{"name":"Wizard of Onomancy","overview":"[h1]Onomancy[\/h1]\r\n\r\nPractitioners of magic well know the power of\r\nnames, but wizards who follow the tradition of\r\nOnomancy use their magic to manipulate the\r\nwords that encompass existence. Onomancers\r\nexpand their study into language itself, searching\r\nfor threads of magical significance that weave\r\nthrough names. Something that is named stands\r\nout in the multiverse, distinct from the tapestry\r\nof creation all around it.\r\nThat distinction creates power that\r\nonomancers seek to tap. By speaking a target\u2019s\r\ntrue name, the wizard\u2019s spells slip between the\r\ncracks of the target\u2019s defenses, conforming to its\r\nessential nature through the power of its name.\r\nTo protect themselves, wizards who follow this\r\ntradition often hide their true names, typically\r\nby adopting monikers and pseudonyms","hitdice":"d6","hitpointsfirstlevel":"6 + your Constitution modifier","hitpointsathigherlevels":"1d6 (or 4) + your Constitution modifier per Wizard level after 1st","armorproficiencies":"none","weaponproficiences":"daggers, darts, slings, quarterstaffs, light crossbows","tools":"none","savingthrows":"Intelligence, Wisdom","skills":"Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion","equipment":"You start with the following items, plus anything provided by your Background.\r\n\u2022 (a) a Quarterstaff or (b) a Dagger\r\n\u2022 (a) a Component pouch or (b) an arcane focus\r\n\u2022 (a) a Scholar's Pack or (b) an Explorer's Pack\r\n\u2022 A Spellbook","spellcasting":"As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.\r\n\r\n[b]Cantrips[\/b]\r\n\r\nAt 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.\r\n\r\n[b]Spellbook[\/b]\r\n\r\nAt 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.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\n\r\nThe 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.\r\n\r\nYou 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.\r\n\r\nFor 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.\r\n\r\nYou 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.\r\n\r\n[b]Spellcasting Ability[\/b]\r\n\r\nIntelligence 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.\r\n\r\nSpell save DC = 8 + your Proficiency Bonus + your Intelligence modifier\r\nSpell Attack modifier = your Proficiency Bonus + your Intelligence modifier\r\n\r\n[b]Ritual Casting[\/b]\r\n\r\nYou 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.\r\n\r\n[b]Spellcasting Focus[\/b]\r\n\r\nYou can use an arcane focus as a Spellcasting focus for your Wizard Spells.\r\n\r\nLearning Spells of 1st Level and Higher\r\n\r\nEach 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 \u201cYour Spellbook\u201d).","features":"[h1]Arcane Recovery[\/h1]\r\nYou 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.\r\n\r\nFor example, if you\u2019re 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.\r\n\r\n[h2]Arcane Tradition[\/h2]\r\n\r\nWhen 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.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\n\r\nWhen 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h2]Spell Mastery[\/h2]\r\nAt 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.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the Spells you chose for different Spells of the same levels.\r\n\r\n[h2]Signature Spells[\/h2]\r\nWhen 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.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\n[h2]Arcane Traditions[\/h2]\r\n\r\nThe 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.\r\n\r\nThe 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.","subclasses":"[h1]Arcane Tradition[\/h1]\r\n\r\nAt 2nd level, a wizard gains the Arcane Tradition\r\nfeature. Here is a playtest option for that feature:\r\nthe tradition of Onomancy.\r\n[h2]Onomancy[\/h2]\r\nPractitioners of magic well know the power of\r\nnames, but wizards who follow the tradition of\r\nOnomancy use their magic to manipulate the\r\nwords that encompass existence. Onomancers\r\nexpand their study into language itself, searching\r\nfor threads of magical significance that weave\r\nthrough names. Something that is named stands\r\nout in the multiverse, distinct from the tapestry\r\nof creation all around it.\r\nThat distinction creates power that\r\nonomancers seek to tap. By speaking a target\u2019s\r\ntrue name, the wizard\u2019s spells slip between the\r\ncracks of the target\u2019s defenses, conforming to its\r\nessential nature through the power of its name.\r\nTo protect themselves, wizards who follow this\r\ntradition often hide their true names, typically\r\nby adopting monikers and pseudonyms.\r\n[h2]True Names[\/h2]\r\nOnomancy, or naming magic, is a method of spellcasting\r\nthat uses a creature\u2019s true name to enhance a spell\u2019s\r\neffects. A true name is the name by which a self-aware\r\ncreature identifies itself. This name might be the name a\r\nperson was given at birth, or one a person chose or\r\nearned later in life. Whatever a name\u2019s origin, the\r\nsimplest way for you to know your true name is to think\r\ntruthfully about yourself and then think, \u201cMy name is \u2026\u201d\r\nYour true name is how you finish that sentence.\r\nYou can try to hide your true name by using a\r\npseudonym, but you must be wary not to inhabit that\r\nfalse name too deeply. If a false name comes to be the\r\nbest expression of who you are, it becomes your true\r\nname. Changing one\u2019s true name is never a quick choice;\r\nit\u2019s something that happens over time as a name\r\nbecomes the creature\u2019s truth.\r\nAs a quick guide, a creature has a true name if it\r\nunderstands at least one language or it has an\r\nalignment.\r\n[h2]Bonus Proficiencies[\/h2]\r\n2nd-level Onomancy feature\r\nYou learn one language of your choice and gain\r\nproficiency with calligrapher\u2019s tools.\r\n[h3]Extract Name[\/h3]\r\n2nd-level Onomancy feature\r\nYou can magically compel a creature to divulge\r\nits true name. As a bonus action, you target one\r\ncreature you can see within 60 feet of you. The\r\ntarget must make a Wisdom saving throw\r\nagainst your spell save DC. On a successful save,\r\nyou discern that this magic failed, and you can\u2019t\r\nuse this feature on the target again. On a failed\r\nsave, the target is charmed by you until the end\r\nof your next turn, and you mentally learn the\r\ncharmed target\u2019s name or the fact that the target\r\nlacks a name.\r\nYou can use this feature a number of times\r\nequal to your Intelligence modifier (minimum of\r\nonce), and you regain all expended uses of it\r\nwhen you finish a long rest.\r\n[h3]Fateful Naming[\/h3]\r\n2nd-level Onomancy feature\r\nYou can bend magic to assist or hinder creatures\r\nthrough the power of their true names, and even\r\nuse those names as an anchor to affect others\r\naround them. The bane and bless spells are\r\nwizard spells for you, and you add them to your\r\nspellbook. You always have them prepared, yet\r\nthey don\u2019t count against the number of spells\r\nyou can prepare.\r\nYou can cast either spell without expending a\r\nspell slot if you speak the true name of one\r\ntarget of the spell as part of casting it. You can\r\ncast the spells in this way a number of times\r\nequal to your Intelligence modifier (a minimum\r\nof once), and you regain all expended uses when\r\nyou finish a long rest.\r\n[h3]Resonant Utterance[\/h3]\r\n6th-level Onomancy feature\r\nYou learn words of power called Resonants,\r\nwhich allow you to tailor your spells through the\r\nuse of a target\u2019s true name.\r\nResonants Known. When you gain this\r\nfeature, you learn two Resonants of your choice,\r\nwhich are detailed in the \u201cResonant Options\u201d\r\nsection. Each time you gain a level in this class,\r\nyou can replace one resonant you know with a\r\ndifferent one.\r\nUsing a Resonant. You can use one Resonant\r\nwhen you cast a wizard spell with a spell slot and\r\nspeak the true name of one creature targeted by\r\nthe spell. Speaking the name is part of casting\r\nthe spell.\r\n\r\nYou can use\r\nResonants a number of times\r\nequal to half of your wizard level (round down),\r\nand you regain all expended uses when you\r\nfinish a long rest.\r\nResonant Options. Here are your options\r\nwhen choosing a Resonant:\r\n[b]Absorption.[\/b] When you cast a spell that deals\r\ndamage to the named target, you gain 3d6\r\ntemporary hit points. The number of\r\ntemporary hit points you gain increases by\r\n1d6 when you reach 10th level (4d6) and 14th\r\nlevel (5d6) in this class\r\n.\r\n[b]Devastation.[\/b] If the spell requires the named\r\ncreature to make a saving throw, that creature\r\nhas disadvantage on the first save it makes\r\nagainst the spell.\r\n[b]Dissolution[\/b]\r\n. The first time the named creature\r\ntakes damage from the spell, that creature\r\ntakes an extra 2d8 force damage. The extra\r\nforce damage increases by 1d8 when you\r\nreach 10th level (3d8) and 14th level (4d8) in\r\nthis class\r\n.\r\n[b]Nullification.[\/b] If the named target is affected by\r\nany other spells, you know what those spells\r\nare, and you can attempt to end one of your\r\nchoice by succeeding on an Intelligence check\r\nwith a DC equal to 10 + the level of the chosen\r\nspell\r\n.\r\n[b]Puppetry.[\/b] The first time the named creature\r\ntakes damage from the spell, you can knock the\r\ncreature prone or move it up to 10 feet, either\r\ndirectly toward you or away from you.\r\n[b]Sympathy[\/b]\r\n. If the named creature is within range\r\nof the spell, you can target the creature with\r\nthe spell even if you can\u2019t see the creature or it\r\nhas total cover against the spell.\r\n[h2]Inexorable Pronouncement[\/h2]\r\n10th\r\n-level Onomancy feature\r\nYou learn two new Resonants of your choice\r\nfrom your Resonant Utterance feature\r\n.\r\n[h2]Relentless Naming[\/h2]\r\n14th\r\n-level Onomancy feature\r\nYou have learned how to bypass a named\r\ncreature\u2019s defenses against certain types of\r\ndamage. When you cast a spell that deals damage\r\nto a creature whose true name you speak as part\r\nof casting the spell, you can cause the spell to\r\ndeal force or psychic damage to the creature,\r\ninstead of the spell\u2019s normal damage type.","tabledata":"","tags":"wizard, onomancy, naming, magic","isShared":"on","templateId":"25","blockId":"335363"}