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The Namer Level Proficiency Bonus Features Names Known Namer Dice 1st +2 First Words, Fighting Style 1 _ 2nd +2 Way With Words, Naming 1 4d6 3rd +2 Walk of Life 2 5d6 4th +2 Ability Score Improvement 2 5d6 5th +3 Walk feature 2 8d6 6th +3 The Alar 3 8d6 7th +3 Walk Feature 3 10d6 8th +3 Ability Score Improvement 3 10d6 9th +4 Sticks and Stones 3 13d6 10th +4 Heart of Stone 4 13d6 11th +4 Walk Feature 4 13d6 12th +4 Ability Score Improvement 4 13d6 13th +5 Name Weaving 4 13d6 14th +5 Ability Score Improvement 5 13d6 15th +5 Walk feature 5 13d6 16th +5 Ability Score Improvement 5 13d6 17th +6 Name Weaving(2) 6 13d6 18th +6 Walk feature 6 13d6 19th +6 Ability Score Improvement 6 13d6 20th +6 Master Namer 6 13d6 Class features As a namer you gain the following class features. hit points Hit dice: 1d8 per namer level

1d8 per namer level Hit points at 1st level 8 + your constituioin modifier

8 + your constituioin modifier Hit points at higher levels: 1d8 (or 5) + your Constitution modifier for every level after first. Proficiencies Armor: Light and medium armor

Light and medium armor Weapons: Martial and simple weapons

Martial and simple weapons Tools: Choose one set of tools.

Choose one set of tools. Saving throws: Charisma and Wisdom

Charisma and Wisdom Skills: Choose two skills from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, and Persuasion Equipment You start with the following equipment, 5d4x10 gold, and the equipment provided in your background:

(a) leather armor or (b) scale mail

(a) A Rapier or (b) any martial weapon

(a) hand crossbow with 20 bolts or (b) four daggers

a scholars pack, and a set of tools you are proficient with First Words At 1st level you choose one of the words from the naming list provided at the end of this class description. You may speak this name once per day to create it's passive ability. You will receive one level of exhaustion for every time you use this name more than once until your mastery of it increases.

Naming At 2nd level you have finally begun to grasp at the complex magic that is naming. You can speak a total number of names per long rest equal to your proficieny bonus. During combat, you can choose to speak a name as an action on your turn. To use names to deal damage, make a ranged spell attack out to 120 feet. The amount of damage you can do depends on your Namer Dice available. Alternitavely, you can expend 2d6 to create an effect from the name descriptions. When you learn a name, you will form a ring of that name around a finger and gain a passive ability detailed at the end of the class description. You must have an open hand, and the ability to speak to use names. Speaking more names than your proficiency bonus allows means putting your body and mind at risk. For every name you speak above your tolerance gives you a level of exhaustion. Some of your naming effects will require a targegt to make a saving throw to resist the effect. The saving throw's DC is calculated as follows. Namer Save DC = 8 + your proficiency bonus + your Charisma Modifier Name Attack Modifier = your proficiency bonus + your Charisma Modifier Way With Words At 2nd level your difficulty with learning the language of the world has allowed you ease with learning the languages of well, everyone else. You can learn a language (albiet brokenly) in a week. If you have a month, you can achieve fluency of the language and it's written text if any. You also gain advantage on Investigation checks for breaking ciphers. Walk of Life At 3rd level Namers embrace one of two walks as they continue on in life. They either choose the Walk of the Letantha, improving their martial capabilities, or the Walk of the Arcanist, dipping into the disciplines of Sympathy, Sygaldry, and Alchemy.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th, you can increase one ability of you choice by two, or two abilites of your choice by one to a maximum of 20. You may also use this ability score improvement to take a feature of your choice. The Alar Beginning at 6th level your willpower has reached such levels that your belief alone can change the outcome of certain situations. When you make a Charisma or Wisdom saving throw, you may double your proficiency bonus for that save. Once you use this feature, you can't use it again until you finish a short or long rest. Sticks and Stones At 9th level you may choose to have resistance to one damage type provided you know the name that produces that damage. For example if you were to choose fire damage, you would have resistance to fire. Ice/Water would have resistance to cold, and so on and so forth. Heart of Stone Someone could tell you to your face that your mother has died, and your countenance would remain stoic. Nothing catches you off guard and you are surprised by nothing. At 10th level you cannot be surprised, and gain advantage on saving throws against being frightened. Name Weaving Your mastery over the names you know has allowed you to put your names together to better impact your environment. At 13th level you can speak two names to achieve an additional effect. These effects cost 4d6 from your Namer Dice to create, but your pool of d6 to utilize increases to 18d6 when speaking two names. This pool increases to 24d6 at 17th level when speaking three names together to produce three effects. The third tier name effects cost 6d6. The effects detailed in these levels is detailed at the end of this class description. Master Namer Starting at 20th level the name you chose at first level becomes like an old friend to you. Your time with that name has proven to pay off. That name does not count against you for the names you may speak each day. Walks of Life The Walk of Life a Namer chooses shows their focus. Either they are commited to hoaning their martial prowess in the ways of the Letantha, or improving their minds into weapons in their own right through the Way of the Arcanist. Walk of the Letantha You learn the ways of the Adem mercenaries, more specifically, the Letantha, or "sword tree". These warriors value skill over raw strength, and would rather out manuever their opponents, than overpower them. Whispers At 3rd level you have learned to imbue your weapon attacks with the energy from your names. You may use a bonus action to infuse your weapon with the power of a word you can speak until the start of your next turn. During that time, your weapon attacks deal additional damage, indicated in the list below. blood, bone, time, and darkness +1d8 necrotic damage

stone, metal, people, plants, fae, fiends, and beasts +1d8 Damage of the weapon's type

wind +1d8 lightning damage

sound +1d8 thunder damage

light +1d8 radiant damage

fire +1d8 fire damage

ice/water +1d8 cold damage

corrosion +1d8 acid damage

luck +1d8 of random damage (see chart at end of class description). This effect increases to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 15th level. Extra Attack At 5th level when you take the attack action you may attack twice instead of once. At 18th level you may attack thrice.

Sword Tree Defense At 7th level you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you again a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Strike Quickly Starting at 11th level you have advantage on attacks against any creature that hasn't taken a turn in combat yet. In addition, you may also use a bonus action to dash or disengage in combat.



Take the Red At 15th level you gain one of the following features of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you may use your reaction to halve the attack's damage against you.

Evasion. You can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that forces you to make a dexterity saving throw, you take half damage on a failure, and no damage on a success. Walk of the Arcanist You choose to be the craftier type, electing to solve your way out of problems with a pair of tinkers tools, and a sharp wit. Having been trained in the ways of sympathy, sygaldry, and alchemy, you can craft and create magical objects to assist you and your party. Some effects require opponents to make saving throws against your Arcanist Save DC which is equal to 8 + your intelligence modifier + your proficiency modifier. Artificing At 3rd level when taking this walk you may craft an item from the list below. The item must be crafted over the course of a long rest. You may make an additional item at 7th, 11th, and 15th level.



Sending Stones, Cap of Waterbreathing, Goggles of Night, Eyes of Minute Seeing, Folding Boat, Boots of Striding and Springing, Slippers of Spider Climbing, Eyes of the Eagle, Gloves of Missile Snaring Ring of Mind Shielding, Driftglobe, Chime of Opening, Boots of the Winterlands Have Not Waste Not At 3rd level it takes you half the amount of time, and money, to create potions, and items. In addition you have expertise in tinker's tools. Malfeasance At 5th level, provided you have a sample of a creature's body such as hair or blood you may create a sympathetic link between them and a doll or compass. When using the doll you may deal damage to the doll to hurt the creature, but because there is always loss between links, the creature will take half the damage you deal to the doll. You may also use the sample of the person to track them using a compass. If you create a link between the sample and a compass, the compass will point towards the person's direction if they are within a mile of your position. At 18th level your link increases in strength, and you are able to deal full damage to a creature, and track it out to 5 miles. Creating a link takes one action. Creating Consumables At 7th level you may craft the following items for you and your party to use. You can only create a number of consumalbes equal to your inteligence modifier, and they will expire after your next long rest.

Keoghtoms Ointment-300GP

Potion of Resistance-300GP

Poison (4d4+4)-300GP

Oil of Slipperiness-300GP

Potion of Waterbreathing-300GP

Superior Healing Potion-3,000GP

Potion of Heroism-3,000GP

Potion of Invulnerability-3,000GP

Potion of Mind Reading-3,000GP

Strong Poison (8d4+8)-3,000GP

Potion of Longevity-30,000GP

Potion of Invisibility-30,000GP

Supreme Healing Potion-30,000GP

Virulent Poison (10d4+20)-30,000GP

Potion of Speed-30,000GP

Sovereign Glue-60,000GP

Universal Solvent-60,000GP



Necessary Precaution At 11th level you may construct a Gram for yourself. Your Gram prevents you from being tracked by magical means. It also gives you advantage on Wisdom saving throws, and acts a a periapt of wound closure. Your Gram is only able to be used by you. If someone besides yourself touches the Gram, they take 1d8 lightning damage.

Arcanist's Gage At 15th level you may construct a gauntlet that allows you to perform various feats in combat. Your gauntlet gives you a +1 bonus to your AC, and can be loaded with various ammunitions. You may only construct a number of munitions daily equal to twice your intelligence modifier. These munitions can only be shot 60 feet from you, and require a bonus action to load. You may construct the following.

Bone Tar - Shoots out a phial containing bone tar, targets in a ten foot radius centered on the shot must make a Dexterity saving throw against your Arcanist Save DC, taking 6d8 plus your intelligence modifier in fire damage on a failure, or half on a success.

Smokescreen- Your gage lets out a plume of smoke in a 20 foot radius centered on you that persists for one minute. Creatures in the smokescreen have advantage on stealth checks, and all ranged attacks against creatures in the smoke have disadvantage.

Denner Resin Shot- Make a ranged attack against a target creature, on a success the creature takes 1d8 piercing damage and must make a constitution saving throw against your Arcanist Save DC. On a failure the creature enters a state of euphoria and deleriousness. As a result, it cannot make any actions on it's next turn beyond movement.

Plum Bob- Make a ranged attack against a target creature, on a success the creature takes 1d8 piercing damage and must make a constituion saving throw against your Arcanist Save DC. On a failure the taste of plum and nutmeg fills your opponent's mouth. They lose all concept of what right and wrong is for the next minute, attacking the nearest creature to them. The saving throw can be repeated at the end of the creature's turns. On a success, the effect passes.

Nalrout Mist- Your gage releases a fine mist in a radius ten feet around you, creatures in the mist have resistance to physical damage until the end of your next turn. They also gain temporary hit points equal to your namer level until their next rest.

Net- You shoot a net from your gage. The net's AC and escape DC are equal to your Arcanist Save DC. Besides that, it acts as a net normally would.

Lightning Charge- Make a ranged attack against a target creature dealing 3d8 plus your intelligence modifier in lightning damage on a hit. This attack has advantage on targets wearing metal

Names The following are the names available to learn: Beasts

Blood

Bone

Ooze

Darkness

Fey

Fiends

Fire

Ice/Water

Light

Luck

Metal

People

Plants

Sound

Stone

Time

Wind Beasts At 2nd level- You can cast animal friendship, beastsense, and speak with animals. At 7th level you can cast charm monster as well. At 13th level- You can summon a CR creature equal to a fourth of your level of the Beast type. At 17th level- You can elect to deal no damage to a target, and summon three CR 5 creatures of the beast type. Blood At 2nd level- You can use whatever dice you'd use normally to deal damage to instead heal a target creature. At 13th level- You can cast Hold Monster when doing your spell attack damage. At 17th level- You make a spell attack, on a hit the target takes the specified damage from your d6 pool. In addition to this you can use that damage to heal an ally within 30ft. Bone At 2nd level- You can cast Hex. At 13th level- You can summon an undead equal in CR to a fourth of your level. At 17th level- You can elect to deal no damage to a target, and summon three CR 5 creatures of the Undead type. Ooze At 2nd level- You gain the amorphus body trait for one minute. At 13th level- Provided you have any hit dice remaining, you may split yourself into a number of tiny oozes, equal to your number of hit dice remaining, each ooze has a movement of 10ft and hit points equal to your hit die + your constitution modifier. After your next long rest the oozes rejoin and the hitpoints they all have total will be your hp until you regain them. At 17th level- You can use a reaction to subjtract an amount of damage from an incoming attack by your dice pool remaining. Darkness At 2nd level- Speaking the name of darkness allows for simple, harmless shadow manipulation. This can be used to give you and one other ally advantage on stealth checks in dim or dark light. At 13th level- Select one creature. That creature must make a charisma saving throw, or have it's shadow ripped from it's body and controlled by you. The shadow cannot attack, but you may command it to move with your bonus action. While the shadow is detached, you and and your allies may attack said shadow as if it was the target creature dealing damage to the creature in the process. 17th level- Make a ranged naming attack, on a success, the creature's shadows attack and restrain the target creature dealing your dice pool in damage for the attack. At the beginning of the creature's next turn it may attempt to break free, making a strength save against your Namer DC. If the creature fails, it takes the initial damage again, and continues to be restrained. Fey At 2nd level- Speaking the name of Fey allows you to change your shape to a creature that is your same size. You gain the form of the creature, but none of it's abilities or attributes beyond that. At 13th level- Summon a creature who's type is Fey, and whose CR is 1/4 your current level or less. At 17th level- Euphora Breath in a 15 feet cone. Creatures make a wisdom saving throw against the Namer save DC. See pg 133 of the Monster Manual. Fiends At 2nd level- Creatures within 20 feet of you are suseptible to an aura of fear. If they fail a wisdom save against your Namer DC they are frigtened until the end of their next turn. At 13th level- Summon two hell hounds. At 17th level- Make an intelligence check against a fiend's challenge rating. If your roll meets or exceeds the challenge rating of the fiend, then that fiend is bound to you until your release it, or learn the true name of another. Fire At 2nd level- You may attempt to reduce and reflect the incoming damage of a fire based spell. Using your reaction, you may attempt to reduce the incoming damage using your Namer Dice. If you reduce the damage to 0, then the spell's damage is reflected back on the caster. At 13th level- You may use a flame breath attack in a cone of at least 20 feet, that extends an additional 10 feet for every 2d6 you expend beyond the original 4d6. The damage the breath does is the remaining dice pool. At 17th level- You envelop yourself in a cloak of flames for one minute. During that time your are immune to fire damage. If creautres enter a ten foot radius of you, or start their turn there they take 5d6 fire damage.

Ice/Water At 2nd level- You may attempt to reduce and reflect the incoming damage of a cold or water based spell. Using your reaction, you may attempt to reduce the incoming damage using your Namer Dice. If you reduce the damage to 0, then the spell's damage is reflected back on the caster. At 13th level- You may use a ice breath attack in a cone of at least 20 feet, that extends an additional 10 feet for every 2d6 you expend beyond the original 4d6. The damage the breath does is the remaining dice pool. At 17th level- You envelop yourself in a cloak of blizzards for one minute. During that time your are immune to cold damage. If creautres enter a ten foot radius of you, or start their turn there they take 5d6 cold damage. Light At 2nd level- You may increase your movement speed by 10 feet for every 2d6 you expend. This affect lasts for up to one hour with concentration. At 13th level- Target one creature within range of your Namer attacks that can see you. The target must make a constitution save against your Namer DC or be blinded until magic such as lesser restoration removes the blindness. At 17th level- You can cast Greater Invisibility for yourself and five other creatures. Luck At 2nd level- You may use bane or bless on a number of creatures equal to every 2d6 you expend from your dice pool. At 13th level- 2 creatures of your choice have the benefits of the lucky feat for one day. At 17th level- Allies in a 30 foot radius of you have advantage on ability checks, attacks, and saving throws. Enemies have disadvantage on saving throws and attacks while in the area of control. This aura persists for one minute. You may extend the area by ten feet for every additional 4d6 you expend. Metal 2nd level- You may magnetize objects together, a minimum of 2, and an additional object for every 2d6 you expend after that. People wearing armor must pass a strength saving throw against your Namer DC at the start of their turns or be pulled into the object they've been magnetized to. This effect lasts one minute. Magnetizing weapons to people will do the weapon's damage to the creature if they fail a dexterity saving throw. If they succeed they take half the weapon's damage. 13th level- You cover yourself in metallic armor that makes your minimum AC 18. While covered, you are resistant to nonmagical bludgeioning, piercing and slashing dammgae. You can also mold metal objects to your liking, having an area of influence that extends by ten feet for every 2d6 you expend. 17th level- You may rust a targets weapon and armor, reducing the damage and AC respectively by one for every 2d6 expended. If a weapon's damge is reduced to 0, it is destroyed. If armor is reduced to 10, it is destoryed. People At 2nd level- You may cast detect thoughts out to a range of thirty feet. At 13th level- You may frenzy or calm large crowds, influencing two people for every one die you spend out of your d6 pool. At 17th level- You may cast hold person on one creature for every 2d6 you expend. This effect lasts up to one minute.

Plants At 2nd level- As a reaction you may absorb lightning or radiant damage. This ability can overheal you, converting the bonus hit points into temporary hitpoints. At 13th level- You release spores in a 20 foot radius that will stun creatures that fail a constituion saving throw. The effect lasts one minute, and the saving throw may be repeated at the end of the creature's turn. You may expand the radius of burst by 10 feet for every 2d6 you expend. At 17th level- Choose a creature and make a ranged spell attack, on a hit the target has been effected by death burst. When that creature dies, it will explode in a spray of spores out to thirty feet dealing 8d6 necrotic damage. If a creature is killed by the burst, it too explodes dealing one less d6 for every subsequent burst. Sound At 2nd level- You may produce a fifteen foot wide sound wave that is 15 feet long for every 2d6 expended. The wave deals thunder damage equal to your remaining d6 pool. At 13th level- You may silence and deafen creatures within 120 feet of you provided they fail an intelligence saving throw against your Namer DC. The number of creatues you effect extends by one for every 2d6 you spend. At 17th level- Make a ranged spell attack against a number of creatures you can see. If the attack succeeds you make a noise that shakes your enemies to your very core. They are stunned until the start of your next turn. The number of creatures you may effect is extended by one for every 2d6 you expend. Stone At 2nd level- You make a earth tremor 30 feet around you. Creatures in that area must make a dexterity saving throw against your Namer DC or be knocked prone. At 13th level- For every 4d6 you expend you create a pillar of stone, 5 feet in diameter, with an AC of 5 and 30 hit points. The pillars can rise up to 30 feet. Creatures affected by the pillar must make a dexterity saving throw against your Namer DC, or take the remaing d6 from your dice pool and be restrained. At 17th level- You may cast Move Earth. You may influence another 40X40 area for every 6d6 you expend. Time At 2nd level- You may age living things one year for every 1d6 you expend from your dice pool. Non living things age five years for every 1d6 you expend. At 13th level- You may rewind time one minute for every 1d6 you expend from your dice pool. Your hit points, uses of naming, and current condidition do not reverse with you. You will, however return to the location you were at at the time you rewind to. At 17th level- You may take an extra turn this round. You may extend this ability to one creature for every 6d6 you expend.