Base Class: Sorcerer
Onomancers are powerful benders of reality who have the power to change the natural order through their eloquent and fluid speech, in an unintelligible semantics.
Despite such power, the user usually suffers from headaches due to the true knowledge quickly fading from their mind after use.
Diplomatic Immunity
When entering into a blood contract, an Onomancer can roll an intelligence (arcana) check to alter the terms of the contract, without the other member(s) involved being aware. The difficulty class of the attempt depends on the change, the number of affected individuals and its justification.
You learn an additional spell when you reach certain levels in this class, as shown on the Onomant Spells table. These spells are considered sorcerer spells to you, but they don't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace a spell gained by this feature with another spell of the same level. The new spell must be a sorcerer spell from the sorcerer list.
1st Bless, Healing word, Command
2nd Sugestion, Arcane lock
3rd Remove curse, Pulse Wave
4th Banishment, Confusion
5th Wall of force, Animate objects
Raw Knowlege
You gain reality points equal to your charisma modifier.
As a bonus action, you can spend a reality point to attempt to discover part of the real name of one or more creatures, situations, or objects that you can see within 30m (100ft) or that you know intimately (long acquaintances, objects relatives,
everyday situations, etc.) up to 90m (300ft). If the target is a creature, it makes a Charisma (CHA) saving throw against your spell save DC. On a failure, you become aware of part of the creature's true name for up to one minute; On a success,
you become unable to discover this creature's real name until you take a long rest.
Creatures whose real name is discovered have a 1d4 penalty to resist any spell or magical effect from you.
You can simultaneously know parts of the name of a number of creatures equal to your +1 Intelligence modifier (minimum 1).
You regain all your reality points when you take a long rest and one reality point when you take a short rest with no reality points.
Tireless Foundation
Starting at 6th level, while you know part of a creature's true name, when you cast a spell, you can speak a draconic cipher, consuming sorcery points as per the effect:
1 sorcery point:
Scar -
Heal a creature you know part of its true name for 1d6 (increases by 1d6 upon reaching 10th level (2d6) and 14th level (3d6))
Devastate - The spell deals an additional 2d8 force damage to creatures you know part of its true name hit by it (increases by 1d8 upon reaching 10th level (3d8) and 14th level (4d8))
Position -
You can move a creature you know part of its true name 10ft toward or away from you
2 sorcery points:
Sympathy - You can cast the spell from the point of view of a creature you know part of its true name. When casting this spell,
assume you know the surroundings as the sum of your senses and the creature's
Nullify - You can attempt to end a magical effect of your choice on the target DC 10 + Spell Level (Or at DM's expense if coming from another source)
Coordinate -
You know the location of a creature or object whose true name you know for the next 24 hours
Alternatively, you can spend a sorcery point as a bonus action to cast the "Command" spell on a creature whose name you partially know at 1st level without expending a spell slot.
This spell does not count as a level spell for purposes of multiple castings in one turn.
Autority Word
At 14th level, creatures whose true names you know part of have disadvantage to resist any effect of your enchantment, transmutation, and abjuration spells that include verbal components.
You can use the "raw knowlege" trait again on the same creature by expending 3 sorcery points without taking a long rest.
You can, once per long rest, use banishment and polymorphism as fourth-level spells without expending spell slots.
True name Bending
Starting at 18th level, you can use an action to try to get a complete glimpse of the real name of a creature whose real name you partially know. As an action, you can roll a Charisma (CHA) check contested by the creature's Charisma (CHA) check (it can choose to fail this check). On a success,
you can decrease a creature's total resistance (Immune(0x damage)->Tough(0.5x damage)->Normal(1x damage)->Artificial vulnerability(1.5x damage)) by 2 levels, block one of its abilities, or add an ability you already blocked compatible with the creature's body.
You can use this ability once per long rest, and the change lasts until you rest again (short or long rests).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/5/2023 1:21:42 PM
|
6
|
1
|
1
|
Coming Soon
|
|
|
2/5/2023 1:32:59 PM
|
13
|
1
|
1.1
|
Coming Soon
|
|
|
7/30/2023 9:11:22 PM
|
36
|
1
|
1.2
|
Coming Soon
|
Comments