xyianth
2014-09-06, 01:07 PM
Ahh the Truenamer, the most famously broken class in 3.5 where adventurers could aspire to being weaker than the average commoner until 20th level. I'm sure you are wondering why anyone would want to update this class for 5e. I have always liked the concept of the Truenamer, but I absolutely loathed the mechanics of it. So, I ripped out almost all of the mechanics and drew up my take on what a Truenamer is.
This is a large homebrew project as I am essentially creating an entirely new magic system for Truenamers. If you like 5e for its simplicity, this project is probably not for you. (Feel free to comment anyway, I always need more feedback.)
This is a work in progress, as I have not created all of the various truespeech abilities yet. I understand that these will greatly impact the overall balance of and interest in this class, but I wanted to put up the main class abilities now that I have them written out while I continue to work on the rest.
To avoid any copyright issues, when an ability replicates the effect of a spell, I will simply refer to that spell's description and note any changes.
OK, now that that is out of the way:
Truenamer
Level
Proficiency Bonus
Features
Recitations
Known
Utterances
Known
Cadences
Known
Effective
Level
1st
+2
Truespeech, Personal Doctrine
2
1
1
1
2nd
+2
Recitation of Nominal Awareness
2
2
1
1
3rd
+2
Personal Doctrine feature
2
3
1
1
4th
+2
Ability Score Improvement
3
4
1
1
5th
+3
Rewrite Personal Truename
3
5
2
1
6th
+3
Personal Doctrine feature
3
6
2
2
7th
+3
—
3
7
2
2
8th
+3
Ability Score Improvement
3
8
2
2
9th
+4
—
3
9
3
2
10th
+4
Personal Doctrine feature
4
10
3
2
11th
+4
—
4
11
3
3
12th
+4
Ability Score Improvement
4
11
3
3
13th
+5
—
4
12
4
3
14th
+5
Personal Doctrine feature
4
12
4
3
15th
+5
—
4
13
4
3
16th
+5
Ability Score Improvement
4
13
4
4
17th
+6
—
4
14
5
4
18th
+6
Trick of the Tongue
4
14
5
4
19th
+6
Ability Score Improvement
4
15
5
4
20th
+6
Say My Name and I am There
4
15
5
4
Hit Points
Hit Dice: 1d6 per truenamer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per truenamer level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Nature, Religion, Perception, Insight
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a dungeoneer’s pack or (b) a scholar’s pack
any simple weapon, two daggers, a 1 ounce bottle of ink, and an ink pen
Truespeech
All Truenamers are students of the art they refer to as truespeech. This art has gone by many different names in many different cultures, but it can be summed up as the magic of names. Truespeech abilities use special names of creatures, locations, and objects called truenames to cause magical effects. Unlike spellcasters, who require a great deal of personal power to create spells, Truenamers only require the knowledge of and skill to use their abilities to create their effects, the power is provided by the system that governs all magic itself. This has several impacts on the nature of Truespeech abilities that separates them from spells:
First, all truespeech abilities are at-will. Activating them is no more draining on the user than any other form of communication. Each truespeech ability has an associated action cost to activate, and some require concentration to maintain their effects, but otherwise there is no restriction on the number of times a Truenamer can activate one of their known abilities.
Second, truespeech abilities all have only two required components: the knowledge of the ability and the truename of the target. Most non-truenamers believe that this truename must be spoken aloud as a verbal component, but this is not actually the case. The reason for this belief is that speaking it aloud is by far the most common method of providing it among Truenamers. The truename of the target must be communicated in a way that allows for the subtle nuances of the truename to be conveyed, but this communication does not actually have to be verabalized. If the Truenamer possesses a form of communication such as Telepathy, they could communicate the truename through it instead. Gesture based forms of communication can not convey they subtle nuances necessary to perform truespeech and therefore cannot be used. Additionally, the truename does not actually have to be audible to be used. Truenamers can use their abilities while under an effect of magical silence (like the silence spell) without issue, even if they communicate their truenames verbally.
Third, truespeech abilities are not affected by anti-magic effects directly. Truespeech abilities are not actually magical by themselves and therefore function fine even if the truenamer is within an ant-magic field. However, the effects they produce are magical, and interact with anti-magic effects normally. What this means is, Truenamers can affect targets with their abilities while inside an anti-magic field, but only if the target is outside of the field’s effects.
Finally, truespeech abilities are one of the very few abilities where the distinction between an anti-magic zone and a dead magic zone matters. Truespeech abilities can not be used inside dead magic zones at all. If either the target or the Truenamer is within a dead magic zone, they truespeech ability fails to activate and the action is wasted. The reason for this is that all Truespeech abilities interact directly with the underlying system that governs all magic. In a dead magic zone, that system is missing. Additionally, Truenamers can tell if their truespeech ability failed to activate because of a dead magic zone.
Truespeech Checks
Using a truespeech ability requires the truenamer to make a truespeech check. Each ability uses the result of this check in different ways, but the check is always the same:
Truespeech check = 1d20 + proficiency bonus + intelligence modifer
Effective Level
As a Truenamer advances in level, they become better able to control their ability to perform truespeech. This allows them to create stronger effects with their abilities. This is represented by the Effective Level of the ability. Each truespeech ability will detail the effects of having a higher Effective Level in their description. The Effective Level of a Truenamer’s abilities is indicated under the Effective Level column in the Truenamer’s table.
Reversed Abilities
When you use a truespeech ability, you can choose to reverse it instead. Reversed abilities have different effects and can cancel the normal effects of the same ability if they are affecting the target. In much the same fashion, normal utterances can cancel the ongoing effects of the reversed version instead of their normal effect.
Truenamer’s Codex
All Truenamers learn many truenames over their adventuring career. Keeping track of all of these truenames can be quite difficult, so most Truenamers record them in a codex. This codex is similar to the spellbook of Wizards, but unique to Truenamers. A Truenamers codex is essentially a book containing all of the truenames that the Truenamer has discovered or developed. There aren’t any special inks or materials needed to add truenames to your codex, all that is needed is ink and a writing tool. Each truename can be recorded as part of the time spent researching it, and you can choose to record it in any language you know. Truenamers can share their codex with other Truenamers to aid in Truename Research if they choose to. Having access to a Truenamer’s codex that contains the desired truename counts as having constant access to the creature, location, or object that the truename represents when conducting Truename Research. The codex’s appearance is up to the Truenamer that maintains it, similar to how a Wizard can choose his/her spellbook’s appearance. All Truenamers know their personal truename, even without access to their codex, and most Truenamers don’t record their own truename inside their codex.
Truename Research
Learning the truename of a creature, location, or object is a long and challenging task. Truenamers often perform truename research in between adventures. To perform research into discovering a truename, you require two things: knowledge of the creature, location, or object to research; and time for study and practice. How much time is required depends on how much exposure you have had with the target. You can attempt a truespeech check once for every 4 hours spent researching, the DC for this check is 15. You can not attempt more than 3 such checks per 24 hours. Each time you succeed on this check counts as one success toward discovering the truename of the target. The table below indicates how many successes are needed based on how much exposure you have had. There is no consequence of failure on this check other than the wasted time. Once you learn the truename, you can record it into your Truenamer’s Codex.
Exposure
Successes
Needed
No Exposure
40
Encountered Once
20
Encountered 2-5 Times
10
Encountered More Than 6 Times
5
Constant Access While Researching
1
Lexicon of the Essential Truth
This lexicon contains truespeech abilities that involve the acquisition and manipulation of knowledge.
Lexicon of the Evolving Mind
This lexicon contains truespeech abilities that target creatures.
Lexicon of the Perfected Map
This lexicon contains truespeech abilities that target locations.
Lexicon of the Crafted Tool
This lexicon contains truespeech abilities that target objects.
Recitations
Recitations are truespeech abilities that involve repetition and therefore require concentration. They can belong to any of the four Lexicons, you can only maintain concentration on a single recitation at a time, and you must know the target’s truename to use a recitation on it. When activating a recitation, you must make a truespeech check as normal for truespeech abilities. Like most truespeech abilities, they can be reversed for different effects or to counter/dispel the normal effect. A recitation is always activated as a bonus action on your turn. You begin at 1st level with 2 recitations known of your choice. You gain additional recitations known as you gain Truenamer levels as indicated in the Recitations Known column of the Truenamer Table. Any time you gain a level in this class, you can choose to replace a recitation you know with another recitation you can learn.
Utterances
Utterances are the main form of truespeech ability. They can belong to any of the four Lexicons, they always require an action to use, they never require concentration, and you must know the target’s truename to use an utterance. When activating an utterance, you must make a truespeech check as normal for truespeech abilities. Like most truespeech abilities, they can be reversed for different effects or to counter/dispel the normal effect. At 1st level you know a single utterance. You gain additional utterances known as you gain Truenamer levels as indicated in the Utterances Known column of the Truenamer Table. Any time you gain a level in this class, you can choose to replace an utterance you know with another utterance you can learn. Some utterances are also known as syllables. These syllables are one part of a truespeech incantation. A syllable will indicate which incantation it belongs to and what order the syllable must be used in. See Incantations below for more details.
Cadences
Cadences are truespeech abilities that modify or alter the effects of other truespeech abilities. Cadences can modify the effects of recitations and utterances as desired, but to modify the effects of an incantation, the same cadence must be used on all syllables of the incantation. Using a known cadence does not require an action, it is a choice made when activating the truespeech ability to be modified. Not all cadences can affect all truespeech abilities. If you use a cadence an an ability it can’t affect, the cadence is wasted and the ability is used normally. You can not apply more than one cadence to any single truespeech ability. You begin at 1st level with a single cadence known. You gain additional cadences known as you gain Truenamer levels as indicated in the Cadences Known column of the Truenamer Table. Any time you gain a level in this class, you can choose to replace a cadence you know with another cadence you can learn.
Incantations
Incantations are special truespeech abilities that are activated automatically by using the correct syllables(utterances) in the correct order on the same target. Truenamers do not have to learn incantations specifically, but to use them you have to know all of its component syllables(utterances). They can belong to any of the four Lexicons. Because they are activated automatically, you do not make a separate truespeech check to determine the effects of an incantation. Instead, use the highest truespeech check result made when using any of the component syllables as the incantation’s truespeech check result. Like most truespeech abilities, they can be reversed for different effects or to counter/dispel the normal effect. Reversing an incantation requires you to reverse each of the component syllables and reverse the order the syllables are used.
Personal Doctrine
Each Truenamer has a different motivation for their pursuit of truespeech. This choice has numerous effects on the abilities that each Truenamer develops. The available doctrines are detailed at the end of the class description.
Recitation of Nominal Awareness
At 2nd level, you gain the recitation of nominal awareness as a bonus recitation known.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Rewrite Personal Truename
Starting at 5th level you can, during a short or long rest, rewrite your own truename with the effects of a single recitation you know. Doing so gives you the benefits of the recitation until such time as you change it again with this ability. You do not have to maintain concentration on this recitation to gain its effects. You can also use a second recitation by concentrating on it as if it were the only recitation affecting you.
Trick of the Tongue
Beginning at 18th level, you can use two utterances you know as a single action. You must affect the same target with both utterances and you only make a single truespeech check, using the result for both utterances. You can choose the order that the utterances take effect. When you use this ability, the effective level of both utterances is halved.
Say My Name and I Am There
At 20th level, you develop a special truename that creates a momentary link between you and the creature that speaks it. This link lasts for 1 minute and will function even if you and the creature are on different planes of existence. Once the link is established, you gain several useful abilities:
you can communicate telepathically with the linked creature.
you can see through the creature’s senses. While using this ability, you are effectively blind and deaf to your own surroundings. You can switch between the linked creature’s senses and your own as a bonus action.
you can teleport to any location within 20 feet of the linked creature as if using the word of recall spell. Using this ability counts as your move action for the current turn.
you can erase the knowledge of this truename from the linked creature’s mind. The linked creature gets no save to prevent this effect, but will remember that it occurred. Only a wish spell has the power to reverse this effect, although you can teach the truename to the creature again if you choose to. Using this ability immediately severs the link between you and the affected creature.
Personal Doctrines
These are the available doctrine choices.
Acolyte of the Ego
The founder of the Acolyte of the Ego doctrine believed that the path to enlightenment lay within the recesses of his own mind. Acolytes apply this belief to their truespeech abilities and specialize in using their utterances on themselves to bring out their potential.
Ego Centric
At 1st level, whenever you target yourself with a truespeech ability, you have advantage on your truespeech check.
Adaptive State of Mind
At 3rd level, whenever you are targeted by an enemy while under the effect of one of your recitations, you can switch which recitation is affecting you as a reaction. You can not change a recitation that is affecting you because of your Rewrite Personal Truename ability.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mind Over Body
At 10th level, you become immune to charm and fear effects. Additionally, you have advantage against any mind-affecting effect.
Mindful Attack
At 14th level, whenever you use your action to target yourself with a truespeech ability, you can make a single attack as a bonus action.
Disciple of the Word
Disciples of the Word are truenamers who believe that the multiverse was once created using truespeech. They dedicate themselves to learning that first incantation and mastering its secrets.
Syllable of the Ideal
At 1st level, you gain the syllable of the ideal utterance as a bonus utterance known.
Syllable of Substance
At 3rd level, you gain the syllable of substance utterance as a bonus utterance known.
Syllable of Form and Shape
At 6th level, you gain the syllable of form and shape utterance as a bonus utterance known.
Syllable of Motion and Energy
At 10th level, you gain the syllable of motion and energy utterance as a bonus utterance known.
Syllable of the Determined Purpose
At 14th level, you gain the syllable of the determined purpose utterance as a bonus utterance known.
Otherworldly Attendant
Truenamers that choose to follow the doctrine of the otherworldly attendant focus their research efforts on learning the truenames of mighty celestials and fiends. Using this knowledge, they conjure them and force them to serve as allies.
Call Forth the Named
At 1st level, you gain the call forth the named utterance as a bonus utterance known. You also learn the truename of any one celestial or fiend of CR 1 or less.
Speak Unto the Masses
At 3rd level, you gain the ability to treat all of your conjured minions as a single creature when targeting your utterances. This will allow you to apply the effects of your utterance to multiple conjured creatures at once.
Entreat Protection
At 6th level, as a reaction when you are targeted by an ability that would force a save, you can make a deal with one of your conjured creatures. In exchange for freedom from your control, the creature becomes the target of the ability instead of you. The creature is immediately returned to its home environment and immune to your attempts to conjure it for 24 hours.
Improved Calling
At 10th level, your ability to conjure creatures by name improves. When using your call forth the named utterance you can conjure a single creature whose CR is 1.5 or less. For each effective level above 1st, this maximum CR increases by 1.5.
Attendant Formation
At 14th level, your constant exposure to the celestials and fiends that you conjure has started to alter your own form. Whenever you use your call forth the named utterance to conjure a celestial or fiend, you can choose to transform yourself into the same creature you conjured. This transformation lasts as long as the conjured creature does. You gain all of the abilities of the new form and you retain the ability to use truespeech regardless of your new form.
This is a large homebrew project as I am essentially creating an entirely new magic system for Truenamers. If you like 5e for its simplicity, this project is probably not for you. (Feel free to comment anyway, I always need more feedback.)
This is a work in progress, as I have not created all of the various truespeech abilities yet. I understand that these will greatly impact the overall balance of and interest in this class, but I wanted to put up the main class abilities now that I have them written out while I continue to work on the rest.
To avoid any copyright issues, when an ability replicates the effect of a spell, I will simply refer to that spell's description and note any changes.
OK, now that that is out of the way:
Truenamer
Level
Proficiency Bonus
Features
Recitations
Known
Utterances
Known
Cadences
Known
Effective
Level
1st
+2
Truespeech, Personal Doctrine
2
1
1
1
2nd
+2
Recitation of Nominal Awareness
2
2
1
1
3rd
+2
Personal Doctrine feature
2
3
1
1
4th
+2
Ability Score Improvement
3
4
1
1
5th
+3
Rewrite Personal Truename
3
5
2
1
6th
+3
Personal Doctrine feature
3
6
2
2
7th
+3
—
3
7
2
2
8th
+3
Ability Score Improvement
3
8
2
2
9th
+4
—
3
9
3
2
10th
+4
Personal Doctrine feature
4
10
3
2
11th
+4
—
4
11
3
3
12th
+4
Ability Score Improvement
4
11
3
3
13th
+5
—
4
12
4
3
14th
+5
Personal Doctrine feature
4
12
4
3
15th
+5
—
4
13
4
3
16th
+5
Ability Score Improvement
4
13
4
4
17th
+6
—
4
14
5
4
18th
+6
Trick of the Tongue
4
14
5
4
19th
+6
Ability Score Improvement
4
15
5
4
20th
+6
Say My Name and I am There
4
15
5
4
Hit Points
Hit Dice: 1d6 per truenamer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per truenamer level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Nature, Religion, Perception, Insight
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a dungeoneer’s pack or (b) a scholar’s pack
any simple weapon, two daggers, a 1 ounce bottle of ink, and an ink pen
Truespeech
All Truenamers are students of the art they refer to as truespeech. This art has gone by many different names in many different cultures, but it can be summed up as the magic of names. Truespeech abilities use special names of creatures, locations, and objects called truenames to cause magical effects. Unlike spellcasters, who require a great deal of personal power to create spells, Truenamers only require the knowledge of and skill to use their abilities to create their effects, the power is provided by the system that governs all magic itself. This has several impacts on the nature of Truespeech abilities that separates them from spells:
First, all truespeech abilities are at-will. Activating them is no more draining on the user than any other form of communication. Each truespeech ability has an associated action cost to activate, and some require concentration to maintain their effects, but otherwise there is no restriction on the number of times a Truenamer can activate one of their known abilities.
Second, truespeech abilities all have only two required components: the knowledge of the ability and the truename of the target. Most non-truenamers believe that this truename must be spoken aloud as a verbal component, but this is not actually the case. The reason for this belief is that speaking it aloud is by far the most common method of providing it among Truenamers. The truename of the target must be communicated in a way that allows for the subtle nuances of the truename to be conveyed, but this communication does not actually have to be verabalized. If the Truenamer possesses a form of communication such as Telepathy, they could communicate the truename through it instead. Gesture based forms of communication can not convey they subtle nuances necessary to perform truespeech and therefore cannot be used. Additionally, the truename does not actually have to be audible to be used. Truenamers can use their abilities while under an effect of magical silence (like the silence spell) without issue, even if they communicate their truenames verbally.
Third, truespeech abilities are not affected by anti-magic effects directly. Truespeech abilities are not actually magical by themselves and therefore function fine even if the truenamer is within an ant-magic field. However, the effects they produce are magical, and interact with anti-magic effects normally. What this means is, Truenamers can affect targets with their abilities while inside an anti-magic field, but only if the target is outside of the field’s effects.
Finally, truespeech abilities are one of the very few abilities where the distinction between an anti-magic zone and a dead magic zone matters. Truespeech abilities can not be used inside dead magic zones at all. If either the target or the Truenamer is within a dead magic zone, they truespeech ability fails to activate and the action is wasted. The reason for this is that all Truespeech abilities interact directly with the underlying system that governs all magic. In a dead magic zone, that system is missing. Additionally, Truenamers can tell if their truespeech ability failed to activate because of a dead magic zone.
Truespeech Checks
Using a truespeech ability requires the truenamer to make a truespeech check. Each ability uses the result of this check in different ways, but the check is always the same:
Truespeech check = 1d20 + proficiency bonus + intelligence modifer
Effective Level
As a Truenamer advances in level, they become better able to control their ability to perform truespeech. This allows them to create stronger effects with their abilities. This is represented by the Effective Level of the ability. Each truespeech ability will detail the effects of having a higher Effective Level in their description. The Effective Level of a Truenamer’s abilities is indicated under the Effective Level column in the Truenamer’s table.
Reversed Abilities
When you use a truespeech ability, you can choose to reverse it instead. Reversed abilities have different effects and can cancel the normal effects of the same ability if they are affecting the target. In much the same fashion, normal utterances can cancel the ongoing effects of the reversed version instead of their normal effect.
Truenamer’s Codex
All Truenamers learn many truenames over their adventuring career. Keeping track of all of these truenames can be quite difficult, so most Truenamers record them in a codex. This codex is similar to the spellbook of Wizards, but unique to Truenamers. A Truenamers codex is essentially a book containing all of the truenames that the Truenamer has discovered or developed. There aren’t any special inks or materials needed to add truenames to your codex, all that is needed is ink and a writing tool. Each truename can be recorded as part of the time spent researching it, and you can choose to record it in any language you know. Truenamers can share their codex with other Truenamers to aid in Truename Research if they choose to. Having access to a Truenamer’s codex that contains the desired truename counts as having constant access to the creature, location, or object that the truename represents when conducting Truename Research. The codex’s appearance is up to the Truenamer that maintains it, similar to how a Wizard can choose his/her spellbook’s appearance. All Truenamers know their personal truename, even without access to their codex, and most Truenamers don’t record their own truename inside their codex.
Truename Research
Learning the truename of a creature, location, or object is a long and challenging task. Truenamers often perform truename research in between adventures. To perform research into discovering a truename, you require two things: knowledge of the creature, location, or object to research; and time for study and practice. How much time is required depends on how much exposure you have had with the target. You can attempt a truespeech check once for every 4 hours spent researching, the DC for this check is 15. You can not attempt more than 3 such checks per 24 hours. Each time you succeed on this check counts as one success toward discovering the truename of the target. The table below indicates how many successes are needed based on how much exposure you have had. There is no consequence of failure on this check other than the wasted time. Once you learn the truename, you can record it into your Truenamer’s Codex.
Exposure
Successes
Needed
No Exposure
40
Encountered Once
20
Encountered 2-5 Times
10
Encountered More Than 6 Times
5
Constant Access While Researching
1
Lexicon of the Essential Truth
This lexicon contains truespeech abilities that involve the acquisition and manipulation of knowledge.
Lexicon of the Evolving Mind
This lexicon contains truespeech abilities that target creatures.
Lexicon of the Perfected Map
This lexicon contains truespeech abilities that target locations.
Lexicon of the Crafted Tool
This lexicon contains truespeech abilities that target objects.
Recitations
Recitations are truespeech abilities that involve repetition and therefore require concentration. They can belong to any of the four Lexicons, you can only maintain concentration on a single recitation at a time, and you must know the target’s truename to use a recitation on it. When activating a recitation, you must make a truespeech check as normal for truespeech abilities. Like most truespeech abilities, they can be reversed for different effects or to counter/dispel the normal effect. A recitation is always activated as a bonus action on your turn. You begin at 1st level with 2 recitations known of your choice. You gain additional recitations known as you gain Truenamer levels as indicated in the Recitations Known column of the Truenamer Table. Any time you gain a level in this class, you can choose to replace a recitation you know with another recitation you can learn.
Utterances
Utterances are the main form of truespeech ability. They can belong to any of the four Lexicons, they always require an action to use, they never require concentration, and you must know the target’s truename to use an utterance. When activating an utterance, you must make a truespeech check as normal for truespeech abilities. Like most truespeech abilities, they can be reversed for different effects or to counter/dispel the normal effect. At 1st level you know a single utterance. You gain additional utterances known as you gain Truenamer levels as indicated in the Utterances Known column of the Truenamer Table. Any time you gain a level in this class, you can choose to replace an utterance you know with another utterance you can learn. Some utterances are also known as syllables. These syllables are one part of a truespeech incantation. A syllable will indicate which incantation it belongs to and what order the syllable must be used in. See Incantations below for more details.
Cadences
Cadences are truespeech abilities that modify or alter the effects of other truespeech abilities. Cadences can modify the effects of recitations and utterances as desired, but to modify the effects of an incantation, the same cadence must be used on all syllables of the incantation. Using a known cadence does not require an action, it is a choice made when activating the truespeech ability to be modified. Not all cadences can affect all truespeech abilities. If you use a cadence an an ability it can’t affect, the cadence is wasted and the ability is used normally. You can not apply more than one cadence to any single truespeech ability. You begin at 1st level with a single cadence known. You gain additional cadences known as you gain Truenamer levels as indicated in the Cadences Known column of the Truenamer Table. Any time you gain a level in this class, you can choose to replace a cadence you know with another cadence you can learn.
Incantations
Incantations are special truespeech abilities that are activated automatically by using the correct syllables(utterances) in the correct order on the same target. Truenamers do not have to learn incantations specifically, but to use them you have to know all of its component syllables(utterances). They can belong to any of the four Lexicons. Because they are activated automatically, you do not make a separate truespeech check to determine the effects of an incantation. Instead, use the highest truespeech check result made when using any of the component syllables as the incantation’s truespeech check result. Like most truespeech abilities, they can be reversed for different effects or to counter/dispel the normal effect. Reversing an incantation requires you to reverse each of the component syllables and reverse the order the syllables are used.
Personal Doctrine
Each Truenamer has a different motivation for their pursuit of truespeech. This choice has numerous effects on the abilities that each Truenamer develops. The available doctrines are detailed at the end of the class description.
Recitation of Nominal Awareness
At 2nd level, you gain the recitation of nominal awareness as a bonus recitation known.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Rewrite Personal Truename
Starting at 5th level you can, during a short or long rest, rewrite your own truename with the effects of a single recitation you know. Doing so gives you the benefits of the recitation until such time as you change it again with this ability. You do not have to maintain concentration on this recitation to gain its effects. You can also use a second recitation by concentrating on it as if it were the only recitation affecting you.
Trick of the Tongue
Beginning at 18th level, you can use two utterances you know as a single action. You must affect the same target with both utterances and you only make a single truespeech check, using the result for both utterances. You can choose the order that the utterances take effect. When you use this ability, the effective level of both utterances is halved.
Say My Name and I Am There
At 20th level, you develop a special truename that creates a momentary link between you and the creature that speaks it. This link lasts for 1 minute and will function even if you and the creature are on different planes of existence. Once the link is established, you gain several useful abilities:
you can communicate telepathically with the linked creature.
you can see through the creature’s senses. While using this ability, you are effectively blind and deaf to your own surroundings. You can switch between the linked creature’s senses and your own as a bonus action.
you can teleport to any location within 20 feet of the linked creature as if using the word of recall spell. Using this ability counts as your move action for the current turn.
you can erase the knowledge of this truename from the linked creature’s mind. The linked creature gets no save to prevent this effect, but will remember that it occurred. Only a wish spell has the power to reverse this effect, although you can teach the truename to the creature again if you choose to. Using this ability immediately severs the link between you and the affected creature.
Personal Doctrines
These are the available doctrine choices.
Acolyte of the Ego
The founder of the Acolyte of the Ego doctrine believed that the path to enlightenment lay within the recesses of his own mind. Acolytes apply this belief to their truespeech abilities and specialize in using their utterances on themselves to bring out their potential.
Ego Centric
At 1st level, whenever you target yourself with a truespeech ability, you have advantage on your truespeech check.
Adaptive State of Mind
At 3rd level, whenever you are targeted by an enemy while under the effect of one of your recitations, you can switch which recitation is affecting you as a reaction. You can not change a recitation that is affecting you because of your Rewrite Personal Truename ability.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mind Over Body
At 10th level, you become immune to charm and fear effects. Additionally, you have advantage against any mind-affecting effect.
Mindful Attack
At 14th level, whenever you use your action to target yourself with a truespeech ability, you can make a single attack as a bonus action.
Disciple of the Word
Disciples of the Word are truenamers who believe that the multiverse was once created using truespeech. They dedicate themselves to learning that first incantation and mastering its secrets.
Syllable of the Ideal
At 1st level, you gain the syllable of the ideal utterance as a bonus utterance known.
Syllable of Substance
At 3rd level, you gain the syllable of substance utterance as a bonus utterance known.
Syllable of Form and Shape
At 6th level, you gain the syllable of form and shape utterance as a bonus utterance known.
Syllable of Motion and Energy
At 10th level, you gain the syllable of motion and energy utterance as a bonus utterance known.
Syllable of the Determined Purpose
At 14th level, you gain the syllable of the determined purpose utterance as a bonus utterance known.
Otherworldly Attendant
Truenamers that choose to follow the doctrine of the otherworldly attendant focus their research efforts on learning the truenames of mighty celestials and fiends. Using this knowledge, they conjure them and force them to serve as allies.
Call Forth the Named
At 1st level, you gain the call forth the named utterance as a bonus utterance known. You also learn the truename of any one celestial or fiend of CR 1 or less.
Speak Unto the Masses
At 3rd level, you gain the ability to treat all of your conjured minions as a single creature when targeting your utterances. This will allow you to apply the effects of your utterance to multiple conjured creatures at once.
Entreat Protection
At 6th level, as a reaction when you are targeted by an ability that would force a save, you can make a deal with one of your conjured creatures. In exchange for freedom from your control, the creature becomes the target of the ability instead of you. The creature is immediately returned to its home environment and immune to your attempts to conjure it for 24 hours.
Improved Calling
At 10th level, your ability to conjure creatures by name improves. When using your call forth the named utterance you can conjure a single creature whose CR is 1.5 or less. For each effective level above 1st, this maximum CR increases by 1.5.
Attendant Formation
At 14th level, your constant exposure to the celestials and fiends that you conjure has started to alter your own form. Whenever you use your call forth the named utterance to conjure a celestial or fiend, you can choose to transform yourself into the same creature you conjured. This transformation lasts as long as the conjured creature does. You gain all of the abilities of the new form and you retain the ability to use truespeech regardless of your new form.