Base Class: Wizard
Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into the language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.
Omnipotent tongue
As long as a creature has an Intelligence of 2 or more, it can understand what it hears you say, regardless of whether it understands any language normally.
Nomen
You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again for 24 hours. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target’s name or the fact that the target lacks a name. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Vocatus
You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The listed spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don’t count against the number of spells you can prepare. You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.[vicious mockery
| Spell Level | Spells |
|---|---|
| Cantrip | [vicious mockery] |
| 1st | [bane], [bless], [command], [healing word], Dissonant Whispers |
| 3rd | [mass healing word] |
| 4th | [divine word] |
| 9th | power word heal |
Resonant Utterance
You learn words of power called Resonants, which allow you to tailor your spells through the use of a target’s true name.
Resonants Known: When you gain this feature, you learn two Resonants of your choice, which are detailed in the “Resonant Options” section. Each time you gain a level in this class, you can replace one resonant you know with a different one.
Using a Resonant: You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell. You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.
Options:
Absorption: When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level 4d6 and 14th level 5d6 and 18th level 6d6.
Devastation: If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
Dissolution: The first time the named creature takes damage from a spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level 3d8 and 14th level 4d8 and 18th level 5d8.
Nullification: If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of the spells by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
Puppetry: The first time the named creature takes damage from a spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.
Sympathy: If the named creature is within range of another creature, you can target the creature with a spell that targets another creature within range even if you can’t see the creature or it has total cover against the spell.
Inexorable Pronouncement
You learn two new Resonants of your choice from your Resonant Utterance feature. Your verbal spells and resonates don't need to be In sight to cast.
Cursed speech
You can mouth a single curse-infused word as a bonus action, forcing each creature of your choice that you can see within 30 feet of you to succeed on a Charisma saving throw against your spell save DC or suffer a number of levels of exhaustion based on its current hit points:
- More than 100 hit points: 1 level
- 100 hit points or fewer: 2 levels
- 80 hit points or fewer: 3 levels
- 60 hit points or fewer: 4 levels
- 40 hit points or fewer: 5 levels
- 20 hit points or fewer: 6 levels
Once you use this feature, you can't do so again until you finish a long rest.
In addition, you may cast a known verbal spell without using a spell slot, adding one level of Exhaustion per spell cast this way. As well as taking 1d6 times the spells level in psychic damage.
Previous Versions
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3/5/2022 3:28:15 AM
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1
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V.05
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Coming Soon
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