Ever get that itch? You’re staring at the Player’s Handbook, looking at the Great Old One or the Fiend, and it just feels... empty. Boring. You want something that tastes like Planescape: Torment but fits into a modern 5e campaign without breaking the DM's spirit. That’s exactly why The Nameless One homebrew exists. It’s a love letter to one of the greatest RPG protagonists of all time, translated into the mechanics of Dungeons & Dragons.
Most people hear "homebrew" and immediately think of some overpowered mess that lets a Level 3 Warlock solo a Tarrasque. This isn't that. Honestly, the beauty of this specific build is how it handles the concept of immortality without making the player invincible. It's a fine line. Walk it wrong, and the game falls apart. Walk it right, and you have the most compelling narrative hook at the table.
What is The Nameless One Homebrew anyway?
Basically, this homebrew is a Warlock patron (or sometimes a Sorcerous Origin, depending on which version you find on GM Binder or Homebrewery) centered on the idea of a character who cannot stay dead. You're drawing power from your own past lives—or perhaps from the very scars etched into your skin. It’s gritty. It’s weird. It’s very 90s CRPG in the best way possible.
The core mechanic usually revolves around a "Memory" system. Instead of just getting a generic damage boost, you’re recovering fragments of who you used to be. One life you were a master thief; the next, a failed wizard. This versatility is the selling point.
But let's be real. The real reason players hunt down The Nameless One homebrew is the flavor. You aren't serving a Cthulhu-clone or a literal devil. You are serving the mystery of your own existence. That is a heavy burden for a player to carry, but it makes for incredible roleplay.
Why standard Warlocks feel "off" by comparison
Standard patrons feel external. You make a deal, you get a blast. Done. The Nameless One feels internal. It’s about the scars. In many versions of this brew, your "hit points" are less about physical health and more about how much of your current physical form can withstand the weight of your previous souls.
When you look at the mechanics, they often replace the standard Level 6 or 10 defensive features with something called "Regenerative Scars" or "Echoes of the Mortuary." It mimics the feeling of the original game without needing a 400-page manual.
Breaking down the mechanics (and why they work)
I've seen about half a dozen versions of this floating around Discord servers and subreddits like r/UnearthedArcana. The best ones—the ones that actually survive a playtest—usually focus on three specific pillars.
👉 See also: Why 5 letter words ending in le are ruining your Wordle streak
The immortality problem. In the original game, the Nameless One just gets back up. In D&D, that’s a nightmare to balance. The smart homebrewers handle this by making "death" a resource. You might die, but you come back with a penalty—maybe a permanent reduction in max HP until a long rest, or a level of exhaustion that represents your soul struggling to knit back together. It makes death a setback, not a "game over," which changes how you play. You become reckless. You become a living shield for the party.
The Tattoo System.
Fall-From-Grace and Annah aren't here to help you, so you use tattoos. Some versions of The Nameless One homebrew allow you to "equip" different past-life traits through magical ink. It’s a clever way to swap out proficiencies or minor resistances during a long rest. It keeps the Warlock from feeling like a one-trick Eldritch Blast pony.
The Wisdom focus.
The original game famously rewarded high Wisdom more than Strength or Charisma. A lot of homebrew versions try to force Warlocks to use Wisdom as their spellcasting ability. Personally? I think that’s a bit much for 5e balance, but it’s a cool thematic touch if your DM allows it. It reflects the idea that your power comes from knowing yourself, not just being charming.
The "Overpowered" Trap
Let's address the elephant in the room. If you give a player a way to come back to life for free, the rest of the party might feel useless. That sucks.
A well-designed The Nameless One homebrew ensures that while you might be hard to kill permanently, you are actually squishier in the moment. You might have fewer spell slots or lower AC to compensate for that "revolving door" death mechanic. Balance is a give and take. If you take the ability to defy the Raven Queen, you have to give up some raw damage output.
Integration: Making it fit your world
You don't need to be in Sigil to make this work. Maybe your character was an experiment by a lich that went wrong. Maybe you're a victim of a reincarnation spell that glitched out in the Weave.
The key to running The Nameless One homebrew without ruining the campaign is to talk to your DM about the "Price of Death." If you die and come back, what does it cost the party? Does it draw unwanted attention from the Inevitables? Does it thin the veil between planes? Use the homebrew to drive the plot, not just to win fights.
Real Talk: Is it better than the Undying Patron?
Honestly? Yes. The "Undying" patron from Sword Coast Adventurer's Guide is notoriously underwhelming. It’s passive. It’s kind of boring. The Nameless One homebrew takes the "hard to kill" theme and actually makes it an active part of your turn. Instead of just not needing to breathe, you're actively tapping into a reservoir of past-life trauma to fuel your magic. It's just more "metal."
💡 You might also like: South of Midnight: Why This Gothic Xbox Exclusive Feels Different
Getting the most out of your build
If you're going to run this, don't just focus on the combat. That's a waste. Focus on the "Memory Fragments." Work with your DM to create 10-12 "mini-backstories" for your past lives. Every time you level up or hit a major milestone, "remember" one.
Maybe you were a baker. Maybe you were a king. Maybe you were the villain of the previous campaign.
This is where the homebrew shines. It turns the character sheet into a puzzle. You aren't just a Level 5 Warlock; you're a collection of stories that don't quite fit together yet.
Actionable Steps for Players and DMs
If you're ready to bring this to your table, don't just download a PDF and start rolling dice. Follow these steps to ensure the game stays fun for everyone:
- Audit the Resurrection Mechanic: Ensure the "returning to life" feature has a clear, scaling cost. If it's free at Level 1, your DM will hate it. Suggest a cost in gold, exhaustion, or a temporary reduction in Hit Die.
- Limit the "Knowledge" Swaps: If the homebrew allows you to swap proficiencies, limit it to once per long rest. Being able to become an expert in any skill on the fly can overshadow the Rogue or Bard.
- Narrative Consequences: Treat every death as a major story beat. The Nameless One isn't just "resetting"; they are losing a piece of their current self to bring back a piece of the old one.
- Check Compatibility: Ensure the homebrew doesn't step on the toes of the Reborn lineage from Van Richten’s Guide to Ravenloft. If you're playing a Reborn and using this homebrew, the redundancy might make your character feel flat.
- DM Veto Power: Always agree that the DM can "tweak" numbers mid-campaign. Homebrew is a living document. If a specific tattoo or memory ability is ruining encounters, be open to nerfing it for the sake of the group.
The ultimate goal of using The Nameless One homebrew is to capture that feeling of being a "man out of time." It’s about the mystery. Use the mechanics to support the story, and you'll find it's one of the most rewarding ways to play a Warlock in the 5e system.