Bard
Base Class: Bard

Bards of the College of Naming are patient observers who seek to understand the world around them and bend it to their will. To do this, they learn to understand the old magic of True Names. Uncovering a True Name takes time, skill, and a new perspective on magic, since True Names are rarely known, even by the one to whom it belongs. The more parts of a True Name a bard learns, the greater magical effects they can set upon a target.

 

The True Name of a thing comes from an unique and intimate connection to the magical fabric of the universe. This makes it difficult for bards from the College of Names to share what they have learned in a classroom setting; a True Name cannot be divined from books and scrolls. As such, these bards more often operate in mentorship roles wherein teachers train their students in how to think and observe the world around them. 

 

Because a name can only be learned through firsthand experience, these bards travel far and wide to learn the names of things. But once a True Name is learned, it is not so easily forgotten. Those who have crossed a member of the College of Names know to be on their guard, lest their name be called. For this reason, creatures aware of the existence of True Names jealously guard their own for fear of being killed with nothing but a word.

Extract Name

At 3rd level, you are able to sift through the mind of a creature and compel it to magically divulge a snippet of its True Name to you. 

When you learn part of a creature’s True Name, you temporarily gain power over that creature. As an action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you and learn part of that creature’s True Name. Roll the Bardic Inspiration die and add that number to your Spell Save DC for the next spell you use on that creature. Additionally, for the next 24 hours, the creature has disadvantage against Charisma Saves and you have advantage on all Charisma Skill checks against the creature.

Exploit Name

At 3rd level, you learn to control the body of those whose True Name you know.

As an action, if you speak a humanoid's True Name, you can attempt to lock it down. The target must succeed on a Wisdom saving throw against your spell save DC or be stunned. The target is stunned in this way for 10 rounds, or until it is attacked or damaged by you or one of your allies. 

If the target succeeds on its saving throw, the target is not aware that you tried to stun it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Dominate

At 6th level, you gain the ability to enthrall a target. As an action, you cast the spell Crown of Madness, without spending an action, on one creature you can see within rage. When you cast Crown of Madness in this way you do not require to keep concentration of the spell.

Any creature whose True Name you know automatically fails its saving throw against the Crown of Madness you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

Master Namer

At 14th level, you have learned how to bypass a named creature’s defenses. When casting a single target spell of 1st level or higher you may have the the target make a Wisdom Save against your Spell Save DC or be paralyzed. The target is then paralyzed in this way for 10 rounds, or until it is attacked or damaged.

If the target succeeds on its saving throw, the target is not aware that you tried to stun it.

Once you use this feature, you can’t use it again until you finish a long rest.

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