Wizard
Base Class: Wizard

Practitioners of magic well know the power of names, but wizards who follow 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 names. 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, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms.

Level 3: Onomancy Savant

Your study of names and their power allows you to master certain spells with greater efficiency.

When you choose this subclass at 3rd level, the time and gold you must spend to copy a spell with the following damage types into your spellbook is halved: psychic, thunder, or any spell that charms or frightens creatures.

Additionally, you add the vicious mockery cantrip to your spellbook if it is not there already, and you can cast it as a wizard cantrip.

Level 3: Honorific Bestowal

You can invoke honorific titles that temporarily empower your allies with the qualities those names embody. When you finish a Long Rest, you prepare a number of honorific titles equal to your Intelligence modifier + 1 (minimum of 2 titles). Choose your prepared titles from the following options:

  • The Stalwart. The target gains temporary hit points equal to your wizard level + your Intelligence modifier.
  • The Swift. The target's Speed increases by 10 feet, and the target can take the Dash action as a Bonus Action.
  • The Precise. The target gains a +1 bonus to attack rolls.
  • The Resilient. The target gains a +1 bonus to saving throws.
  • The Learned. The target gains proficiency in one Intelligence, Wisdom, or Charisma skill of your choice. If the target is already proficient in that skill, the target instead gains expertise in that skill.
  • The Vigilant. The target has Advantage on Initiative rolls and can't be Surprised while Conscious.
  • The Fortunate. The target gains Heroic Inspiration.
  • The Warded. The target gains a +1 bonus to AC.
  • The Perceptive. The target has Advantage on Wisdom (Perception) checks and gains Blindsight with a range of 10 feet.
  • The Eloquent. The target has Advantage on Charisma (Persuasion) checks. Additionally, the target can cast Suggestion (save DC equals 8 + the target's proficiency bonus + the target's Charisma modifier) once without expending a spell slot, and the target regains the ability to do so when it finishes a Short Rest or Long Rest.

As a Bonus Action, you can touch one willing creature within 5 feet of yourself and speak one of your prepared honorific titles, granting the target that title's benefit. A target can benefit from only one honorific title at a time (see Bestowing Multiple Titles below). The benefit lasts for 1 hour, until you use this feature again on the same target, or until you grant the same title to a different creature. You can have a number of active titles equal to your Proficiency Bonus. When you would exceed this number, you choose which previously bestowed title ends.

Expanded Preparation. When you reach 6th level, you prepare a number of honorific titles equal to your Intelligence modifier + 2 (minimum of 3 titles). This number increases again at 10th level (Intelligence modifier + 3, minimum of 4 titles) and at 14th level (Intelligence modifier + 4, minimum of 5 titles).

Bestowing Multiple Titles. Starting at 10th level, as a Bonus Action, you can bestow up to two honorific titles on the same creature. At 18th level, you can bestow up to three honorific titles on the same creature.

Level 6: Wyrds Weaving

You learn to weave wyrds of power into your spellcasting. The wyrds are fragments of the first script, ancient words that once bound the universes to the Nexus Sanctum, and their echoes still resonate with primal authority over reality.

When you cast a wizard spell of 1st level or higher, you can speak a wyrd of power to enhance the spell. Choose one of the following effects:

  • Overwhelming Wyrd. One target of the spell has disadvantage on its saving throw against the spell. If the spell does not allow a saving throw, the spell's damage increases by 2d8.
  • Echoing Wyrd. If the spell deals damage, add your Intelligence modifier to the damage dealt to one target of the spell. If the spell targets multiple creatures, you can instead add your Intelligence modifier to the damage dealt to each target.
  • Lingering Wyrd. If the spell charms or frightens a creature, double the duration. If the spell allows repeated saving throws, the first saving throw is made with disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wyrd's Echo. Additionally, when you use Wyrd Weaving you can project your voice telepathically. The verbal components of your spells cannot be heard by anyone except your intended targets for the next minute, and you can cast spells normally even if you are silenced or gagged.

Level 10: Extract Name

You gain the ability to mystically learn a creature's true name, giving you power over it.

As an Action, choose one creature you can see within 60 feet of yourself. The target must succeed on a Charisma saving throw against your spell save DC or have its true name revealed to you. On a successful save, the creature resists your attempt to learn its name, and you can't use this feature on that creature again for 24 hours.

When you learn a creature's true name, you gain the following benefits against it for 24 hours:

  • You have advantage on attack rolls against the creature.
  • The creature has disadvantage on saving throws against your spells.
  • You can use your bonus action to speak the creature's true name, forcing it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is stunned until the end of your next turn. On a success, the creature is incapacitated until the end of your next turn instead. Once you use this bonus action, you can't use it again until you finish a short or long rest.
  • As a reaction when the creature targets you with an attack or spell, you can speak its true name to impose disadvantage on the attack roll or grant yourself advantage on the saving throw.

On a successful save, the creature resists your attempt to learn its name, and you can't use this feature on that creature again for 24 hours.

Once you successfully extract a creature's name, you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 14th level.

During a Short Rest or Long Rest, you can spend 10 minutes inscribing a true name you've learned into your spellbook. Once inscribed, you retain the benefits of knowing that creature's true name permanently, even after 24 hours have passed. You can have a number of true names inscribed in your spellbook equal to your Intelligence modifier (minimum of 1 name). If you inscribe a new name when you've reached this maximum, you must choose one of your previously inscribed names to erase.

Level 14: Wyrd Domination

Your mastery over wyrds grants you extraordinary control over magic that affects the mind and senses. The ancient script responds to your will as if you were one of the architects who first bound reality itself. You gain the following benefits:

Resonant Mind. You have Resistance to Psychic and Thunder damage, Immunity to the Charmed and Frightened conditions, and Advantage on saving throws against illusions.

Wyrd Breaker. When a creature within 60 feet of you that you can see has the Charmed or Frightened condition, you can use your Reaction to speak a wyrd of unbinding. The condition immediately ends on that creature, and the creature has Advantage on saving throws against the Charmed and Frightened conditions for 1 minute. You can use this Reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Master of Wyrds. You can now have a number of true names inscribed in your spellbook equal to twice your Intelligence modifier (minimum of 2 names), and when you use Extract Name, the benefits last for 7 days instead of 24 hours.

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