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Caravan Nomads | 5e Monsters

Author: MMPapps Corp.

Addon: Content which can be added into any game - new or existing!

Price: $7.99

Caravan Nomads

We present three new caravan cultures. Road Caravan Nomads, Sea Caravan Nomads, and Fey Caravan Nomads.

Caravan Nomads is a monster supplement for 5e that presents wandering societies not as background travelers, but as fully functioning mobile communities shaped by movement, opportunity, and survival beyond fixed borders. Instead of relying on a single nomadic NPC stat block, this book provides three distinct and escalating NPC ladders: land-bound road caravans, sea-roaming flotilla caravans, and strange fey-touched caravans that wander between the mortal world and the Feywild.

These are not separate ancestries. They are separate ways of living.

The intent of this product is mobility and cultural divergence. Road caravans represent adaptability, trade, and life lived along the arteries of civilization. Sea caravans represent wandering flotillas that move from port to port, living entirely upon the water. Fey caravans represent mysterious wanderers touched by the Feywild, blending illusion, performance, and misdirection into a surreal traveling society. Each ladder escalates not simply in strength, but in influence, authority, and control within the caravan.

Routes, alliances, and motives are intentionally undefined. These NPCs may represent colorful entertainers welcomed in every town, suspicious outsiders who appear and vanish overnight, or secretive networks of traders, thieves, and information brokers moving between distant cities. They are not meant to replace ordinary travelers—they represent organized caravan cultures built around movement as a permanent way of life.

Whether these caravans trade honestly, deceive outsiders, gather intelligence, or simply seek the next road, port, or hidden path is left entirely in the GM’s hands.

Road Caravan Nomads

“The road feeds those who keep moving.”

Road caravans travel dusty highways, mountain passes, and trade routes between cities. Their wagons carry tents, tools, animals, and everything needed to transform an empty clearing into a bustling camp within hours.

These nomads survive through cooperation and distraction. Performers gather crowds. Traders exchange goods. Meanwhile watchful guards protect the caravan and clever cutpurses exploit moments of opportunity. Movement is safety, and adaptability is survival.

Road caravans are designed for:
- Traveling festivals and roadside camps
- Trade route encounters
- Wandering performers and merchants
- Opportunistic theft and information gathering

They do not settle. The road is their home.

Sea Caravan Nomads

“The tide is the only road we need.”

Sea caravans live upon wandering flotillas of small ships and barges that move from harbor to harbor. Their vessels carry tents, performers, traders, and entire families who rarely step onto land for long.

These nomads thrive in ports and coastal settlements where crowds gather along docks and markets. Music, fire dancing, and performance draw attention while caravan members conduct trade or quietly acquire valuables from distracted onlookers.

Sea caravans are designed for:
- Portside encounters and harbor festivals
- Shipboard skirmishes and boarding fights
- Coastal trade networks
- Wandering flotilla societies

They do not follow roads. They follow currents.

Fey Caravan Nomads

“The path changes when the music begins.”

Fey caravans wander strange paths between the mortal world and the Feywild. Their camps appear where laughter, music, and strange lights draw curious travelers. Illusion, charm, and misdirection are woven into every performance.

These nomads are unpredictable. Some are playful tricksters. Others are manipulative social predators who exploit curiosity and vanity. Their camps shift locations mysteriously, sometimes vanishing entirely before dawn.

Fey caravans are designed for:
- Feywild crossroads encounters
- Illusion-heavy social scenes
- Strange traveling festivals
- Manipulation and misdirection encounters

They do not follow maps. They follow whim.

Caravan Nomads offers three philosophies of wandering life: the open road, the open sea, and the shifting paths of the Feywild. Whether these caravans are friendly entertainers, suspicious travelers, or dangerous opportunists is entirely in the GM’s hands.

Road Caravan Nomads

Road Caravan Nomad Child (CR 0): Watchful child who alerts the caravan to danger and quickly hides among wagons and supplies.
Road Caravan Nomad Camp Worker (CR 0): Laborer who maintains wagons, animals, and camp logistics while supporting rapid movement.
Road Caravan Nomad Knife Performer (CR 1/8): Agile entertainer who uses flashy knife tricks to distract and disrupt enemies.
Road Caravan Nomad Cutpurse (CR 1/4): Opportunistic thief who steals from distracted targets and vanishes into crowds.
Road Caravan Nomad Strongarm (CR 1/2): Caravan enforcer who protects wagons and intimidates threats through strength and presence.
Road Caravan Nomad Fire Dancer (CR 1): Performer who weaponizes flame to create chaos and scatter enemies.
Road Caravan Nomad Skirmisher (CR 2): Mobile fighter who uses terrain, wagons, and movement to harass and outmaneuver opponents.
Road Caravan Nomad Veiled Courtesan (CR 3): Social manipulator and assassin who charms targets before striking at their most vulnerable.
Road Caravan Nomad High Matron (CR 4): Caravan leader who coordinates allies, commands the battlefield, and ensures the survival of the group.

Sea Caravan Nomads

Sea Caravan Nomad Child (CR 0): Watchful child raised on docks and decks, quick to spot danger and warn the floating caravan.
Sea Caravan Nomad Deckhand (CR 0): Shipboard laborer who maintains rigging, cargo, and movement across the caravan’s vessels.
Sea Caravan Nomad Dock Performer (CR 1/8): Agile entertainer who distracts crowds and navigates narrow docks and decks with ease.
Sea Caravan Nomad Slip Thief (CR 1/4): Stealthy infiltrator who boards vessels quietly, steals cargo, and sabotages lines and rigging.
Sea Caravan Nomad Boarding Bruiser (CR 1/2): Brutish enforcer who dominates gangplanks and rails, forcing enemies off balance or overboard.
Sea Caravan Nomad Smoke Caster (CR 1): Alchemical skirmisher who uses smoke, fire, and confusion to cover escapes and reposition allies.
Sea Caravan Nomad Tide Skirmisher (CR 2): Mobile deck fighter who exploits water, ships, and narrow footing to pressure and isolate enemies.
Sea Caravan Nomad Velvet Blade (CR 3): Social infiltrator and assassin who charms targets before striking with concealed poisoned blades.
Sea Caravan Nomad Admiral (CR 4): Flotilla leader who coordinates allied vessels, commands caravan fighters, and protects escape routes.

Fey Caravan Nomads

Feybound Caravan Nomad Child (CR 0): Fey-touched child who slips away from danger with instinctive bursts of movement and remains difficult to notice when still.
Feybound Caravan Nomad Camp Tender (CR 0): Caretaker who maintains subtle fey wards and protects the caravan through terrain control and defensive support.
Feybound Caravan Nomad Glamour Performer (CR 1/8): Illusion-wielding entertainer who distracts and disorients foes through dance and subtle magic.
Feybound Caravan Nomad Whisper Thief (CR 1/4): Stealthy pickpocket who exploits charm and distraction to steal valuables or secrets.
Feybound Caravan Nomad Thorn Bruiser (CR 1/2): Durable enforcer whose thorn-like defenses punish attackers and who excels in natural terrain.
Feybound Caravan Nomad Charm Adept (CR 1): Fey-touched spellcaster who weakens enemies with charm magic and manipulates the battlefield through illusion.
Feybound Caravan Nomad Veil Skirmisher (CR 2): Agile combatant who strikes quickly and repositions using speed, misdirection, and evasive movement.
Feybound Caravan Nomad Moonlit Tempter (CR 3): Social manipulator and assassin who charms targets and delivers deadly strikes when they are vulnerable.
Feybound Caravan Nomad Twilight Matron (CR 4): Powerful caravan leader who reinforces allies, commands the battlefield, and embodies fey authority.

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