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Onomancy


Hit Points

Hit Dice: d4 per Onomancy level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Requirements: At least 3 levels in one of these clases Bard, Cleric, Sorcerer, Wizard class. This class counts as full caster in the multiclasing table.


Class Features

-Extract Name:

  Starting at 1st level, 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 Spell casting modifier, and you regain all expended uses of it when you finish a long rest.  

-Resonant Points:

  Starting at 1st level, 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. You gain a nomber of Resonant Points equal to your Spell casting modifier + half of your level rounded down and you regain all expended uses when you finish a long rest. You can use your Resonant Points to cast these spells The bane, bless and Command spells You learn these spells they don´t count against your number of spells you known. As a Action you can use one of your Resonant Points to 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.  

-Resonant Utterance:

  Starting at 2nd level, You learn words of power called Resonants, which allow you to tailor your spells through the use of a target’s true name. 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, you can replace one resonant you know with a different one. At level 10 You learn another two Resonants of your choice.   Using a Resonant. You can use one Resonant point when you cast a 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.  

Resonant Options:

  • 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).   • 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).   • 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 save 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.  

-Powerfull Resonance:

  Starting at 3rd level, You can now use a bonus action and one Resonant Points to cast The bane, bless and Command without expending a spell slot if you speak the true name of one target of the spell as part of casting it. if you cast Command you can use any word to command but your command Can´t be directly harmful to it. the target has disadvantage on the save against any of these spells.  

-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.


Created by

Juanxd123.

Statblock Type

Class Features

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