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# Onomancy ##### Arcane Tradition
Wise men know the power that lies within a name. They know never reveal their name to one of the Fey or a fiend, lest they give them control over their soul. While the given name of a creature is significant, it is rare that its their True Name. A True Name is not chosen, but instead exemplifies the hidden truths of a creature's being. Even part of a True Name holds power over a creature. The wizard tradition of onomancy blends the principles of abjuration, divination, and enchantment magic with extensive study into the nature of language itself. These wizards manipulate the words that encompass existence, searching for threads of magical significance that weave through the names of things. Onomancers use the nature of True Names to gain insights to a creature's nature, bind them to their will, or banish them from a plane of existence. The research of an onomancer is never complete, because as long as a creature can change and grow, so too can its True Name. ### Divine True Name Your knowledge of the nature of names enables you to magically divine part of the True Name of a creature. As a bonus action, you target one creature with which you are familiar. The target must make a Charisma saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can’t use this feature on the target again until you finish a long rest. On a failed save, you learn part of their True Name. The creature has disadvantage on its saving throw if you spend time researching the nature of the particular creature whose True Name you desire to divine. To gain this benefit, you must spend a total number of hours equal to the CR of the creature. If you are within a library while researching, the time required is halved. While full True Names encompass all that a creature was, is, and ever will be and thus will always be true; parts of True Names only hold the truth of a creature in a particular time. To maintain power over a creature through only part of their True Name, you must remain vigilant for shifts in the threads of magic surrounding the name, lest you lose it. You can know the parts of True Names for a number of creatures equal to your Intelligence modifier (minimum of one). If you try to exceed your maximum, you must choose to forget the part of the True Name of one creature, and then learn the part of the True Name of the new creature.
### Power Over Names You can bend magic around creatures through the power of their True Names. When you cast an abjuration, divination, or enchantment spell that targets a creature which you know part of their True Name, the creature must roll a d4 and subtract the number rolled from any saving throw or ability check to contest the spell. Additionally, you can use your action to expend a spell slot to cast the *command* spell, targeting a creature of which you know part of their True Name. c
### Shaper of Names At 6th level, you can shape your spells through speaking part of a creature's True Name. When you cast a spell of the abjuration, divination, or enchantment schools, you can speak a part of the True Name of one creature targeted by the spell and choose one of the effects below. Speaking the name is part of casting the spell. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all uses when you finish a long rest. ___
**Ward** ___
If the named creature is successfully affected by your spell, you choose whether it can’t willingly move closer to you or willingly move away from you until the beginning of your next turn. ___
**Awe** ___
If the named creature is immune to the charmed or frightened conditions, you ignore their immunity for the spell. ___
**Seek** ___
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. ### Potent Banishment At 10th level, you add the *banishment* spell to your spellbook, if it is not there already. You always have the spell prepared, and it doesn’t count against the number of spells you can prepare each day. If you know part of the True Name of the target creature, the spell requires no material or somatic components. You can cast this spell once without expending a spell slot, and you can’t do so again until you finish a short or long rest. ### Potent Binding At 14th level, you add the *planar binding* spell to your spellbook, if it is not there already. Additionally, if you know a part of the True Name of the target creature, you can cast the spell as a ritual at the highest level for which you have spell slots. You can only have one creature affected by the spell cast in this way at a time. If you already have a creature bound by the ritual and you cast the spell as a ritual on a different creature, the spell immediately ends for the first creature.
##### ___ - **Art:** Wizards of the Coast