Wizard
Base Class: Wizard

In the silent spaces between words and the essence of being, Onomancers delve into the primal power of true names. To know a creature’s true name is to hold the key to its very existence, shaping its reality with a single utterance. Onomancers spend years studying the intricate web of names that binds the world, and they understand that language itself is a force of creation, manipulation, and destruction. With their spellbook, not just a repository of incantations but a library of true names, they wield authority over reality in ways that few can comprehend. Each syllable they speak reverberates with cosmic significance, and with the utterance of a true name, they bend fate, command will, and unravel the very fibers of existence.

Through mastery of the Etymology of All Things, the Onomancer extracts the essence of creatures and objects alike, wielding their true names like a blade. Their command over these names grows as they advance, and by weaving Resonating Utterances into their magic, Onomancers turn spells into precision instruments of control, harm, and manipulation

Onomancers Spellbook

 

At 3rd level you gain a magical spellbook that can withstand the weight of a true name. You can use your spellbook as your spellcasting focus. True names you learn automatically appear in this book, but are lost if the book gets destroyed. 

 

You also learn extra spells that you always have prepared as you gain levels in this class, as shown in the Onomancer Spells Table. You can cast spells from this feature without expending a spell slot and without their somatic and material components if you speak the true name of the target when casting the spell. Creatures who don't share a language and/or lack the inteligence for the spell to take effect are affected if you use this feature. You can cast these spells using this feature  a number of times equal to your intelligence modifier. Regaining spent uses on a long rest.

 

Onomancer Spells Table:

level 3

charm person, Command, Hold person, Suggestion

level 5

Dispel Magic, Sending

level 7

Banishment, Dominate Beast

level 9

Dominate Person, Animate Objects

 

Etymology of All Things

 

At 3rd level you learn to analyze and extract true names of others. As a bonus action you target a creature or an object within 60 ft of you that you can see and make an Investigation Check to extract its True Name. The target is not aware of you trying to extract its true name. You can use this feature a number of times equal to your Proficiency Bonus, regaining spent uses on a long rest.

The DC is 10 + The CR of the targeted creature.

For objects the DC is 10 (But DM might adjust this case by case),

For magical objects the DC is: common 13, uncommon 16,  Rare 20, Very rare 25, Legendary and Artifact 30.

 

Notes on True names: Talk with your DM on what things have true names and how do they manifest in your world. Here are design notes for True Names that I took into consideration when designing this subclass:

Personal True Name: All intelligent creatures (Intelligent Score 5 or greater) have a personal true name. All magical items have a personal true name. Non magical objects and non intelligent creatures who are otherwise noteworthy such as the biggest bear of the forest who is considered the king of the forest or the throne of the king might have a personal true name even thought not meeting the criteria otherwise. 

Categorizing True Name: All non intelligent creatures (Intelligent Score 4 or lower) and non magical objects have categorizing True Names for example; all lambs have the same true name. Same for doors, Mice, Chairs etc. 

True Knowledge

 

At 6th level your ability to cleam knowldge from true names deepens. You have advantage in all skill checks when interacting with a creature or an object whose true name you know.

Resonating Utterance

 

At 6th level, 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. You learn more Resonants as you gain levels in this class.

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.

Resonant Options. Here are your options when choosing a Resonant:

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) in this class.

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 the 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) in this class.

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 your choice 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 the 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 the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell.

Depths of Understanding

 

At 10th level you repertoire of resonants grows, you learn two additional resonants.

 

Also you start clean more information from true names. You know the strongest and weakest stat, AC, Max hit points, resistances, immunitys and weakneses of the creatures and objects whos true name you have written into your spellbook.



Master of Names

 

At 14th level, your profound mastery over true names allows you to exert unparalleled influence over those whose names you know. 

  • Infallible Naming: When you use your Etymology of All Things feature, you no longer expend a use of the feature if the target fails its saving throw. Additionally, creatures have disadvantage on their saving throws against this feature.
  • Dual Resonance: When you cast a spell using a Resonant on a creature or object whose true name you know, you can apply two different Resonants instead of one. 
  • Name Calling: As an action, you can speak the true name of a creature whose name you have written in your spellbook. When you do, you know their rough location, if the target is in the same plane as you, you know the direction and distance from you. Additionally you can force them to to make a CHA Save against your spellcasting modifier or gain the Paralyzed condition, remaking this save at the end of their turns, ending the effect on a succes. When a creature succeeds this SAVE, they gain immunity to this feature for 24hours.

Comments

Posts Quoted:
Reply
Clear All Quotes