My Documents
Become a Patron!
# Truename Magic Underneath the Weave comes the magic of the True Name: spells that bypass all countermagic, control demons and even gods, and can restructure the world around you with just the power of the words spoken aloud. Truename magic is considered a myth in most circles, unknown to most of the common people, and unknowably rare even in the most esoteric libraries. Here are detailed three different subclasses that each harness a different *"Lexicon"* of words in the language of Truenames. ***Primordial Tongue.*** Truespeechis a language of its own but it cannot be learned except by these subclasses or by taking a Truename feat. Only entities of power that specifically sought out Truename power even knows this language exists and even less know any utterances at all. ***Shaking the Foundations.*** When a Truename Utterance is said, every creature that can cast a spell within 100 feet is immediately made aware that something Unnatural has happened nearby, although no details are known. ***Powerful Speech.*** Just a syllable of the Truespeech enchants an object or creature nearby in a way that *Detect Magic* can detect even if a full Utterance isn't said. ## Bardic College: College of Truesinging The Lexicon of the Evolving Mind is a collection of Truespeech Utterances built around enhancing the natural functions of a creature's body. To the College of Truesinging, however, it's the best addition you can ever put into your songs to enhance your power. The Lexicon of the Evolving Mind is unique in that its Utterances can be reversed for an opposite effect, granting Truesingers incredible flexibility in combat. Truesong Musicians are Bards who have mastered lacing Utterances into the background of songs away from the lyrics so even a talented ear can't pick out where the Truespeech ends and where the music begins. ### Esoteric Linguist When you join the College of Truesinging at 3rd level, you learn Primordial and one other language of your choice. You learn languages twice as quickly as normal. You learn another language again when you reach another feature in this subclass. Additionally, you learn your Personal Truename. You are immediately aware if any creature uses your Personal Truename as part of a Divination spell, Enchantment spell, or an Utterance ### Truesong Student Also when you join the College of Truesinging at 3rd Level, you can expend one use of your Bardic Inspiration to invoke one of the following Utterances or to Reverse it. The spell save DC of all of your Utterances is equal to your spell save DC. **Defensive Edge.** As a reaction to seeing an ally within 60 feet to make a saving throw, you harden their very essence against that effect for just a moment. They add your proficiency bonus to their saving throw. If you choose to Reverse your Utterance, your reaction instead forces an enemy you can see within 60 feet to make a Charisma saving throw. On a failure, they subtract your proficiency bonus from one other saving throw they make this turn. **Inertia Surge.** As an action, you remove the inertia surrounding a creature you can see within 60 feet for a short time. They may immediately spend their reaction to move a number of feet equal to 5 times your proficiency bonus. If you choose to Reverse the Utterance, you instead force a creature you can see within 60 feet of you to make a Charisma saving throw. On a failure, their speed is reduced by a number of feet equal to 5 times your proficiency bonus until the beginning of your next turn. **Show of Force.** As a reaction to seeing an ally make an attack, you throw the force of your power behind the blow. They add your proficiency bonus to the attack and damage rolls. If you choose to Reverse the Utterance, your reaction to seeing an enemy make an attack instead forces them to make a Charisma saving throw. On a failure, they subtract your proficiency bonus from the attack and damage roll. ### Expansive Vocabulary When you reach 6th level in this class, you've expanded your Truespeech vocabulary to devastating effect. You may expend one use of your Bardic Inspiration to invoke one of the following Utterances or to Reverse it: **Energy Negation.** As a reaction to seeing an ally within 60 feet take damage, you bolster their defenses. For the next 1 minute, the ally has resistance to one damage type that they received. If you choose to Reverse the Utterance, your reaction to seeing an enemy within 60 feet take damage instead forces them to make a Charisma saving throw. On a failure, they lose resistance to that damage type. If they don't have resistance to that damage type, they instead become Vulnerable to one damage type that they received. **Ward of Peace.** As an action, choose one ally you can see within 60 feet. Whenever a creature tries to attack the creature or include them in an area of damage of an effect they create for the next minute, they must make a Charisma saving throw or must change their action. \pagebreak If you choose to Reverse the Utterance, your action instead forces a creature to make a Charisma saving throw. On a failure, they cannot attack, cast a spell that deals damage, or cause any other effect that deals damage for the next minute. They can spend an action to attempt the saving throw again to end this effect. **Word of Nurturing.** As an action, choose one ally you can see within 60 feet. At the start of each of your turns for the next minute, roll a die equal to your Bardic Inspiration die and they regain that many hit points. If you choose to Reverse the Utterance, your action instead forces a creature to make a Charisma saving throw. On a failure, they cannot regain hit points for the next minute. At the end of each of their turns, roll a die equal to your Bardic Inspiration die. They take that much unresisted damage. ### Truesinger When you reach 14th level, you have mastered your Utterances and have learned how to deduce the Personal Truename of people around you. You can make an Intelligence (Investigation) check as a bonus action after observing a creature for a minute against their Charisma score. If you succeed, the duration of your Utterances on that creature increases until they succeed on a Charisma saving throw or you use another Utterance. The creature can attempt their saving throw at the end of each of their turns. For Utterances with a duration of 1 minute, they start their saving throws at the end of that minute. ## Roguish Archetype: Bereft Simpler than Utterances of the Evolving Mind, the Lexicon of the Crafted Tool only means things when said directly. Given that they are simpler and refer to simpler things, only modifying inanimate objects, it blends well with the clever minds of a well seasoned Rogue. The Crafted Tool Utterances are quicker and can be combined with other actions, but only enhance or degrade the physical attributes of objects. ### Obscure Personal Truename When you choose this archetype at 3rd level, you learn your Personal Truename and how to protect it. Other creatures cannot learn your Personal Truename or discover it by divination. If you are forced to make a saving throw against a Truename Utterance, you have advantage on the check. ### Looted Esoterica Also when you choose this archetype, you've stolen knowledge beyond your peers to begin your studies into the primordial power of the Truename language. You learn Primordial and one other language of your choice. You gain proficiency in the Arcana skill if you don't already have it. \columnbreak ### Lexicon of the Crafted Tool When you choose this archetype, you gain knowledge of two Utterances. They can be used as part of another action and can be each used a total number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. **Ruin.** When you touch or successfully attack a creature, you can say an Utterance to weaken its armor. The AC bonus of its armor is reduced by 2 for 1 hour or until it is removed. This increases to a reduction of 4 at 13th level. **Sharpen.** When you use your object interaction to pickup, unsheathe, summon, or otherwise wield a weapon, you can say an Utterance to make it visibly more threatening. For the next hour or until you sheathe or dismiss this weapon, it scores a critical hit on a 19 or 20. This is further empowered to critical on an 18 at 13th level. ### Truename Thief Starting at 9th level, you've learned lesser Utterances that can improve your abilities. You learn the following two Utterances, which don't count towards the number of Utterances you may say per long rest: **Analyze.** When you spend a bonus action to say this Utterance or as part of an Intelligence (Investigation) saving throw, you can cast *detect magic* on the item you're investigating to immediately learn the properties of it. You can see curses this way. **Seize.** As your object interaction, you can say an Utterance to pull an unattended item that you could hold within 30 feet of you to your hands. ### Word of Unmaking When you reach 14th level, you have discovered what all Bereft spend all their lives searching for: the Word of Unmaking itself. As an action when you touch a corpse or object that fits within a 10 feet square, you entirely unmake it. It is destroyed and cannot be remade without divine intervention or a *wish* spell. A creature whose body is unmade in this way cannot be revived, though they can still be affected by *reincarnation*, *true resurrection*, or another spell that would allow them to possess a different body. You may only use the Word of Unmaking once per long rest. ### Enchanted Catalyst When you finally reach 17th level in this class, you've mastered the Lexicon of the Crafted Tool. You can spend a bonus action to turn an item you may wield into a magical item that you have interacted with before of the same type. For example, you may turn a set of thieves' tools into *all-purpose tool* but you can't turn it into *dragon vessel.* You cannot turn an item into a magical item that it cannot be, like a mace into a *sun blade.* \pagebreak You can only have one item enchanted this way at a time and can only enchanted one item per long rest this way. ## Arcane Tradition: Truenamer The most powerful and the hardest Lexicon to master is the Lexicon of the Perfected Map, which speaks directly to the world itself in the way that it immediately reacts to. To the uneducated observer, these are elementalists or simple transmuters. But those who know, those who can feel the power of the Truespeech, know the terrifying power they throw around with ease. Truenamer Wizards control the battlefield when they are in conflict and can neutralize any disadvantage they face. ### Student of Truespeech Beginning when you start this study at 2nd level, you've begun the study of ancient Utterances not spoken by mortals for centuries. You learn Primordial and one other language of your choice. You can make an Intelligence (Investigation) check as a bonus action after observing a creature for a minute against their Charisma score. If you succeed, the duration of your Utterances on that creature increases until they succeed on a Charisma saving throw or you use another Utterance. Additionally, you learn your Personal Truename. You are immediately aware if any creature uses your Personal Truename as part of a Divination spell, Enchantment spell, or an Utterance ### Command the World Also at 2nd level, you begin learning Utterances to reshape the world around you. You can perform these Utterances a total number of times per long rest equal to your proficiency bonus. When you use your Arcane Recovery feature, you also regain one use of your Utterances. **Pollute the Air.** When you use your action to perform this Utterance, you can choose a sphere with a 10 foot radius anywhere within 60 feet. That sphere immediately fills with opaque fog and becomes heavily obscured. This fog lasts for 1o minutes or until you dismiss it, at cost to yourself. **Raise the Earth.** When you use your action to perform this Utterance, you can lift or lower the ground as long as it is made of dirt, sand, or stone. Choose a point within 60 feet. You may make any space within 20 feet of that space difficult terrain, raise half-cover anywhere within range, or reduce any stone cover by one step, such as half cover to no cover, three-quarters cover to half cover, or full cover to three-quarters cover. This does not affect cover made of wood or metal. ### Strengthened Truespeech Beginning at 6th level, your two Utterances have gotten stronger. Additionally, you learn one new Utterance. **Pollute the Air.** The fog now chokes those inside. While within the fog, creatures other than you have to hold their breath or begin suffocating. They cannot speak inside the area, including to perform verbal spell components or activate command words. **Raise the Earth.** You can now manipulate metal this way. Additionally, your created cover becomes three-quarters cover. When you remove cover, it is reduced by two steps instead. This completely destroys half cover and three-quarter cover and reduces full cover to half cover. **Instigate Gravity.** When you use your action to perform this Utterance, you may choose a point on the ground anywhere within 60 feet. It creates a cylinder with a 20 foot radius and 60 foot height. While within the cylinder, creatures other than you have their movement speed reduced to their Strength score, rounded down to the nearest multiple of 5. Everything within the area doubles in weight for as long as it remains in the area. ### Tranquility in Power Starting when you reach 10th level, you have advantage on saving throws while within the area of one of your Utterances or spells. ### Ambition Realized At 14th level, you have mastered your control over Truespeech. Your Utterance limit is restored when you take a short rest as well as at the end of a long rest. On a turn that you perform an Utterance, you gain the effects of the *Blur* spell as the universe warps around you in your defense. ## Feats Even other characters may pick up an Utterance during their adventuring career. While most feats that allow you to learn Truespeech require you to already know Utterances, there are other ways to learn without being a dedicated Bereft, Truenamer, or Truesinger. ### Arcane Supplementation *prerequisites: the ability to perform at least one Utterance and cast one spell* You've experimented with your Truespeech long enough to learn how to improve your spells with it. - Your Intelligence score increases by 1, to a maximum of 20. - Targets have disadvantage to resist your spells and Utterances if you know their Personal Truename and include it in the verbal components. - You can ignore the range limit of Divination spells you cast if you know the Personal Truename of the target and it counts as a body part for *Scrying*. - You can only include one creature's Personal Truename in the verbal components of a spell you cast unless it has a casting time longer than 1 action. \pagebreak ### Learn Utterance: Breath of Cleansing *prerequisite: know your Personal True Name* You've studied the Lexicon of the Evolving Mind long enough to learn how to pronounce an Utterance known to the Truesingers. - Your Intelligence score increases by 1, to a maximum of 20. - You learn the **Breath of Cleansing** Utterance. If you use your action to perform the Breath of Cleansing Utterance, you cast the *lesser restoration* spell on one target you can see within 60 feet. You can also remove 1 level of exhaustion or the Charmed or Frightened conditions this way. - If you use your action to Reverse the Utterance, one target you can see within 60 feet must make a Charisma saving throw or gain your choice of the blinded, deafened, frightened, or poisoned condition. You can also afflict one level of exhaustion. - The DC of this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier. - You can perform or Reverse the Breath of Cleansing Utterance once per long rest, unless you can already perform Utterances. If you can already perform Utterances, you can perform them 1 more time per long rest and add Breath of Cleansing to the list of Utterances you can perform. ### Learn Utterance: Mystic Rampart *prerequisite: know at least one Utterance* You've advanced deeper into your knowledge of the Lexicon of the Evolving Mind and learned an Utterance only experienced Truesingers practice. - Your Intelligence score increases by 1, to a maximum of 20. - You learn the **Mystic Rampart** Utterance. If you use your action to perform the Mystic Rampart Utterance, you give a creature you can see within 60 feet the fortitude to ignore the first 5 points of damage from each source. - If you use your action to Reverse the Utterance, one target you can see within 60 feet must make a Charisma saving throw or have disadvantage on Constitution and Wisdom saving throws for 1 minute. They can repeat the saving throw at the end of each of their turns. - The DC of this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier. - You can perform or Reverse the Mystic Rampart Utterance once per long rest, unless you can already perform Utterances. If you can already perform Utterances, you can perform them 1 more time per long rest and add Mystic Rampart to the list of Utterances you can perform. ### Learn Utterance: Rebuild *prerequisite: know your Personal Truename* You've been reading into the Lexicon of the Crafted Tool and discovered a powerful mending tool. - Your Intelligence score increases by 1, to a maximum of 20. - You learn the **Rebuild** Utterance. As part of an action spent repairing an item, including a tool check or *Mending* spell, you can perform this Utterance to immediately restore a number of hit points to the object equal to your Intelligence score. - You can perform the Rebuild Utterance a number of times per long rest equal to your proficiency bonus. - If you can already perform Utterances, you can perform them 1 more time per long rest. ### Learn Utterance: Seek the Sky *prerequisite: know your Personal Truename* Your studies within the Lexicon of the Evolving Mind has taught you an Utterance known by the Truesingers. - Your Intelligence score increases by 1, to a maximum of 20. - You learn the **Seek the Sky** Utterance. If you use your action to perform the Seek the Sky Utterance, you cast the *fly* spell on one target you can see within 60 feet. - If you use your action to Reverse the Utterance, one target you can see with a fly speed within 60 feet must make a Charisma saving throw or become unable to fly and immediately fall if they are not on a solid surface for 1 minute. They can repeat the saving throw at the end of each of their turns. - The DC of this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier. - You can perform or Reverse the Seek the Sky Utterance once per long rest, unless you can already perform Utterances. If you can already perform Utterances, you can perform them 1 more time per long rest and add Seek the Sky to the list of Utterances you can perform. ### Truename Training *prerequisite: Intelligence 13 or higher* You've started learning Truespeech either through an official teacher or by teaching yourself with procured materials. - Your Intelligence score increases by 1, to a maximum of 20. - You learn Primordial and one other language of your choice. - You learn your Personal Truename. You are immediately aware if any creature uses your Personal Truename for a Divination spell, Enchantment spell, or an Utterance - You can make an Intelligence (Investigation) check as a bonus action after observing a creature for a minute against their Charisma score to learn their Personal Truename.