Wizard of Onomancy
Hit Points
Hit Dice: d6 per Wizard of Onomancy level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st
Proficiences
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Overview & Creation
Onomancy
Practitioners of magic well know the power of
names, but wizards who follow the tradition of
Onomancy use their magic to manipulate the
words that encompass existence. Onomancers
expand their study into language itself, searching
for threads of magical significance that weave
through names. Something that is named stands
out in the multiverse, distinct from the tapestry
of creation all around it.
That distinction creates power that
onomancers seek to tap. By speaking a target’s
true name, the wizard’s spells slip between the
cracks of the target’s defenses, conforming to its
essential nature through the power of its name.
To protect themselves, wizards who follow this
tradition often hide their true names, typically
by adopting monikers and pseudonyms
Class Features
Arcane Recovery
You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.
Arcane Tradition
When you reach 2nd Level, you choose an arcane tradition, shaping your practice of magic through one of eight schools, such as Evocation. 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.
Spell Mastery
At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level Wizard spell and a 2nd-level Wizard spell that are in your Spellbook. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the Spells you chose for different Spells of the same levels.
Signature Spells
When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level Wizard Spells in your Spellbook as your signature Spells. You always have these Spells prepared, they don't count against the number of Spells you have prepared, and you can cast each of them once at 3rd Level without expending a spell slot. When you do so, you can't do so again until you finish a short or Long Rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Arcane Traditions
The study of Wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The most Common arcane traditions in the multiverse revolve around The Schools of Magic. Wizards through the ages have cataloged thousands of Spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the Spells of each school require mastery of different Techniques.
Starting Equipment
You start with the following items, plus anything provided by your Background.
• (a) a Quarterstaff or (b) a Dagger
• (a) a Component pouch or (b) an arcane focus
• (a) a Scholar's Pack or (b) an Explorer's Pack
• A Spellbook
Spellcasting
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.
Cantrips
At 1st Level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st Level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you're a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Wizard Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard 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
Ritual Casting
You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Wizard Spells.
Learning Spells of 1st Level and Higher
Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).
Subclass Options
Arcane Tradition
At 2nd level, a wizard gains the Arcane Tradition
feature. Here is a playtest option for that feature:
the tradition of Onomancy.
Onomancy
Practitioners of magic well know the power of
names, but wizards who follow the tradition of
Onomancy use their magic to manipulate the
words that encompass existence. Onomancers
expand their study into language itself, searching
for threads of magical significance that weave
through names. Something that is named stands
out in the multiverse, distinct from the tapestry
of creation all around it.
That distinction creates power that
onomancers seek to tap. By speaking a target’s
true name, the wizard’s spells slip between the
cracks of the target’s defenses, conforming to its
essential nature through the power of its name.
To protect themselves, wizards who follow this
tradition often hide their true names, typically
by adopting monikers and pseudonyms.
True Names
Onomancy, or naming magic, is a method of spellcasting
that uses a creature’s true name to enhance a spell’s
effects. A true name is the name by which a self-aware
creature identifies itself. This name might be the name a
person was given at birth, or one a person chose or
earned later in life. Whatever a name’s origin, the
simplest way for you to know your true name is to think
truthfully about yourself and then think, “My name is …”
Your true name is how you finish that sentence.
You can try to hide your true name by using a
pseudonym, but you must be wary not to inhabit that
false name too deeply. If a false name comes to be the
best expression of who you are, it becomes your true
name. Changing one’s true name is never a quick choice;
it’s something that happens over time as a name
becomes the creature’s truth.
As a quick guide, a creature has a true name if it
understands at least one language or it has an
alignment.
Bonus Proficiencies
2nd-level Onomancy feature
You learn one language of your choice and gain
proficiency with calligrapher’s tools.
Extract Name
2nd-level Onomancy feature
You can magically compel a creature to divulge
its true name. As a bonus action, you target one
creature you can see within 60 feet of you. The
target must make a Wisdom 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. On a failed
save, the target is charmed by you until the end
of your next turn, and you mentally learn the
charmed target’s name or the fact that the target
lacks a name.
You can use this feature a number of times
equal to your Intelligence modifier (minimum of
once), and you regain all expended uses of it
when you finish a long rest.
Fateful Naming
2nd-level Onomancy feature
You can bend magic to assist or hinder creatures
through the power of their true names, and even
use those names as an anchor to affect others
around them. The bane and bless spells are
wizard spells for you, and you add them to your
spellbook. You always have them prepared, yet
they don’t count against the number of spells
you can prepare.
You can cast either spell without expending a
spell slot if you speak the true name of one
target of the spell as part of casting it. You can
cast the spells in this way a number of times
equal to your Intelligence modifier (a minimum
of once), and you regain all expended uses when
you finish a long rest.
Resonant Utterance
6th-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.
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 half of your wizard level (round down),
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 3d6
temporary hit points. The number of
temporary hit points you gain increases by
1d6 when you reach 10th level (4d6) and 14th
level (5d6) in this class
.
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 2d8 force damage. The extra
force damage increases by 1d8 when you
reach 10th level (3d8) and 14th level (4d8) in
this class
.
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.
Inexorable Pronouncement
10th
-level Onomancy feature
You learn two new Resonants of your choice
from your Resonant Utterance feature
.
Relentless Naming
14th
-level Onomancy feature
You have learned how to bypass a named
creature’s defenses against certain types of
damage. When you cast a spell that deals damage
to a creature whose true name you speak as part
of casting the spell, you can cause the spell to
deal force or psychic damage to the creature,
instead of the spell’s normal damage type.