Mundane Naming At 10th level, you gain the ability to substitute True Names with mundane names that you know. Each time you a feature from this arcane tradition that requires that you know a creature’s True Name, you can expend a spell slot to temporarily empower a mundane name (that is in use for the creature) and use it in place of the targt creature's True Name. If the mundane name used is the full name that the creature considers (consciously or subconsciously) to be their “real name”, you can use it by expending a 3rd level spell slot or greater. If the mundane name used is only part of their full name (that they are known as), is a widely used nickname for them, or is the name of a false identity they are wearing, you can substitute it by expending a 6th level spell slot or greater, and when you do so you take a point of exhaustion. The DM will tell you which level of spell slot is expended only after you have committed to using this feature with a specific name, and if you have no spell slots of that level available (or if the name you chose is in no way a name that the target creature recognises), you fail to use "Mundane Naming" for this creature, this round. If you are successful in using this feature, you still have to expend a spell slot for each subsequent time you use the same mundane name. Inescapable Onomancy At 14th level you can use Onomacy to affect a creature with magic that would otherwise be out of your reach. When you cast a spell in a slot of 7th level or lower, if you know the True Name of at least one creature you intend to target, you can use a bonus action to use this feature with the spell. When you do so the spell ignores cover, as well as any amount of distance (planar or otherwise) between you and the target, regardless of the usual range of the spell. If the range of the spell is “self” it affects the target of this feature, and if it is “touch” you can choose to affect the target or what they themself are touching, as is appropriate for the spell (however, they must remain touching that object for the entire length of the spell’s casting time). If the spell has a point of origin, the spell must have a single point of origin that is within 5 ft of the creature who you are using this feature to affect. If the spell would usually pass through the space between you and the target to strike them, it appears to teleport there instead. Spell attack rolls and saving throws are unaffected by this feature. You have three uses of Inescapable Onomancy that you regain by taking a long rest, and you can use this feature for multiple targets for one spell. Advice for DMs Guidence on the Arcana Check DCs for Discovering True Names DC Familiarity 10 The creature is very well known to you, and is or is the equivalent of a family member, or an old nemesis whose entire life you have familiarity with. 15 The creature is well known to you, and is the equivalent of a good friend, or an enemy you have fought multiple occasions. 20 The creature is known to you, and you have a passing understanding of their personality and ways of thinking. 25 You have met the creature once, and could describe their apperance and mannerisms. 30 You have not met this creature, and know almost nothing about them. A note on “Summon Greater Demon” Since official 5e rulebooks use the term “true name” to mean “the mundane given name the creature considers to be it’s real name” the spell “Summon Greater Demon”, which uses this meaning, presents a potential problem in nomenclature in a campaign where both this Arcane Tradition and this spell are present. While DMs are welcome to use any fix for this they like, one solution for this in terms of lore is that for a greater Demon, their True Name (as in, their fundamental name according to this document) and their true name (that they view as their real name) are one and the same thing; they instinctively know their True Name from birth and cannot see any other name for themself as anything other than nickname or false identity.

On Lore in general The concept of fundamental “True Names” can be a major addition to the lore, legends, and magic of a game world, and because of this DMs should feel free to change the lore and background of true names as they see fit. To aid in this, what follows is a small number of prompt questions that might help to customise or tailor “True Names” to fit your campaign or game world: Where do true names come from? Were they created specifically for mortals by one or more very powerful beings? Are they eternal and existentially fundamental to the physics of the world? Is there a hidden library of the True Names of every being that is constantly being updated? Or is a True Name created only when an Onomancer makes up a Name that discribes the essense of the soul well enough? Do objects and things without souls have True Names? What are the differences between the Names of objects and people? How long is a True Name? When an Onomancer says a True Name, are they saying the entire name, or just a specific portion of it? Is it possible to learn the entire True Name of a creature? Can a True Name be spoken purely with mortal syllables and mundane sounds? Or does an Onomancer use more? Are True Names truly unique and unchanging? Under what circumstances can a True Name change? How does an Onomancer specify between beings with the same name? How well known are True Names? Has knowledge of Ononmancy permeated folklore and culture? How common is the skill of discovering a True Name? Onomancy spells Name Theft 6th-level enchantment Casting Time: 1 action

1 action Range: 30ft

30ft Components: S, V, M (a red capped mushroom, a piece of dandilion fluff, or a butterfly's wing)

S, V, M (a red capped mushroom, a piece of dandilion fluff, or a butterfly's wing) Duration: Until dispelled or broken You attempt to “steal” the name of one creature who has an intelligence above 3. You and your target make opposing charisma rolls, which your target has advantage on. On your success you steal their name, on your failure this spell fails and the spell slot is wasted. If the target says “yes” or an equivalent to the question of “may I have your name”/“give me your name”, or otherwise states that you have permission to “steal”, “take”, or “have” their name (regardless of whether it was their intention to do so), you can steal their name without making the contested roll, if you cast this spell within a minute of receiving permission. When you successfully steal someone’s name, every creature who knew the target’s name (other than you, who immediately learns all of their names that aren't their "True Name") instantly forgets all of the “mundane” names of the target that they know. They also become unable to recognise the target of this spell or remember their existence unless they can succeed on an Intelligence saving throw, which they can attempt once a day, when they can see the nameless target. You can specify up to 6 people to be unaffected by the effect when you cast this spell. The target themself also forgets their mundane names when this spell succeeds, but they are still able to recognise themself and lose none of their memories. New names that they are given or take on after this spell has been cast can be remembered by anyone and they can be recognised by others by these new names, and the actions they make when owning these names are remembered normally. If a creature is directly verbally reminded of the full real name of the target the spell loses all effect on them, and if the target is directly and verbally called by a name that was stolen from them the spell that stole that name ends altogether. If you have access to the feature "Discovering a Name", you have advantage on the Arcana check to discover the True Name of a creature whose name you have stolen. The target can regain their name (and thereby end the effects of this spell) by succeeding a charisma saving throw, which they can attempt once a month as an action. Alternatively, if the target is close enough to talk to you and is aware of the nuances of this spell, they can compel you play them in a game of chance or wager (which must be a "fair" game and whose rules you dictate and must state clearly), with victory for them ending the spell, and victory for you meaning that they cannot attempt to end the spell using a compelled game or wager again. Availible to Wizards, Sorceres, Bards, and Warlocks. Infernal Mispronunciation 5th-level transmutation Casting Time: 1 action

1 action Range: 60ft

60ft Components: V, S

V, S Duration: Instantaneous You mispronounce a True Name of one creature within range that can hear you, causing indescribable spiritual pain. The creature knows you are refering to it due to your magic binding it's real True Name with the verbal component of this spell. You must know the real True Name of the creature to successfully cast this spell The creature attempts a wisdom saving throw, and on a failure takes 6d10+10 psychic damage, and becomes frightened of you for the next 24 hours, or until it loses sight of you. On success the creature takes half the damage as it would have taken and does not take the frightened condition. You cannot use the feature "Name Weaving" with this spell. At Higher Levels. When you cast this spell with a 6th level spell slot or higher, add an additional d10 for each level of spell slot above 5th. Availible to all spellcasters.