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Truespeech

2nd-level Onomancy feature

Through devout study, you know your own personal truename. You also know that to
discover and pronounce aloud something as exceptionally distinct as another's truename in
the fundamental dialect of the universe can be difficult. You can peel back the veil of creation
to glimpse at a creature's hidden truename one of two ways: through your magic, or through
research.
Extract Syllable. As a bonus action, you target one creature you can see within 60 feet of
you with an utterance of revelation. The target must make a Charisma saving throw against
your spell save DC. A target can choose to fail this saving throw; On a failed save, the target
is affected by your utterance for 1 minute and you mentally learn a portion of the target's
truename. On a successful save, you discern that the target isn't affected. If a target
succeeds on it's saving throw, the target has no hint that you tried to learn it's truename.
While a target is affected by your utterance, you can use a bonus action on subsequent
turns to force the target to make another Charisma saving throw. If it successfully saves
against this feature two times, the effect ends for it, and the target is immune to your Extract
Syllable feature for the next 24 hours. If it fails this save again, you mentally learn the
target's complete truename. The successes and failures don't need to be consecutive; keep
track of both until the target collects two of a kind. If the effect ends before you can learn the
target's complete truename, you are able to mentally recall the portion you learned, and your
success applies to future attempts to learn the target's complete truename.
Truename Research. In the grand lexicon, there are normal truenames, which describe
what you are and what you are doing, such as "human barbarian", and there are personal
truenames. Only creatures with an Intelligence score of 3 or higher have personal
truenames. You can conduct extensive research of a mundane and magical sort to discover
one's personal truename, which takes 1 workday or 8 hours × the creature's Challenge
Rating (minimum of 1 hour), followed by an Intelligence (Arcana) check.
The DC for uncovering a personal truename is equal to 10 + the creature's Challenge
Rating (minimum of one), but your check can be modified by the research resources at
hand, as shown on the Research Modifiers table below.

Research Modifiers

Condition Check Modifier

You know part of the truename +1

Research assistants +2

Commune spell +2

Know the subject's ancestry (parents) +1

Know the subject's ancestry (granparents) +2

Know the subject's ancestry (great +4


granparents/beyond)

Divination spell +4
Contact other plane spell +2

Legend lore spell +6

Firsthand (you have met the target) +1

Familiar (you know the target well) +2

You are relatives +4

You know the subject's creature type +1

Subject is considered obscure -5

Subject is obscuring their truename -5

Subject's truename is hidden -10

Some creatures may be obscure, if they hold no worth in history; powerful creatures tend to
obscure or hide their truename. Research time can be cut in half at your DM's discretion if
you have unrestricted access to a major library, to perhaps pick up where other onomancers
have left off.

Resonant Utterance
2nd-level Onomancy feature

You learn words of power called Resonants, which allow you to tailor your spells through the
use of a target’s true name.
Resonants Known. When you gain this feature, you learn two Resonants of your choice,
which are detailed in the “Resonant Options” section. Each time you gain a level in this
class, you can replace one resonant you know with a different one. At 6th level and again at
10th level, you learn two new Resonants of your choice from your Resonant Utterance
feature.
Using a Resonant. You can use one Resonant when you cast a wizard spell with a spell
slot and speak the true name of one creature targeted by the spell. Speaking the name is
part of casting the spell.
You can use Resonants a number of times equal to your wizard level, and you regain all
expended uses when you finish a long rest.
Resonant Options. Here are your options when choosing a Resonant:
Absorption. When you cast a spell that deals damage to the named target, you gain 2d6
temporary hit points. The number of temporary hit points you gain increases by 1d6 when
you reach 6th level (3d6), 10th level (4d6), and 14th level (5d6) in this class.
Adaptation. When you cast a spell that deals a type of damage from the follwing list to the
named target, you can change the damage type dealt to it to one of the other listed types:
acid, cold, fire, lightning, poison, thunder.
Devastation. If the spell requires the named creature to make a saving throw, that creature
has disadvantage on the first save it makes against the spell.
Dissolution. The first time the named creature takes damage from the spell, that creature
takes an extra 1d8 force damage. The extra force damage increases by 1d8 when you reach
6th level (2d8), 10th level (3d8), and 14th level (4d8) in this class.
Enervation. The first time the named creature takes damage from the spell, it's movement
speed is halved until the end of it's next turn.
Homing. When you cast a spell that targets the named creature that has a range of 5 feet
or greater, you cam double the range of the spell. If the spell has a range of touch, you can
make the range of the spell 30 feet.
Nullification. If the named target is affected by any other spells, you know what those spells
are, and you can attempt to end one of your choice by succeeding on an Intelligence check
with a DC equal to 10 + the level of the chosen spell.
Puppetry. The first time the named creature takes damage from the spell, you can knock
the creature prone or move it up to 10 feet, either directly toward you or away from you.
Sympathy. If the named creature is within range of the spell, you can target the creature
with the spell even if you can’t see the creature or it has total cover against the spell.
Terror. The first time the named creature takes damage from the spell, it becomes
frightened of you until the end of your next turn.

Dedicated Translation
6th-level Onomancy feature

By repeating your own truename with alternating inflections, you can enter a state of fortified
meditation. While you maintain concentration on a spell, you have a +2 bonus to AC and all
saving throws. You must be capable of speaking verbal components to gain this benefit.

Designated Viewing
10th-level Onomancy feature

You can cast scrying without expanding a spell slot or material components if you speak the
true name of the target of the spell as part of casting it. You can subtract your Intelligence
modifier from the result of the save in addition to any modifiers added or subtracted by how
well you know the target and the sort of physical connection you have to it.
Once you use this feature, you can't use it again until you finish a long rest.

Empowered Recitation
14th-level Onomancy feature

You have learned how to manipulate a creature's truename to even greater effort. When you
cast a wizard spell using a Resonant, you can apply an additional different Resonant option
that you know without expending any of your Resonant uses.

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