Null (5e Race)
From D&D Wiki
Null are unrestful spirits denied the after life. Almost all suffered a gruesome death, and none are welcome in civilized society. Few remain sentient, and those who do are feared all the more for it. A Null can be conceived of any sentient creature, even wild animals. The birth of a Null turns the eyes shades of purple, sometimes causes the body to become translucent and in the cases of humanoids, often causes the face to become featureless. Hair will whiten and skin that remains visibly solid will become dark shifting between blacks, purples, and blues iridescently. Sometimes a null doesn't even resemble its original race.
Due to their scarcity and highly common animalistic behavior, Null do not have any kind of society to speak of. Those who retain reason tend to venture away from civilization.
Sentient Null will continue to utilize the name they had before death, or in many cases adopt an alias. Such a name can be chosen from anything, be it a value the null holds close, or a beautiful sunset. Null make no sounds and do not leave footprints where they walk, nor do they appear in mirrors, making such devices commonplace for those who hunt null. They are also unable to enter churches without bursting into radiant flames.
Ability Score Increase. Increase one ability score by 2, or two ability scores by 1. An ability score cannot be increased past 20 using this feature.
Age. Null do not age, and cannot die of old age.
Alignment. Null commonly tend towards chaotic alignments.
Size. Null can be conceived of any sentient race. Your size varies from Tiny to Large.
Speed. Your base walking speed is 35 feet.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Type. You are the Aberration Type.
Transformed. Pick one other race, from it you keep any skill proficiencies, climbing, swimming, or flying speed.
Hyper Instinct. You have blindsight for 60 feet, and tremorsense for 30. Your tremorsense functions in water, like it were an extremely malleable solid object, and when in water your tremorsense increases to a range of 60 feet.
Undying. You do not need to breathe, eat, drink, or sleep, and cannot be put to sleep by magical means. You will not die of old age, and are immune to disease.
Abyssal Adaptation. You are immune to force and resistant to psychic damage. However, you are vulnerable to radiant damage.
Ether. You hear the ethereal noise generated by all sentient creatures. You have advantage on Insight skill checks, and cannot be affected by short term madness.
Silence. You have advantage on Stealth skill checks.
Unstable Form. When damaged by an attack that would kill you, you can choose for the attack to pass through your body and instead drop to 1 hit point. You can use this feature once per long rest, and not if the attack was a critical, or dealt radiant damage. Using this feature alerts all creatures that can see you, that you are a Null, they will then move towards you in the most efficient route possible and focus their attacks on you.
Madness. When you drop to 0 hit points, rather than die you go indefinitely mad and attack the closest thing to you. You can be returned to sanity by a greater restoration spell if it is cast within 3 hours of your dropping to 0 points. Or you can be put to rest by a dispel evil and good spell cast with a level 7 or higher spell slot. Should you be calmed by a greater restoration, you rise to 1 hit point and fall unconscious for a duration of 3 long rests.
Languages. You can speak, read, and write Common, Deep Speech, and one other language from the race you were before becoming null.
Random Height and Weight
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*Height = base height + height modifier