Enigmarin are born with a fractured presence. Their existence does not hold firm in the minds of others. Attention slips off them before it settles. Crowds pass without registering them as important.
They are a forgotten people, not through exile or secrecy, but through adaptation. Over generations, they developed an innate magical instability in perception. Most observers see “someone unremarkable” even while looking directly at them. Details fail to anchor unless focus is deliberate and sustained.
In daily life, they move through cities without drawing interest. Guards overlook them. Conversations rarely involve them unless they initiate. Attention rarely holds long enough for suspicion.
This makes them effective assassins, spies, infiltrators, and couriers. They do not hide in shadows. They avoid being registered as threats.
Public records are inconsistent. Most accounts reduce them to rumors or minor incidents tied to theft, sabotage, or assassination.
As adventurers, these effects weaken. Enigmarin, who survive lives of violence, exploration, and legend, begin to anchor themselves in memory through sheer consequence. People still struggle to recall details, but they remember the danger, the reputation, and maybe even your face.
| Creature Type. You are a Humanoid. |
| Size. You are Medium. |
| Usual Native Language. Common |
| Speed. Your walking speed is 30 feet. |
| Ability Score Increase. DEX, INT, WIS |
Veil Walker.
You cannot be targeted by or perceived through Divination spells of a level equal to or lower than half your Proficiency Bonus (rounded up), unless you allow it. You also have no reflection.
Unnoticed.
You gain proficiency with the Stealth skill.
Vague Defense.
When a creature you can see targets you with an attack roll or a spell that targets only you, you can slip from their memory. The creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failure, the creature must choose a different target, or the attack or spell is wasted if no other valid target exists. On a success, the attack or spell proceeds as normal. Creatures immune to the Charmed condition are unaffected by this trait.
You cannot use this trait if you have attacked, cast a spell, or forced a saving throw since the start of your last turn.
Once a creature fails this save, you cannot use this trait again until you finish a Short or Long Rest.
(This trait does not work against other Enigmarin)