School of the True Name

Anything and everything has a true name that shifts as it changes. Knowing the name of the wind does not give you indefinite control over wind. It gives temporary control over the local breeze. The true name of a creature is similar. As a wizard who specializes in learning these names, you know how to gain this information and gain control and protection.

Comprehend Names At 2nd level, you gain the knowledge needed to learn somethings true name. You learn two languages of your choice. Additionally, whenever you learn a true name, you are able to recognize it as a true name and what is belongs too.

Whispers on the Wind Starting at 2nd level, you are able to keep a keen ear out for names floating around you. As a bonus action, you can enter a stance that listens to the wind. You must concentrate on this stance, as if concentrating on a spell, up to a maximum of 1 minute. At the start of your turn, roll 1d4. On a 4, you hear a true name of something on the following chart. Once you learn a name, you leave this stance and control the element for 10 minutes, before its true name shifts with its form. d4 Name Possible Abilities 1 Wind Strong breezes, temperature changes 2 Stone Throw rocks, sinkholes, burying 3 Fire Control flames, burn creatures 4 Rain Torrential rainfall, hail, snow, fog Once you learn an elements true name, you can command it as an action. Unfortunately, as the name was heard on the wind, you do not know fully what you can do with it. Describe what you wish the element to do, and roll percentile dice. If you roll a number equal to or lower than your wizard level, you successfully control the element. The DM chooses the mechanical strength of what you try to do with your control. Once you learn a true name using this feature, you can't use it again until you finish a short or long rest.

Tell Me a Secret At 6th level, you gain the ability to trick creatures into giving you information that may help you discover their true name. Through your cunning and innocent questioning, you can gain an advantage. If you have been talking to a humanoid for at least 10 minutes, you can force it to make a Charisma saving throw. On a successful save, it becomes suspicious and has advantage on subsequent saves against this feature. On a failure, it gives you a fraction of its true name. A fraction lasts in your memory until you complete the full name. After gathering 4 fractions of a true name, you are able to put together their true name. If you do, you are under the effects of the protection from evil and good spell, excet it only functions against that creature, regardless of its type. This effect lasts until something influential enough to change its true name happens to the target, as decided by the DM.

Matrix of Names Starting at 10th level, you are not only able to remember and learn more true names at once, you also start to write them down. Whenever you learn a true name, it appears in mystic text in your Spellbook. It stays there until the true name changes. If a true name stays in your spell book, you can choose to use it instead of rolling d4s when you use your Whispers on the Wind feature. The DM decides if the name has disappeared or not when you check your spellbook. Additionally, whenever you use your Whispers on the Wind feature and hear a true name, you can continue to concentrate on the feature, learning new true names which you also control for the duration, rerolling true names you have already heard. You drop concentration when you learn 4 different true names.

Forceful Extraction Also at 14th level, you gain the ability to forcefully probe a creatures mind and draw out their true name. By touching your hands on the temples of an incapacitated creature, you can look deep into their mind and learn info they might not even be aware of, most importantly: their true name. As an action, you can touch an incapacitated creature and expend a spell slot of any level. If the creature's CR is less than or equal to the spell slot level, you learn its true name. If the creature's CR is higher, make an ability check using your intelligence modifier. The DC equals 10 + creature's CR. On a successful save, you learn its true name. The creature instantly is no longer incapacitated, and you have full control over it, as if under the effects of the dominate monster spell, except a creature immune to the charmed condition is still effected by this. The target can make a Wisdom saving throw at the end of each of its turns in addition to whenever it takes damage. On a success, it shifts its true name slightly and you lose control. The creature will become hostile if it wasn't already, and it is immune to having its true name read for the next year unless it willingly gives it to you. Once you learn a true name with this feature, you can't use it again until you finish a long rest.