal.

Herald the Plague

At 11th level, you learn how to call upon dark magic to spread death and disease. As a bonus action, you can cast ray of sickness at 1st level, without spending spell slots. You can spend 1 valor point on a hit to ignore resistance to poison damage of the creature, or 2 valor point to ignore immunity to poison and to the poisoned condition.

Return from the Underworld

At 17th 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.

In addition, as an action, you can spend 5 valor points to cast insect plague at 5th level.

Circle of the Apocalypse

At 20th level, you are able to channel the destructive power of Anubis. As an action, you can 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 is hostile to all creatures, and attack the nearest creature it can see. Statistics for the mummy are in the Monster Manual. All mummies created this way die after 1 minute.

Once you cast Circle of Death using this feature, you can't do it again until you finish a long rest, unless you spend 6 valor points to do so again.

Multiclassing[edit]

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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