College of Names

To understand something is to have power over it. In the dawn of time, the Gods filled the multiverse with the power of Creation, creating all things - in doing so, all things were defined, shaped, and given meaning - given a Name. To understand a Name is to understand the fundamental being of that which the Name belongs, and to invoke a Name is to invoke the power of creation that binds the Multiverse.

Bards of the College of Names, called namers, seek to study and understand the world around them, and learn to glean the deeper meaning that lays beneath it's surface. To this end, the travel the world, delve into study in magical libraries and ancient ruins, and gather with others of their kind in Fora to discuss & learn from their peers.

Naming Magic

When you join the College of Names at 3rd level, you learn to incorporate touches of True speech into your magic, filling your words with power. All your spells have a verbal component, however you may ignore any Somatic or non-expensive material components of the spells you cast.

Power of the Voice

Also at third level, you can speak words of power that touch on a targets true Name, bringing them under your sway. When you cast a spell that requires an intelligence, wisdom, or charisma save, you may choose one creature targeted by the spell, expend a use of bardic inspiration, and make a spellcasting check with DC equal to 15+that creature's CR (minimum one), adding the result of the die to your check. If you succeed, that creature has disadvantage on intelligence, wisdom, and charisma saves against your spells. This ability lasts until the creature is reduced to 0 hit points or you complete a long rest, however once you have expended an inspiration die using this ability, you cannot regain it until you complete a long rest.

True Naming

At 6th level, your study of Naming magic yields fruit, and you master the True Name of one of the primal forces of the world. This ability functions as the Rune Lore ability of the Runic Scribe, except in the following ways:

True Names function identically to Master Runes, save that they are not anchored to a physical object, and in any instance where a Rune would be inscribed, you instead speak the True Name out loud.

You learn one True Name when you gain this ability, are always considered attuned to this Name, and it does not count toward your maximum number of attunements. Additionally, at 10th, 14th, and 18th level, when you would gain the Magical Secrets ability, you instead learn an additional True Name.

Name Thee & Bind Thee

Starting at 14th level, you know enough of Names that you may attempt to bind beings by their Names. As an action, you may attempt to command a creature within 60 feet of you. You make a spellcasting check contested by their Charisma saving throw. If you succeed, your target is Stunned for 1 round, and Charmed by you for 1 minute. If that creature is a Fey, Elemental, Fiend, or Celestial they are instead Stunned for 1 round, and then bound by you for up to 1 hour, as Dominate Monster. You may use this ability once per long rest.