Base Class: Wizard
The hellish, sulfurous, dust rises as a wizard teleports into Avernus. They stand up to see the atmosphere around them surrounded in inferno and brimstone, the screams and pain of the recently dead, and the ever amassing army of devils, all in service of the firts layer of hells leader, Zariel, the angel turned fiend, all in her maddening pursuit of eradicating the greater threat. Or are they all following Zariel's orders? The wizard smiles maliciously, as they call out to the devils they have meticulously converting over to their side by the most powerful form of natural force in the universe. The True Name.
School of Onomancy is an old and almost forgotten form of magic that lets wizards know, use, abuse and benefit from knowing a creature's True Name. Every sentient creature has a True Name, as it was given to them by the gods; a safety clause of sorts if you ever posed a threat to them and their hierarchy. Creatures with a powerful enough will are able to sometimes resist their True Name, and even change their own True Name, if they know their original one, without even the gods knowing.
School of Onomany Spells
At 2nd level you gain the following spells, they are wizard spells for you, are always prepared, and don't count against the number of prepared spells you can have. You gain some of the spells based on your alignment as shown on the School of Onomancy Spells Table (you can get only a max. of 2 spells per level, and if your alignment changes, you can change your spells as well).
You cast these spells by using a spell slot of the spells level, however, if you know a creature's True Name, you can cast the spell without expending the spell slot, or any required material components. You can use this ability a number of times equal to your Intelligence modifier and you regain all uses when you finish a long rest.
Caller's Intuition
You have to be on your toes, even outside combat, you never know when someone might deceive or trick you. You gain proficiency in one of the following skills: Insight, Investigation or Perception. Choose one of those skills. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Name Calling
The basics of Onomancy is learning True Names of others. Beginning at 2nd level you call call out to the psyche of a creature you can see within 60 feet. As a bonus action you can try to probe the subconsciousness of a target creature to find out their True Name. The target creature must make a Wisdom, Intelligence or Charisma (your choice) saving throw contested by your Spell save DC to try and resist the effect. If the target creature fails the save, you learn their True Name which you can write down in your spellbook as a free action. On a successful save you do not learn their True Name, and the target creature is immune to Name Calling for the next 24 hours. A creature can choose to fail this save.
You can memorize a number of names equal to your wizard level + your Intelligence modifier. In order to write down a new True Name, you need to erase another True Name from your spellbook, which takes a bonus action. When a creature dies, their True Name automatically gets erased from your spellbook after a number of hours equal to half your proficiency bonus (rounded down). You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Friend or Foe Denomination
At 6th level your Onomancy powers up whenever you use it. Depending on your alignment, you choose two of the following benefits, and whenever you cast one of your Onomancy spells while you have the True Name of the target creature, you can apply it on that creature:
- Target creature gains a number of temporary hp equal to the spells level * your proficiency bonus (Good/Neutral),
- Target creature gains a bonus to attack and damage equal to the spells level for the next 1 minute (Lawful/Neutral),
- Target creature subtracts from their Saving throws equal to the spells level for the next 1 minute (Chaotic/Neutral),
- Target creature subtracts from their attack and damage equal to the spells level for the next 1 minute (Evil/Neutral).
Once you use this ability you cannot do so until you finish a short rest. You gain an additional use at 12th (2), and again at 18th (3) level.
Potent Naming
You are slowly becoming a master of True Names. Starting at 10th level, you can now target a number of creatures equal to your Intelligence modifier creatures with your Name Calling per expended use of the ability. Once you use this ability, you cannot use it until you finish a long rest.
Additionally, when you are using your Name Calling on one or more creatures, you can expend a spell slot to give those creatures disadvantage on the Saving throw to learn their True Name. The level of the spell slot determines the number of creatures that get that disadvantage.
Knower of True Names
You have mastered True Names and what they can do. At 14th level, the number of names you can learn becomes twice your level + your Intelligence modifier.
Choose two from the list of the following spells, one from each level:
- 6th level: disintegrate, heal, mental prison, planar ally
- 7th level: finger of death, force cage, regenerate, resurrection
These spells are added to your spell book, are always prepared and don't count against the number of prepared spells you can have. Once per long rest, you can use each one of those spell without expending a spell slot on creatures whose True Name you know.
Previous Versions
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