Base Class: Druid
The Nameless Keepers willingly let go of their names to record those they come across, both friend and foe alike. Forbidden from aiding the fallen, they hold onto the course of nature where the dead lie still and their names are forgotten. Very little is actually known about each Keeper, disaster often seen shortly before a Keeper is seen. Allies of Keepers are called Retainers, regardless of the party dynamic. Keepers are hailed with the reverence of a cleric and undertaker. To fight a Keeper is to court death itself, and they're rejected from both life and death. Be weary that an unkindness doesn't befall you.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Keeper's Tome
Starting at 2nd level, you gain the Keeper's Tome. The tome is black with with an indecipherable title except for fellow Keepers. The size of a Keeper's Tome expands as names are written down and pages fill, becoming an endless book of the deceased. You gain the ability to see and read the names of any deceased being you come across in that creature's primary language, given that another keeper hasn't written the body's name already. You also gain the ability to write the creature's name in its primary language. You do not gain additional language proficiencies but can read every name in your book.
Whenever a Keeper comes across corpses that have not been recorded, they must record that name in their tome. For every 50 names written in the tome they gain an additional spell. This spell must be known by someone in their tome determined by the DM, excluding wizards who record their spells in their spellbook. In the case of a wizard, the keeper must also have access to the spellbook. The spell must be of a level the Keeper is capable of casting.
Circle Spells
Your mystical connection to the dead infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the nameless graves.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Nameless Keeper
You gain access to the Nameless Keeper circle spells. These spells are aimed to help you survive.
| Druid Level | Spells |
|---|---|
| 3rd | invisibility, pass without trace |
| 5th | nondetection, speak with dead |
| 7th | locate creature, death ward |
| 9th | commune, dispel evil and good |
Name Keeper
The names you keep stay dead. If a name is recorded in your tome, that creature cannot be returned to life or unlife, their soul entirely returning to wherever calls them. The only exceptions to this rule are creatures that inherently revive themselves, such as creatures that return to their home plane or undead like a lich or revenant. This also does not count to puppetted dead that don't have souls, such as zombies or skeletons.
The only way to revive a creature named in your book is for the person reviving them to make a deal with whoever holds their soul.
Death's Ward
When you reach 10th level, you can’t be charmed, cursed or frightened by undead, and you are immune to poison and disease.
Curse of the Nameless
Nameless Keepers cannot be kept without their names. When you are killed, roll a constitution saving throw using your character level as the DC. On a successful save, you return to 1 hit point. You also cannot be revived by any spells short of a Wish spell unless the person reviving you has permission from the keeper of your soul. This includes true resurrection as you do not have a name to speak.
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