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Nameless

Nameless are those who have given away, lost, or forgotten their Ren, their soul’s true name. This loss has turned them into humanoids that appear desiccated. Over time they take on f ea tu res that reflect the regions or realms where they live, though their empty cartouche symbol remains.

Traits

Ability Score Increase. Your Constitution score increases by 1.

Age. Children rarely become nameless, so most are ageless adults. They cease aging when they become nameless.

Alignment. Nameless drift from place to place without any driving principle. They are neutral.

Rarity. Rare.

Size. Nameless are proportioned as the species they once were, which is typically human. Your size is Medium or Small.

Speed. Your base walking speed is 30 feet.

Deathless. You have advantage on death saving throws, and you must accumulate five failures on such saving throws to die.

Forever Nameless. If you return to life after dying, you always return as a nameless.

Half Dead. You have resistance to poison damage, and you can add your proficiency bonus to saving throws against disease, poison damage and being poisoned, and accumulating exhaustion. If you can already apply your proficiency bonus to such a saving throw, your proficiency bonus is doubled for this purpose Your level of exhaustion can’t exceed five-exhaustion can’t kill you.

Land Connection. When you finish a long rest in an area, you gain a spiritual connection to that area.

Once before you finish another long rest or move more than 10 miles from where you finished your last long rest, you have a d20 you can use to reroll a Strength, Dexterity, or Constitution check you failed, taking the second result.

Pain Inured. You feel the remnant pain of every sickness and injury forever, but you have become accustomed to it. You have advantage on saving throws against effects caused by pain.

Unname. As an action, you utter a curse at a creature you can see within 60 feet of you, igniting the target’s body and spirit with shadowy flame. Your target must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your highest ability modifier) or take 1d6 necrotic damage and become unable to regain hit points until the end of your next turn. If damage from this trait reduces a creature to 0 hit points, that creature dies. A humanoid returned to life after dying in this way returns as one of the nameless. This trait’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Languages. You speak, read, and write Common and one other language of your choice.

Unique Appearance. The appearance of each nameless varies wildly from the rest. Depending on the energon of the region or realm (similar to a morphic field, but for an area instead of a species), you may take on unique cosmetic attributes influenced by your region. For instance, in a maritime region, you might appear with pirate clothing, aquatic features, or boat features (such as porthole eyes and fins made of pirate sails). This is subject to GM approval. You are encouraged to draw your character so that other players can envision them as you do. Even though you can add cosmetic features when depicting your character, such as wings, claws, or extra arms, these features have no function in the game. Of course, you can work with your GM to have these features emulate traits from other races in this book. This unique appearance is meant to change when moving from one region to the next; however, it might be possible to make an appearance permanent, or have features from several regions, depending on your character’s story.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims