Bard
Base Class: Bard

Bards who ascribe to the College of Naming do so out of an appreciation, love, or even need for the true value of a thing. Whether seeking to rediscover old histories and relics forgotten by time, or standing alongside and amongst those concerned with creating the new and moving forward, these bards weave their lives and stories around the pursuit of the true names and fundamental significance of things.

Inspiring Name

Beginning at 3rd level when you join this college, you begin to master a small modicum of the power of true naming. Whenever you give a creature Bardic Inspiration, you may choose to also give them an epithet as a part of the Bardic Inspiration ("Alexander the Great" as opposed to just "Alexander"). That creature now has an Inspiring Name, and on subsequent turns you can spend a bonus action to activate the effects of a Bardic Inspiration without expending a use. You may use this feature on any creature you have ever given an Inspiring Name to, up to a number of times equal to your Charisma Modifier (minimum of 1). All uses of this feature reset after a long rest.

Distracting Name

Also at 3rd level, you learn how to use arcane infused names to distract. You can expend a use of Bardic Inspiration to give a creature a Distracting Name instead of the usual Bardic Inspiration. A creature with a Distracting Name has disadvantage on its next attack, check, or save within 10 minutes.

Fake Names

At 6th level, your deep experience with names gives you insight into the art of making new ones. Gain the following benefits.

  • You gain expertise with forgery kits.
  • You have advantage on Deception checks when attempting pass yourself and any companions off under a fake name.
  • Creatures have disadvantage on Deception checks against you when attempting to pass themselves off under a fake name.

True Naming

Starting at 14th level, you gain the ability to identify and create true names. Before taking this class, you should discuss with your GM the nature of true names in the world; whatever the case, true names are not easy to come by, require much hard work, research, and often a little luck as well. True names can be identified and then spoken to invoke extra power, or they can be christened and given as guiding or warning prophesies when something is first created.

Identification. When you speak the true name of a creature, you are able to call upon a modicum of their quintessential life force. Until the beginning of your next turn, you may apply the effects of a Bardic Inspiration to any attacks, checks, or saves you roll directly against or in reaction to the creature. Conversely, you can choose to instead imbue the creature with the regular effects of a Bardic Inspiration. Creatures can feel the power drawn out of them when you speak their true name and is taxing on them. You may only draw power from a creature's true name an amount of times a day equal to your Charisma Modifier (minimum of 1). Powerful magical items and artifacts can also have true names. Talk with your GM to determine the effects, if any, of calling upon an objects true name.

Prophecy. If you are present for the poignant moment of creation for a creature or powerful magic object (birth, conception, egg-laying, assembly, etc...), you may spend all remaining uses of Bardic Inspiration to prophesy a true name over the creature or object. From then on, once per round when the creature, object, or creature attuned to the object calls upon the prophesied true name, they receive a bonus to their next attack, check, or save equal to the amount of Bardic Inspirations spent in making the prophecy.

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