Go back to 5e - 04. Culture.
🎎5e - Nomad🎎
There is no one nomadic culture. Most nomadic groups migrate along plains and steppes, following good weather and pasturage for their herd animals.
Some groups walk countless miles alongside their cattle or seek peaceful travel, while others train steeds which are the envy of the world, or expect every adult among them to raid the herds of rivals and defend their own. There are nomads that travel within other communities and those that live outside the borders of settled lands but in either case nomads often find themselves in conflict with farmer folk, who desire the same lands that they use. The words “barbarians,” “savages,” and “hordes” are common pejoratives used by townsfolk and cityfolk for their itinerant land rivals.
Nomadic groups are often close-knit, behaving much like a large family even when they aren’t actually related. They’re happy to accept strangers in their midst. The only qualifications are an ability to keep up with the group and an understanding of animals because they are among the most skilled animal handlers in the land. Whenever they can be swayed away from their group, they are often hired as animal trainers, drivers, or elite cavalry.
Characters raised as nomads share a variety of traits in common with one another:
Skill Proficiency: You gain 🎲Proficiency in 💃Survival, or one level of 🎲Expertise if you are already proficient.
Languages: You have three mastery levels in 🗣️Common and you either gain one mastery level in two 🗣️Languages of your choice, or two mastery levels in one 🗣️Language of your choice.
Tool Proficiencies: You gain 🎲Proficiency with 🚘Land Vehicles and 🛠️Tinkers Tools, or one level of 🎲Expertise, if you are already proficient.
Internal Clock: By observing the environment when on your home plane, you can estimate the time of year down to within a week of the actual date. When you are outdoors, you know the time of day.
Sense Weather: After observing an outside area for 1 minute, you can predict the weather within the next 24 hours. You cannot foresee magical changes, but you can use an Action to make a DC15 Insight or Perception 🎲Check to notice them.