Wizard: Difference between revisions

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Practitioners of magic well know the power of names, not used or given names, but True Names. Wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.<br>
Practitioners of magic well know the power of names, not used or given names, but True Names. Wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.<br>
That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their True Names, typically by adopting monikers and pseudonyms.
That distinction creates power that onomancers seek to tap. By speaking a target’s true name, the wizard’s spells slip between the cracks of the target’s defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their True Names, typically by adopting monikers and pseudonyms.
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{| class="wikitable"
|+ Onomancy Features
|-
! Feature !! Level !! Quick Explanation
|-
| Bonus Proficiencies || 2nd || You learn a Language and get Proficiency with Calligrapher's Tools
|-
| Extract Name || 2nd || You can try learn the True Name of a creature
|-
| Fateful Naming || 2nd || If you know the True Name of a creature you don't care about cover or seeing the target for your Spells and you can change the Damage Type to Psychic or Force Damage
|-
| Forceful Naming || 6th || If you know the True Name of a creature you can knock it Prone or push it with your Spells
|-
| Destructive Naming || 10th || If you know the True Name of a creature you get Temporary Hit Points when you cast a Spell on it, and make the Spell's Attack at Advantage, and it makes the Spell's Saving Throws at Disadvantage
|-
| Final Naming || 14th || If you know the True Name of a creature you can use a Spell Slot and maybe kill the creature
|}
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==== Destructive Naming ====
==== Forceful Naming ====
''6th Level School of Onomancy Feature''<br>
''6th Level School of Onomancy Feature''<br>
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its Speed.
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its Speed.
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==== Forceful Naming ====
==== Destructive Naming ====
''10th Level School of Onomancy Feature''<br>
''10th Level School of Onomancy Feature''<br>
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, you gain 3d8 Temporary Hit Points and any Attack Roll you make with that Spell against that creature is made at Advantage, and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.
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