Wizard
Base Class: Wizard

School of Onomancy
Although every wizard knows that holding an immortal's true name can allow you to summon it, some few have learned that demons and devils are not the only creatures whose names can be used against them. Wizards who practice the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through the origins of a name. 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, creatures who learn of this tradition often hide their true names, typically by adopting monikers and pseudonyms.

True Names
For most self-aware creatures, a true name is the name by which the creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever the name's origin, the simplest way for you to know your true name is to think truthfully about yourself, and then think, "My name is..." Your true name is how you finish that sentence.

You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth.

As a quick guide, a creature has a true name if it understands at least one language or it has an alignment.

Learning a Creature's True Name
Onomancers are not the only ones who are able to discover a creature's true name, although they do have the most blunt and direct means of doing so. In addition to using Extract Name, a character can learn another creature's true name by numerous other methods. True Names cannot be learned in simple conversation, but any number of enchantments or divinations can be used to learn a creature's true name, whether by compelling the creature to tell you, reading its name from the depths of its mind, or seeking their name through a divination to a higher power. Additionally, in the case of devils, demons, angels, celestials, intelligent Fey, and other such powerful, planar-aligned entities, their true name might be written down in a library, waiting to be researched. For these entities, changing their true name is nearly impossible, and a canny caster might seek them through research.

Created by Sylion, just ported to 2024 Wizard by me.

Level 3: Autonymic Dominion

You know your own true name, and can take steps to conceal it or to use it in conjunction with your own magic. Whenever you are required to make a saving throw against a magical spell or effect, you can use your reaction to gain advantage against the triggering effect. Whenever you cause another creature to make a saving throw against one of your spells, you can use your reaction to cause the creature to make the saving throw at disadvantage. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

Proficient Namer

When you cast a spell with a Verbal component which affects a creature whose true name you know, you can cast the spell without its verbal component.
In addition, you learn one language of your choice, and gain proficiency with calligrapher's tools.

Level 6: Extract Name

Starting at 6th level, you can divine the true name of creatures through your interaction with them. As a bonus action, you target one creature you can see within 10 feet of you. The target must make a Charisma 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, you mentally learn the target's name or the fact that the target lacks a name. After 24 hours, you forget a name learned in this manner.

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.

Resonant Utterance

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 your wizard level (round down), and you regain all expended uses when you finish a long rest.

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.

Inexorable Pronouncement

You learn two new Resonants of your choice from your Resonant Utterance feature.

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.

Level 14: Distorted Naming

You have learned how to twist a creature's true name to alter its fundamental being. As an action, you can choose one creature that can hear you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you cannot use this ability on the creature again. If it fails, the creature loses one immunity or resistance of your choice for 1 minute. Once you have successfully used this feature, you cannot use it again until you have completed a long rest.

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