Truenamer Where other mages may be born into it, learn to practice it, pray to others for it, or make deals for it, a Truenamer demands their power by inantely understanding the multiverse and exerting their influence over it. Their power may first manifest by their requests to others being granted with unnatural persuasion. Source of Power Truenamers find themselves through either happenstance or force of will to be intune with the vibrations of the world. Once a Truenamer can define a creatures connection to the shared life force of all things they can bend the creature to their will. Additionally, a Truenamer can immediately define most entities source of power with a glance and either ward from that power, call on that power, or find the optimal way to destroy that power. Origin Truenamers hone their power by targeting the very essence of power that all living beings pull from. They refine their craft by taking in the most concentrated version of what they're focusing on.

Creating a Truenamer When creating a truenamer, the most important thing to determine is what weight do your words carry? Each truenamer with a quick glance and a single word has the power to cajole a being to indulge their every request. Do you use your speech to ward others from terrible power? Or to draw your power from the varied sources of the multiverse and make their strength yours? You could also choose to shout at the sky itself and call down whichever source of power can be commanded to cause measured destruction. Much to the annoyance of many practitioners of the arcane, divine, or natural world, a Truenamer has no allegiance to a higher power, cause, or self improvement. Their power comes from an instinctual place that sees a source of power and binds it to themselves. Quick Build You can make a truenamer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Charisma or Strength. Second, choose the Sage background. Third, choose the cantrips friends, message, vicious mockery, and word of radiance and the first level spells charm person and command. Truenamer Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Oratory Discipline 4 2 2 — — — — — — — — 2nd +2 Nameseek, Appellations 4 3 3 — — — — — — — — 3rd +2 — 4 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 5 5 4 3 — — — — — — — 5th +3 ─ 5 6 4 3 2 — — — — — — 6th +3 Oratory Discipline Feature 5 7 4 3 3 — — — — — — 7th +3 ─ 5 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 ─ 5 10 4 3 3 3 1 — — — — 10th +4 Appellations 6 11 4 3 3 3 2 — — — — 11th +4 ─ 6 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 ─ 6 13 4 3 3 3 2 1 1 — — 14th +5 Oratory Discipline Feature 6 13 4 3 3 3 2 1 1 — — 15th +5 ─ 6 14 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 — 17th +6 Appellations 6 15 4 3 3 3 2 1 1 1 1 18th +6 Oratory Discipline Feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 20th +6 Breathless 6 15 4 3 3 3 3 2 2 1 1

Class Features As a Truenamer, you gain the following class features: Hit Points Hit Dice: 1d8 per truenamer level

1d8 per truenamer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per truenamer level after 1st. Proficiencies Armor: None

None Weapons: Simple

Simple Tools: None Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Pick two of the following: Arcana, History, Insight, Intimidation, Persuasion, or Animal Handling Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortbow and 20 arrows or (b) any simple weapon

(a) a scholar's pack or (b) an explorer's pack Spellcasting At first level, the class can now cast spells. A truenamer shouts and their demands reverberate through across the realm. Their desires are granted by their innate understanding of the world and its workings. Cantrips At first level, you know four cantrips of your choice from the truenamer spell list. You learn additional truenamer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the truenamer table. Spell Slots The truenamer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these truenamer 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. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the truenamer spell list. The Spell Known column of the truenamer table shows when you learn more truenamer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the truenamer table. Additionally, when you gain a level in this class, you can choose one of the truenamer spells you know from this feature and replace it with another spell from the truenamer spell list. The new spell must also be of a level for which you have spell slots on the truenamer table.

Spellcasting Ability Intelligence is your spellcasting ability for your truenamer spells. 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 truenamer 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 Spellcasting Focus A truenamer ignores all somatic and non-consumed material components of a spell. They do not require any type of holy symbol or arcane focus in order to cast spells. However, if a spell does not have a verbal component, it does when cast by a truenamer. Any spell requiring consumed components with a material cost cast by a truenamer still requires that component unless otherwise specifically stated. Oratory Discipline At first level, a truenamer makes a choice between one of three Oratory Disciplines: Supplicator, Petitioner, and Invoker, all three detailed at the end of the class description. Your choice grants you features at the when you choose it at the 1st level and again at 6th, 14th, and 18th level. Nameseek At level 2 you learn the ability to discover a creature's true name. As a bonus action, a creature you choose must make a Wisdom saving throw against your spell DC. On a failure, you learn the creature's true name and therefore may invoke an Appellation (detailed below). You also are granted advantage on any Insight, History or Religion checks made in regards to a true named creature. On a success, the creature is aware of your intent to learn its source of power. A creature who succeeds on this check is unable to have it's true name determined for 24 hours. Any creature that is warded from divination magic automatically succeeds on this saving throw. Additionally, a willing creature can choose to grant you their true name by failing this check. Know Thyself At level 2 you learn your own true name and are able to accurately determine any spell effects you remain under. As an action, you can cast the spell identify on yourself at will without consuming a spell slot or having it on your list of known spells.

Appellations Starting at level 2, you begin to deepen your bindings to those you've named. Appellations are your ability to use a creatures true name to your benefit. They can only be used on a creature once a true name is learned. Appellations are used when learning a creature's true name through Nameseek unless otherwise stated. Only one Appellation can be activated at a time. You have an amount of Appellation uses equal to your Intelligence modifier each day. You regain all expended Appellation uses after completing a Short or Long Rest. You choose two Appellations to learn at level 2, and then again at 10th and 17th level. They are listed below. Essence Seer As part of learnings a creature’s true name, you may choose to learn the creature's type, alignment, and CR. Additionally, you are able to determine up to three statistics from the creature from the following list: Current HP and AC Specific Ability Score Vulnerabilities Resistances Damage Immunities Condition Immunities Saving Throw Proficiencies Diminish Will You are able to disrupt a named creature's connection to their power source. As part of learning a creature’s true name you may choose to give the creature disadvantage on ability checks and saving throws for one chosen ability. The effect lasts for up to one minute. Commanding Word You gain an increased ability to alter the mind of a creature whose true name you know. You may activate Commanding Word when you cast a spell targeting a creature that requires it to makes a saving throw to resist an effect of charm, fear, confusion, or domination. The creature's saving throw to resist the effect is made with disadvantage. If that creature’s CR is less than half of your truenamer level rounded up, you gain +2 to your spell DC. Silver Tongue As an action, you may activate your Silver Tongue and add your proficiency modifier to any Charisma skill check made against a creature whose true name you have learned for up to one hour. If you are already proficient with the ability being checked, you may double that proficiency instead. Additionally, the affected creature is unaware of any attempt of a charm spell effect even beyond the duration of the hour. Clarifying Speech If you cast a spell or make a weapon attack against a creature whose true name you know, you may refocus your spell and choose to reroll 1s for any damage dice that targets that creature. The new dice roll must be used in place of the prior roll. You my choose to activate this Appellation after you roll damage, but before the DM resolves that damage.





Binding Thread If you have learned a creatures true name, as an action, you may cast the spell hunter's mark without consuming a spell slot or having it on your list of known spells. At level 10, you are also able to cast the spell locate creature without expending a spell slot or having it on your list of known spells in place of hunter's mark. Additionally, when choosing this Appellation, you gain advantage on all Survival checks in regards to tracking a true named entity and any saving throws the true named creature may have to make against your scrying attempts are made at disadvantage. Entitlement When you cast a spell that requires a consumed component with a material cost that targets a creature whose true name your know, you may ignore that cost if the spell's level is one third of your truenamer level rounded up. 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. Freedom of Speech At 20th level, if you have no Appellations when you roll initiative, you gain 3 uses. Additionally. you are immune to the effects of any magical attempt to be silenced.

Oratory Disciplines At level 1, you choose which Oratory Discipline you further develop. Will you decide to Supplicate and shout down the words of foes to aid others? Will you choose to make the strength of others you Petition your own? Or will you choose to scream into the schism and Invoke the forces of power itself? Supplicator A Supplicator uses their speech to ward themselves and others from harm. They understand the power of speech more than most and choose to use it to guard others and mold the battlefield around them to support themselves and their party. Expanded Spell List The Supplicator subclass lets you choose from an expanded spell list of spells when ever you learn a truenamer spell. The following spells are added to the truenamer spell list for you. Spell Level Spells 1st alarm, shield, snare 2nd Aganazzar's scorcher, levitate, warding wind 3rd glyph of warding, wall of water, wind wall 4th Otiluke's resilient sphere, storm sphere, wall of fire 5th dawn, wall of force 6th globe of invulnerability 7th regenerate Warding Word When you choose the Supplicator subclasses you gain the Warding Word ability. You speak a word ripped from the Elemental Chaos, commanding manipulation of the natural world. As a reaction, you can choose a creature within 60ft of you whose true name you know and grant them resistance to one damage type of your choosing between fire, cold, lightning, or thunder damage. This effect lasts until the beginning of the creature's next turn. You may use this ability equal to your Intelligence modifier each day. Usage of this ability resets after completing a long rest. Vibrate as One You learn to tune into the natural world. You gain the ability to negate the effects of magically induced difficult terrain. Additionally, you gain advantage on all saving throws or skill checks from any attempt to impede or restrict your movement.















Protection Pact Once you reach level 6, when activating the Warding Word ability and choosing yourself as the target, you are able to choose an additional true named creature within 60 ft of you to extend the benefits of Warding Word to. Also, in addition to the existing damage types available, you may also choose to grant resistance from acid, poison, or non-magical bludgeoning, piercing, and slashing damage. Last Words When you reach level 14, you are able to call a creature back from the brink of death itself. When a creature under the effect of Warding Word drops to 0 hit points they are immediately stabilized. You may choose to activate this ability after a creature has reached 0 hit points and before it has failed any death saving throws. Call Beyond When you reach level 18, your Warding Word becomes able to redirect the damage you reduce. As part of activating Warding Word, you may choose a target within 30 ft of a creature who took damage that is under the effects of Warding Word. You redirect half of the damage reduced this way to the target. Petitioner A Petitioner identifies a source of power and calls it unto them. They see the source of strength within their foes and use it to their advantage and calling on it to bolster their own abilities. Front Line When you choose this class you gain proficiency with medium armor, shields, and any martial weapon that lacks the heavy property Expanded Spell List The Petitioner subclass lets you choose from an expanded spell list of spells when ever you learn a truenamer spell. The following spells are added to the truenamer spell list for you. Spell Level Spells 1st armor of Agathys, searing smite, zephyr strike 2nd branding smite, flame blade, magic weapon 3rd blink elemental weapon, vampiric touch 4th fire shield, polymorph, staggering smite 5th cloudkill, steelwind strike 6th Tenser’s transformation 7th crown of stars

Words of Power When you choose the Petitioner subclass, you gain the ability to augment your self with the ability of those you've named. As bonus action, you speak a name invoking the sources of power from different creatures of the multiverse. The effect lasts up to 1 minute and it's benefits can not be stacked. The effects do not require concentration and can be used once per short rest. While you are under the effect of Word of Power, you are able to attack with strategic precision. Once per round, when you make a weapon strike against a true named creature, you may add your Intelligence modifier to the total damage done.



Each time you use Word of Power, you select an enemy type between Fey, Fiend, Celestial or Beast.

Fey You are immune to charm and fear effects. You may use your reaction each round to impose disadvantage on a single weapon attack made against you. Fiend You are resistant to fire damage. At the start of your turn, each creature of your choosing within a 10 foot radius of you takes 1d4 of fire damage. Any flammable object caught in this effect that is not being worn or carried ignites. This damage increases by 1d4 at level 5, 11, and 15. Celestial You are resistant to radiant and necrotic damage. You regain 1d4 + your Constitution modifier hit points per round. This healing increases by 1d4 at levels 5, 11, and 15. Beast You are resistant to non-magical bludgeoning, piercing, and slashing damage. You are able to use Dash as a bonus action and have advantage on Strength and Dexterity saving throws. Resolute When you choose this class you gain 1 additional hit point per truenamer level. Your hit points increases by an additional 1 hit point each time your truenamer level increases. Doublespeak When you reach level 6, if you make an attack action with a weapon on your turn, you may choose to make an additional weapon attack. While you are under the effects of a Word of Power, these attacks are made at advantage. Broad Strokes When you reach level 14, you gain the ability to increase your critical range on any attack. While under the effect of Word of Power, an attack roll of a 19 counts as a critical hit. Also, if you know the creature’s true name, you may add an additional 1d12 damage dice to your attack. This damage type is the same as the damage dealt. Additionally, you are now able to use your Word of Power ability twice per short rest.



Source of All When you reach level 18 you allow your petitioned power source to further overtake you. In addition to the benefits of each Word of Power, you gain new abilities when they are spoken. Fey You gain a flying speed of 60 ft. You do not provoke opportunity attacks while flying. Fiend Any creature that takes fire damage from you must make a Wisdom saving throw against your spell DC or be frightened of you until the start of their next turn. If a creature succeeds on this saving throw it is not frightened and is immune to this effect for 24 hours. Celestial Up to six creatures of your choosing within a 20 ft radius of you gain the same health regeneration from Word of Power that you do as long as they are above 0 hit points. Additionally, any affected creature within this radius who is healed by any other source heals an additional 10 hit points. Beast Your AC increases by 2 and you gain temporary hit points equal to your level. Additionally, when you are damaged by a melee attack, you may use your reaction to make two weapon strikes against the attacking creature. Invoker An Invoker pulls on power in the most destructive way it can. Screaming at the top of their lungs their damage destroys everything in their wake and bring along any being it can to assist. Expanded Spell List The Petitioner subclass lets you choose from an expanded spell list of spells when ever you learn a truenamer spell. The following spells are added to the truenamer spell list for you. Spell Level Spells 1st burning hands, chaos bolt, ray of sickness 2nd dragon's breath, flaming sphere, scorching ray 3rd fireball, lighting bolt, summon lesser demon 4th conjure minor elementals, conjure woodland beings, summon greater demon 5th conjure elemental, infernal calling 6th chain lightning 7th firestorm

Reverberation When you choose the Invoker subclass you gain the ability to let your spell damage reverberate through an enemy more violently. Any damage die from a spell effect that rolls the maximum number for that dice is rerolled and added to the damage total. Continue the effect if the damage roll hits the die maximum again. You may activate this ability after you roll your damage dice but before the DM resolves the damage. You activate this ability by sacrificing one hit dice for each spell level used to cast the affected spell. Unwavering Words When you choose the Invoker subclass, you may use your reaction to add your proficiency bonus to a Concentration check in order to maintain a spell. If you are already proficient in Constitution, you may add an additional half of your proficiency modifier rounded up. Additionally, you may also use this ability to add your proficiency modifier to the DC of a true named enemy’s concentration check. Once use of this ability results in a failed Concentration check you can not use it again until you complete a short rest. Siphoned Speech When you reach level level 6, you gain the ability to sacrifice your well being to further charge up your offensive capabilities. You may choose to sacrifice up to half of your available hit dice to empower a spell. Each hit dice sacrificed this way allows you to add an additional damage dice to the spell. This dice is equal to the damage dice used as part of the spell. If multiple damage dice are used, you add the highest possible damage dice. You may also use this ability to add additional health to a conjured creature when the creature is initially conjured. Each hit dice sacrificed this way is rolled and added to the creature’s total HP + their Constitution multiplier. Interruption When you reach level 14 you are able to circumvent the defenses of a creature that you are attempting to damage. When you deal damage to a creature who is resistant to any of the type of damage you are using, you may choose to remove that resistance. If you know this creatures true name, this effect lasts until the end of your next turn. You activate this ability by sacrificing one hit dice for each spell level used to cast the affected spell. Booming Echoes When you reach level 18 your spell damage remains in the area long enough to continue its effect. Anytime you activate the Reverberation ability on a spell that targets a creature you are able to choose up to three targets within 30 ft of the original creature. At the start of your next turn each of the three creatures chosen takes one third of the spells damage rounded down. If you choose less than 3 creatures, they still each take only one third of the damage rounded down.