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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.
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##### 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. \columnbreak ## 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 \pagebreak ### 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*. \columnbreak #### 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). \pagebreak ### 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. \pagebreak #### 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. \pagebreak ## 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* | \columnbreak #### 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* | \pagebreak #### 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* | \columnbreak #### 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* | \pagebreak #### 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** | \columnbreak #### 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* | \pagebreak #### 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** | \columnbreak #### 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* | \pagebreak #### 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* | \columnbreak #### 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