Truenamer

by emporophobe

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Truenamer

Half smiling at the chains that bind her hands, an elf speaks a single word in a long-forgotten tongue. Her captors flee in terror as a demon materializes in her cell and begins to breaks down the door.

A fiery-haired human in a worn green cloak stands in an empty courtyard, listening to the rustling of leaves. Suddenly, he raises his head and speaks a string of sharp, clear syllables. Around him, the winds begin to howl.

As the assassin overpowers the guards and runs towards the king, a dwarf in noble attire watches him closely, then mutters a name under his breath. The assassin freezes in place, unable to resist the spell.

Truenamers are scholars of the secret names that belong to everything in the multiverse. By learning something's name, a truenamer gains power over it, and by speaking these names and combining them with others, they can cast spells to command the elements, conjure beings from other planes, and bend others to their will.

Scholars and Seekers

More than any other spellcasters, truenamers travel the world in search of magic. Some travel between places of learning, gathering lists of names from rare tomes and well-guarded scrolls. They might study alongside wizards and other spellcasters, or they might form their own specialized institutions. Most, though, seek names through firsthand experience. They travel through the wilderness to learn the names of forces of nature, find links to other planes of existence to steal the names of fey and fiends, and seek out the names of their foes to take control of their minds.

Knowledge is Power

To know the true name of something is to understand it completely. Truenamers are able to use this understanding to influence that which they know the name of, allowing them to cast spells and control forces, creatures, and objects. For this reason, truenamers guard their own true names fiercely, knowing from experience what it means to allow someone to learn it.

To be able to gain the understanding necessary to learn a true name is a process that is different for every truenamer. For some, it comes after long hours of study, practice, or meditation. For others, it comes in a flash of inspiration after being in close contact with the object of their studies.

After learning a true name, truenamers can use it to cast spells. The effects of speaking a true name aloud depend on innumerable factors, from the tone and pitch used to speak it to the proximity of the target or the time of day. Many complex spells are formed by combining multiple true names, or parts of different ones, in order to create the intended effect.

The Truenamer
Level Proficiency Bonus Features Spell Slots Slot Level Utterances Known
1st +2 Naming, Truenamer's Insight, Bespoke Casting 1 1st 2
2nd +2 Lexicon 2 1st 2
3rd +2 ─ 2 2nd 2
4th +2 Ability Score Improvement 2 2nd 2
5th +3 ─ 2 3rd 3
6th +3 Lexicon Feature 2 3rd 3
7th +3 ─ 2 4rd 3
8th +3 Ability Score Improvement 2 4rd 3
9th +4 ─ 2 5th 3
10th +4 Lexicon Feature 2 5th 3
11th +4 Pronouncement (6th level) 3 5th 4
12th +4 Ability Score Improvement 3 5rd 4
13th +5 Pronouncement (7th level) 3 5th 4
14th +5 Lexicon Feature 3 5th 4
15th +5 Pronouncement (8th level) 3 5th 4
16th +5 Ability Score Improvement 3 5th 4
17th +6 Pronouncement (9th level) 4 5th 4
18th +6 Final Word 4 5th 4
19th +6 Ability Score Improvement 4 5th 4
20th +6 Master Namer 4 5th 4

Creating a Truenamer

When creating a truenamer, consider how you came to learn the power of true names. Did you witness a master namer at work and apprentice under him, or is your ability to learn names innate? Did you attend a special university, or did you learn your first true names through isolation and meditation? What was the first true name you spoke, and how did you learn it?

Also consider how you learn new true names, and why you left your studies to adventure. Did anyone ever use your true name to cast a spell on you? Do you seek mastery over certain forces or enemies? Do you learn true names through study, or do you travel the world to find them?

Quick Build

You can make a truenamer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the Fire and Truth utterances.

Class Features

Hit Points


  • Hit Dice: 1d8 per truenamer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per truenamer level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) two daggers (b) a spear or (c) a quarterstaff
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor and component pouch

Naming

Your study of true names has given you the ability to harness them to cast spells.

Utterances

In your studies, you have learned the true names of creatures, objects, and forces, giving you great power over them when you speak their names aloud. These names are combined and categorized into utterances, groupings of true names with a common theme. A single utterance may encompass hundreds of names, each one causing different effects and useful in different circumstances.

At 1st level, you learn two utterances of your choice. Each utterance grants you a benefit when you learn it. Your utterance options are detailed at the end of the class description. When you gain certain Truenamer levels, you learn additional utterances of your choice, as shown in the Utterances Known column of the Truenamer table.

Additionally, when you gain a level in this class, you can choose one of the utterances you know and replace it with a different one.

Cantrips

You know the minor power word cantrip (see sidebar). In addition, each utterance you know allows you to cast a cantrip. You know the cantrips listed on the spell list of each utterance you know. When you learn additional utterances as shown in the Utterances Known column of the Truenamer table, you learn the cantrips on their spell lists.

Spell Slots

The Truenamer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Truenamer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the first level spell burning hands, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

The spells you know are determined by the utterances you have learned. Each utterance has an associated list of spells, listed at the end of the class description. When you learn an utterance, you learn all the spells on that utterance's spell list whose level is no higher than what's shown in the Slot Level column of the Truenamer table. These spells are truenamer spells for you. When your truenamer spell slot level increases, you learn the spells of that level on the spell lists of each utterance you know.

For example, at 2nd level you know two utterances, and your truenamer spell slots are 1st level. If you know the Fire and Flesh utterances, you know the 1st level spells burning hands and false life. When you advance to 3rd level and gain 2nd-level spell slots, you learn the 2nd-level spells flaming sphere and alter self.

Spellcasting Ability

Intelligence is your spellcasting ability for your truenamer spells, since your spells stem from your memorization and understanding of true names. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when settings the saving throw DC for a truenamer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Spell Components

You cast spells by speaking true names aloud. If a truenamer spell you know does not normally have a verbal component, it does for you. If the spell normally has a somatic component, you ignore it. If the spell has a material component, you ignore it only if the component is not consumed and does not have a cost indicated.

Truenamer's Insight

You can learn the true names of creatures through careful observation, and to use their names to fuel magical effects. As a bonus action, you can force a creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, you learn that creature's true name. On a success, the target does not know you tried to learn its name. A creature can choose to fail the saving throw, and you know your own true name. A creature hidden from divination magic or that is also a truenamer automatically passes the saving throw unless they choose to fail.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Bespoke Casting

When you cast a spell that targets a single creature whose true name you know, you can speak that creature's true name as part of the casting of the spell. If you do, the creature takes an additional 1d6 damage if it would take any damage.

The extra damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Minor Power Word

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You whisper a word that can only be heard by one creature of your choice within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d8 psychic damage. If you know the true name of the target, it takes 1d12 psychic damage instead.

The spell's damage increases by one die when you reach 5th level (2d8 or 2dl2), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Lexicon

When you reach 2nd level, you choose a lexicon, a specialization of your studies which focus on a different application of naming: the Lexicon of Binding, the Lexicon of the Elements, or the Lexicon of the Soul.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Pronouncement

At 11th level, you specialize in an utterance, uncovering rare knowledge known as a pronouncement. Choose one of the utterances you know. You learn the 6th-level spell on that utterance's pronouncement spell list, and can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain access to yet deeper secrets of the utterance you have chosen: you gain the 7th-level spell for that utterance at 13th level, the 8th-level spell at 15th level, and the 9th-level spell at 17th level. You regain all expended uses of your Pronouncement when you finish a long rest.

Final Word

At 18th level, you learn to use your own true name to fuel your magic. When you have no spell slots left, you can cast a spell you know of fifth level or lower as a 5th level spell without expending a spell slot. After you do so, you suffer one level of exhaustion. Once you use this feature, you can't use it again until you finish a short or long rest.

Master Namer

At 20th level, you can momentarily learn the true name of anything when you need it most. You can use a truenamer spell slot to cast any spell of 5th level or lower from any Utterance's spell list, even if you do not normally know it. Additionally, you can use your Final Word feature to cast a spell in this manner. Once you use this feature, you can't use it again until you finish a short or long rest.

Lexicons

Truenamers divide themselves into schools called lexicons. Each lexicon specializes in a specific aspect of naming, and often have tendencies to favor certain utterances that match their ideals. Lexicons vary greatly in organization and philosophy. Some are much like schools of wizardry, with faculty specializing in certain names and conducting research into learning new ones. Others are loose groupings, often a master and one or two apprentices studying under them, only in occasional contact with other namers. Still others are more like wandering scholars, traveling wherever they might learn new names. Regardless of structure, each lexicon provides the necessary intensity of study required to master even the most basic of names.

Lexicon of Binding

The Lexicon of Binding specializes in learning the true names of otherworldly creatures, then using their names to conjure and command them. Truenamers of this lexicon seek out ancient tomes with the names of powerful creatures, or travel across planes to learn them firsthand.

Minor Binding

At 2nd level, you learn the true name of a lesser celestial, fey, or fiend, and use it to bind the creature to your will. You learn the find familiar spell and can cast it as a ritual.

When you cast this spell, you can chose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Twin Binding

At 2nd level, you learn combine your own true name with that of your familiar. As an action when your familiar is within 60 feet of you, you can expend a use of your Truenamer's Insight to teleport you and your familiar, swapping places with it.

Call by Name

At 6th level, your knowledge of true names allows you greater control over creatures you summon. As a reaction when you lose concentration on a spell that creates or summons creatures, you can expend a use of your Truenamer's Insight to maintain concentration on the spell.

Life Binding

Beginning at 10th level, you learn to intertwine your life force with that of creatures you summon. As a reaction when you take damage, you can expend a use of your Truenamer's Insight to transfer the damage to a creature you can see within 60 feet of you that you have summoned or created with a spell. You can reduce the damage you take by an amount up to the current hit points of the creature you choose. That creature then takes damage of the same type equal to the amount by which your damage was reduced.

Beckon

At 14th level, you imbue a portion of your own true name with the power to call you to those who speak it. You can teach this name to another creature over the course of a minute. You must share a language with the creature to teach it your name.

At any point after that, that creature can speak the name as an action. When they do so, you can use your reaction to teleport yourself to the speaker. You reappear within five feet of the speaker, or in the closest unoccupied space if that space if occupied. You know who is speaking your name, and can choose not to be teleported if you wish. Once you use this feature, you can't use it again until you finish a long rest.

Lexicon of the Elements

The Lexicon of the Elements emphasizes learning the names of forces of nature, using them to create powerful effects. Members of this lexicon often travel to storm-battered coasts or erupting volcanoes in order to learn about the elements.

Elemental Affinity

At 2nd level, you choose an element to specialize in. Choose one of the options below.

Air. You learn the gust cantrip and can speak, read, and write Auran.

Earth. You learn the mold earth cantrip and can speak, read, and write Terran.

Fire. You learn the control flames cantrip and can speak, read, and write Ignan.

Water. You learn the shape water cantrip and can speak, read, and write Aquan.

Elemental Empowerment

Beginning at 2nd level, when you roll acid, cold, fire, lightning, or thunder damage or damage from a spell in the air, earth, fire, or water utterances, you can expend a use of your Truenamer's Insight to reroll a number of dice up to your Intelligence modifier (minimum of 1). You must use the new rolls.

Elemental Defense

At 6th level, your understanding of your chosen element deepens. The benefits are based on the element you selected for your Elemental Affinity.

Air. You can call on the wind to protect you from missiles. As a reaction when you are hit by a ranged weapon attack, you can reduce the damage taken by 1d10 + your Intelligence modifier + your truenamer level.

Earth. While you are conscious and standing on solid ground, you can't be knocked prone unless you choose to be.

Fire. You gain resistance to fire damage, and no longer suffer the effects of extreme heat as described in the Dungeon Master's Guide.

Water. You gain resistance to cold damage, and no longer suffer the effects of extreme cold as described in the Dungeon Master's Guide.

Improved Affinity

At 10th level, your gain mastery over your chosen element. The benefits are based on the element you selected for your Elemental Affinity.

Air. You gain a flying speed equal to your current movement speed. If you are not touching the ground at the end of your movement, you fall and take damage as normal.

Earth. You gain a burrowing speed equal to your current movement speed.

Fire. As an action, you can briefly turn into a cloud of smoke and flame, which lasts until the end of the turn. While you are in this form, you are under the effects of the gaseous form spell.

Water. You gain a swimming speed equal to your current movement speed, and can breathe underwater.

Primordial Shield

Beginning at 14th level, you learn to use true names to deflect elemental energy. As a reaction when a creature you can see within 30 feet of you and whose true name you know takes acid, cold, fire, lightning, or thunder damage, you can expend a use of your Truenamer's Insight to grant that creature resistance to that instance of damage. If there are multiple types of damage, you choose which one to grant resistance to. This resistance lasts until the beginning of the creature's next turn.

Lexicon of the Soul

Those of the Lexicon of the Soul are among the most subtle and influential of truenamers, specializing in manipulating those whose true names they have learned. Truenamers of this lexicon collect the true names of friends and enemies alike, using them to help or hinder them as they see fit.

Soul Gaze

At 2nd level, you learn to subtly use the true names of others to reveal their nature. You have advantage on Wisdom (Insight) checks made against creatures whose true names you have learned through your Truenamer's Insight.

Piercing Insight

Starting at 2nd level, you learn to exploit a creature's true name to make them susceptible to your spells. When you cast a spell that forces a creature whose true name you know to make an Intelligence, Wisdom, or Charisma saving throw, you can expend a use of your Truenamer's Insight and speak the name as part of the casting of the spell. If you do so, that creature has disadvantage on the saving throw. You can only speak a single creature's true name when you cast a spell.

Once you use this feature, you can't use it again on the same creature until you finish a long rest.

Call to Mind

At 6th level, you gain the ability to reach out to those whose true names you know. As an action, you can speak a creature's true name you have learned. When you do so, choose one of the following effects:

Locate. You learn the current direction and distance to the creature whose name you speak, if they are on the same plane of existance as you.

Call. You cast sending without expending a spell slot, targeting the creature whose name you spoke.

Study. You cast identify without expending a spell slot or material components, targeting the creature whose name you spoke. The creature must be within range of the spell, or else there is no effect.

Once you use this feature, you can't do so again until you finish a short or long rest.

Empower

At 10th level, you learn to use the true names of your allies to aid them. As a reaction when a creature whose true name you know that you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can expend a use of your Truenamer's Insight to give that creature advantage on that roll. You must choose to do so before the roll is made.

Puppet

At 14th level, you learn to use the true names of others to bend their will to your own. As an action, you can speak the true name of a humanoid. If the creature is within 60 feet of you, you cast dominate person on it without expending a spell slot. The creature has disadvantage on the saving throw.

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

Utterances

The utterance options are presented in alphabetical order. Spells marked with an asterisk (*) are found in Xanathar's Guide to Everything.

Air

You can cast featherfall at will, without expending a spell slot.

Air Spell List
Spell Level Spells
Cantrip message
1st catapult*
2nd warding wind*
3rd fly
4th freedom of movement
5th control winds
Pronouncement of Air
Spell Level Spells
6th investiture of wind*
7th whirlwind*
8th control weather
9th storm of vengeance

Beast

You can cast speak with animals at will, without expending a spell slot. Additionally, beasts have disadvantage on their saving throw against your Truenamer's Insight.

Beast Spell List
Spell Level Spells
Cantrip infestation*
1st beast bond
2nd animal messenger
3rd conjure animals
4th dominate beast
5th commune with nature
Pronouncement of Beast
Spell Level Spells
6th create homunculus*
7th regenerate
8th animal shapes
9th shapechange

Blood

When you roll damage for a spell from this utterance, you can expend one of your hit dice to roll it and add the result to the damage roll.

Blood Spell List
Spell Level Spells
Cantrip chill touch
1st ray of sickness
2nd hold person
3rd vampiric touch
4th blight
5th dominate person
Pronouncement of Blood
Spell Level Spells
6th harm
7th power word pain*
8th dominate monster
9th power word kill

Death

When you reduce a hostile creature to 0 hit points, you can use your reaction to restore 1 hit point to another creature you can see within 60 feet of you.

Death Spell List
Spell Level Spells
Cantrip toll the dead*
1st inflict wounds
2nd blindness/deafness
3rd speak with dead
4th shadow of Moil*
5th danse macabre*
Pronouncement of Death
Spell Level Spells
6th circle of death
7th finger of death
8th Abi-Dalzim's horrid wilting*
9th power word kill

Deceit

You gain proficiency in the Deception skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Deceit Spell List
Spell Level Spells
Cantrip minor illusion
1st disguise self
2nd phantasmal force
3rd major image
4th phantasmal killer
5th mislead
Pronouncement of Deceit
Spell Level Spells
6th mental prison*
7th project image
8th glibness
9th weird

Earth

You gain tremorsense out to a range of 10 feet.

Earth Spell List
Spell Level Spells
Cantrip magic stone*
1st earth tremor*
2nd Maximilian's earthen grasp*
3rd erupting earth*
4th stoneskin
5th transmute rock*
Pronouncement of Earth
Spell Level Spells
6th investiture of stone*
7th reverse gravity
8th earthquake
9th meteor swarm

Fey

You can speak, read, and write Sylvan, and have advantage on ability checks made to recall information about fey. Additionally, fey have disadvantage on their saving throw against your Truenamer's Insight.

Fey Spell List
Spell Level Spells
Cantrip dancing lights
1st faerie fire
2nd misty step
3rd magic circle
4th conjure woodland beings
5th planar binding
Pronouncement of Fey
Spell Level Spells
6th conjure fey
7th teleport
8th antipathy/sympathy
9th gate

Fiend

You can speak, read, and write Abyssal and Infernal, and have advantage on Intelligence checks made to recall information about fiends. Additionally, fiends have disadvantage on their saving throw against your Truenamer's Insight.

Fiend Spell List
Spell Level Spells
Cantrip thaumaturgy
1st hellish rebuke
2nd darkness
3rd summon lesser demons*
4th summon greater demon*
5th infernal calling*
Pronouncement of Fiend
Spell Level Spells
6th planar ally
7th sequester
8th maddening darkness*
9th gate

Fire

You are immune to fire damage from spells you cast.

Fire Spell List
Spell Level Spells
Cantrip fire bolt
1st burning hands
2nd flaming sphere
3rd fireball
4th wall of fire
5th flame strike
Pronouncement of Fire
Spell Level Spells
6th investiture of flame*
7th fire storm
8th incendiary cloud
9th meteor swarm

Flesh

When concentrating on a spell from this utterance, your concentration can't be broken as a result of taking damage. Additionally, you have advantage on saving throws against having your form magically altered against your will, such as the polymorph spell or a medusa's petrifying gaze.

Flesh Spell List
Spell Level Spells
Cantrip primal savagery*
1st false life
2nd alter self
3rd life transference*
4th polymorph
5th reincarnate
Pronouncement of Flesh
Spell Level Spells
6th flesh to stone
7th regenerate
8th animal shapes
9th mass polymorph*

Life

When you cast a spell of 1st level or higher from this utterance which causes a creature to regain hit points, that creature may immediately expend a hit die to heal itself.

Life Spell List
Spell Level Spells
Cantrip spare the dying
1st healing word
2nd aid
3rd mass healing word
4th death ward
5th raise dead
Pronouncement of Life
Spell Level Spells
6th heal
7th regenerate
8th holy aura
9th power word heal

Light

You gain darkvision to a distance of 60 feet. If you already have darkvision, its range extends by 30 feet.

Light Spell List
Spell Level Spells
Cantrip light
1st color spray
2nd pass without trace
3rd daylight
4th greater invisibility
5th wall of light*
Pronouncement of Light
Spell Level Spells
6th sunbeam
7th prismatic spray
8th sunburst
9th prismatic wall

Plant

You know at a glance whether nonmagical plants are safe to eat, have healing properties, or are poisonous. You have advantage on Wisdom (Survival) and Intelligence (Nature) checks to recall information about plants.

Plant Spell List
Spell Level Spells
Cantrip thorn whip
1st entangle
2nd spike growth
3rd plant growth
4th grasping vine
5th awaken
Pronouncement of Plant
Spell Level Spells
6th transport via plants
7th regenerate
8th Abi-Dalzim's horrid wilting*
9th imprisonment

Psyche

You can communicate telepathically with any creature within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Psyche Spell List
Spell Level Spells
Cantrip friends
1st dissonant whispers
2nd detect thoughts
3rd hypnotic pattern
4th compulsion
5th geas
Pronouncement of Psyche
Spell Level Spells
6th mass suggestion
7th power word pain*
8th dominate monster
9th psychic scream*

Storm

You gain resistance to lightning and thunder damage. Additionally, nonmagical weather effects do not impede your movement or senses.

Storm Spell List
Spell Level Spells
Cantrip thunderclap*
1st thunderwave
2nd gust of wind
3rd call lightning
4th storm sphere*
5th destructive wave
Pronouncement of Storm
Spell Level Spells
6th chain lightning
7th whirlwind*
8th control weather
9th storm of vengeance

Time

You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Time Spell List
Spell Level Spells
Cantrip mending
1st longstrider
2nd blur
3rd haste
4th dimension door
5th modify memory
Pronouncement of Time
Spell Level Spells
6th disintegrate
7th sequester
8th power word stun
9th time stop

Truth

You gain proficiency in the Insight skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Truth Spell List
Spell Level Spells
Cantrip guidance
1st command
2nd zone of truth
3rd clairvoyance
4th divination
5th contact other plane
Pronouncement of Truth
Spell Level Spells
6th true seeing
7th divine word
8th glibness
9th foresight

Water

You gain a swimming speed equal to your current movement speed and can breath underwater. If you already have a swimming speed, it is doubled.

Water Spell List
Spell Level Spells
Cantrip ray of frost
1st create or destroy water
2nd Snilloc's snowball swarm*
3rd water walk
4th control water
5th maelstrom*
Pronouncement of Water
Spell Level Spells
6th investiture of ice*
7th simulacrum
8th tsunami
9th storm of vengeance

Weave

You can cast detect magic at will, without expending a spell slot.

Weave Spell List
Spell Level Spells
Cantrip prestidigitation
1st identify
2nd magic weapon
3rd dispel magic
4th arcane eye
5th animate objects
Pronouncement of Weave
Spell Level Spells
6th arcane gate
7th plane shift
8th antimagic field
9th wish
Art Credits

Connor Siannodel : Korborau

www.korborau.com