Wizard
Base Class: Wizard

True Name is someone's hidden name. They are grant to creatures upon creation by gods to potentially keep those bellow them in check. True Name has its origin in the Words of Creation, the original words that were the precursor to the Celestial Language and even Supernal, the language of Gods. A very few celestials remembered some of these words, whose power was said to be so great that no mortal mind could comprehend more than three or four of these Words of Creation in their true form. True Name isn't just something for show, it is the creatures essence, their core, True Name truly belongs to that person. A normal, non-adventuring human could potentially learn the True Name of one of the Lords of the Nine Hells, and have that Lord under their control, and that Lord could do nothing about it, as devils, demons and other fiends as well as celestials, titans, giants and dragons are more susceptible to their True Names, as they are more powerful beings, and need a way to be kept in check. Learning the True Name of a humanoid, undead, constructs, fey and other creature types not mentioned before aren't affected much by calling out their True Name, but a powerful enough creature or entity, or those studying the arts of True Names can use it to their advantage, even bind, compel and control every creature type. There are sections in the Scribe Orders strictly dedicated to the language of True Names and are kept hidden away from anyone to stop people from abusing them. Some cults spend their whole life trying to find out the True Name of the rival to the fiend they are worshiping. Onomancers seek to use that power. They either use it to find the true names of their allies and power them up with enhancing spells, or they try to find the true name of their enemies and control them. Or they might seek power and find out names of fiends and build an army to overthrow a figure of power or their greatest foe

Extract Name

2nd-level Onomancy feature

You are able to use the weave to magically probe into someone's mind and immediately discover a creatures True Name. As a bonus action, for the next 1 minute you can can read thoughts of a certain creature within 60 feet. You are only able to read the minds of creature whose Intelligence score is higher than 3 and knows at least one language. You are able to understand and see into surface thoughts, however you can dig deeper and find out their opinions and secrets, and even their True Name. If the target is unwilling, they must make a Wisdom saving throw against your Spell save DC to resist the effect, and can do so at the end of each of their turn. The creature knows if you are probing into their mind.  At 2nd level you are able to probe into minds of creatures of up to CR 1 or if it's a player, equal to your level, and then every 2 levels the CR raises up by 2 up till 14th level where you can target any CR creature.  You are also able to detect the presence of creatures in the radius around you even if you don't see them. You can do this feature a number of times equal to your Intelligence modifier (minimum of 1) per long rest.

Name Calling

2nd-level Onomancy feature

Over the years of studying names, you've learned how to use True Names to their best potential. Whenever you learn someone's True Name you can additionally enhance those to whose essence you call out too. As a bonus action you can swap give certain advantages between creatures whose True Name you know. Choose a number of creatures equal to your proficiency bonus. Those creatures gain one ability, resistance or immunity from one of the creatures whose True Name you know. This lasts feature for 10 minutes.

You also learn additional spells when you reach certain levels in this class, as shown on the Onomancy Spells table. Each of these spells counts as a Wizard spell for you, and they don't count against the number of prepared spells for you. You can cast these spells with expending a spell slot. Whenever you gain a wizard level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration, conjuration or an enchantment spell from the cleric, warlock or wizard spell list

To use this feature or spells you must use the True Name of a creature/s you are using it on (you can still use spell slots as you normally would) and you can use this feature or spells a number of times equal to your Intelligence modifier (minimum of 1). You regain these uses on a long rest.

 

Onomancy Spells
Wizard level Spells
1st Bless, Heroism
3rd Enhance Ability, Lesser Restoration
5th Haste, Summon Lesser Demons
7th Death Ward, Summon Greater Demon
9th Greater Restoration, Infernal Calling

True Essence

6th-level Onomancy feature

Whenever you successfully find out the True Name of someone you gain a better control over your own powers and your grasp of them by opening your free hand and causing a Tiny golden coin to appear there, an essence coin. The DM determines the coins shape and engraving. You can have a maximum number of essence coins equal to your proficiency bonus, and you can't create one while at your maximum.

You can use the coin for the following:

  • While you have the coin on your person you have advantage on Intelligence saving throws
  • You can break one of your coins, no matter where they might be, and give one creature a disadvantage on the Extract Name Wisdom saving throw, however if you learn their True Name, you have to roll a d20. On a 10 or lower you don't gain an additional essence coin
  • Whenever you use your Extract Name feature or one of spells from your Onomancy spell list, you can break one of your essence coins, no matter where they might be, and use them without expending a use of that feature.

Powerful Naming

10th-level Onomancy feature

Your Onomancy becomes stronger and more potent as you learn the true meaning behind knowing someone's name. Whenever you use a feature from your Onomancy subclass that requires a creature to make a saving throw, if a creature has Magic Resistance, the abilities are able to bypass it.

 

Additionally, whenever you use a conjuration spell that summons or conjures a creature, and they aren't friendly to you, you can utter out their True Name, if you know it, as a part of the verbal component to have them become friendly to you and they have to obey their command (if the spell doesn't have a verbal component, it does now).

Honor of Honorifics

14th-level Onomancy feature

You've become so proficient in using True Names to your advantage and others disadvantage that it spills over to other people. You can give a number of creatures equal to your Intelligence modifier (minimum of 1) advantage or disadvantage on attack rolls, ability checks or saving throws (your choice), for 10 minutes, as long as you know their True Name. To use this feature again, you must finish a long rest or destroy one of your essence coins as part of the bonus action you use to activate Honor of Honorifics.

Also, you can break 3 of your essence coins to grant all of the advantages or disadvantages to the creatures you are targeting.

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