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The Truenamer - Core
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The Truenamer - Core

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Ancient Magic Finally Awoken

Delving deep into ancient lore, learning primordial secrets of creation, and the forgotten language spoken by the gods themselves. Truenamers aren't your average arcanists - they don't alter reality they change it by utilising the lost magic of truespeech, theorised to be the foundation of all modern magic, the truenamer's utterances have the power to transform the mundane into the magical, to knit flesh back together, and transform the very land around them.

Of course the language of creation is vast, and all encompasing, so even the most studious of truenamers can only discover a small portion of the potential truespeech has to offer - these branches are known as Vocabularies. Offering a small collection of phrases, terms, and expressions that allow a truenamer power over an aspect of reality, be it modifying thier own physical form, the infamous syllables of unmaking, or the power to amplify arcana, there are more vocabularies being discovered all the time, as truespeech begins resurfacing across the world.

What You'll Find In the Core Document

This homebrew allows your players to create a Truenamer, complete with the following features:

  • The core class, based on Kyeudo's 'fix' edit of the classic D&D 3.5 class
  • A new form of linguistic magic for 5e called Truespeech, fully outlined with simple, easy to use rules that blend seamlessly with existing magics
    • Mechanics to augment your utterances using Personal Truenames
    • Mechanics to try and cast beyond your daily limit, carefully balanced against existing spellcasters
    • 3 Lexicons of utterances spread across 9 'utterance levels' to fit 5e spellcasting
      • The Lexicon of the Evolving Mind: 70 creature affecting utterances, each with a reversible effect
      • The Lexcion of the Crafted Tool: 45 object affecting utterances
      • The Lexicon of the Perfected Map: 21 area affecting utterances
    • The Laws of Resistance & Sequence that keep truespeech in check
  • The Speak Unto the Masses and Say My Name features from the original class
  • 3 Truenamer sub-classes (vocabularies)
    • The Acolyte of the Ego who uses 'Cadences' to alter and augment their physical forms
    • The Bereft who learn the 'Word of Unmaking' one syllable at a time, with each one able to produce destructive powers
    • The True Scholar who masters the combination of Arcane magic and Truespeech
  • A new downtime activity: Truename Research, used to discover truenames and gain power over your foes, or further augment your allies
  • A customised character sheet page that can be used to keep track of Truepseech specific utterances and important values
  • A printer friendly version of the core document
  • A complete set of A4 size utterance cards for quicker rules reference

An Attempt At Faithfully Recreating the 3.5 Class For 5th Edition

If you loved the Truenamer, warts and all, back in the days of 3.5 it's my hope that this loving recreation will bring back the fond memories of a completely new form of magic, with its own spells, mechanics and flavourful lore. I've carefully updated as much of the original content to 5th edition as I reasonably could.

If you're new to the Truenamer, hopefully this homebrew will give you the same sense of the wonder and possibility we felt with the announcement of completely new forms of magic, and that it will inspire you with the possibilities that Truenaming in D&D presents for characters, stories, and adventures.

Version 1.2 Update!

The latest version of the truenamer, featuring fully updated Utterances, corrections, and further rule clarifications. Also the package now includes new Utterance Cards featuring every utterance organised by type and level. They're A4 printable and designed to fit standard trading card game storage wallets for summarised, easy to reference rules text. I hope they help make playing this class as easy as any other.

We're currently on pause over the christmas break, so the new cover art will be arriving in the new year along with some minor changes to utterances and an update to the research utterance table that should make it more balanced over the length of a campaign. Also the Beyond Words supplement is close to completion, I'm just adding some final parts and proof reading the rest.

Lastly, we just passed 300 users, so thank you to everyone for helping to support this homebrew! Have a happy christmas and a fantastic new year!

More Coming Soon!

If all that content isn't enough for you - the 'Beyond Words' supplement is coming next year with 4 additional Vocabularies, new feats, and a host of new magic items for the discerning truenamer and dungeon masters to flesh out this class in their worlds.

 
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Discussions (1)
Customer avatar
Fabian F December 13, 2018 6:45 am UTC
PURCHASER
Hello there,
I really like the class the way you made it :), but i have some problems with understanding on how to cast the utterances.

Do i always have to make a truespeech check when i want to utter one, or do i just hit? And what DC would this Check have?
Some Utterances also state "Make a truespeech attack". How does this work?
It would be very kind if you could give me some "example combat cenarios" from which i can understand how and when to do these checks.

Thanks in advance.
Customer avatar
Nick S December 20, 2018 4:17 pm UTC
CREATOR
Hey! Thanks very much, hopefully I can clear some confusion up for you. So the class works a lot like a regular spellcaster, under the class description there's a section called 'Truespeech' which talks about Speaking an Utterance, and Truespeech Ability.

Like normal magic, each utterance asks the target to make a save, you to make an attack roll, or the effect just happens.

For example:
Chromatic Orb cast by a wizard, works the same as a reversed word of caring. You make an attack roll using 1d20 + proficiency + intelligence Vs. the target's AC.

Cause Fear cast by a wizard, works the same as a reversed Morale Boost. The enemy has to make a wisdom saving throw against your save DC, this is 8 + proficiency + intelligence.

Mage Armour cast by a wizard, works the same as Defensive Edge. In this case the effect simply happens.

Each utterance explicitly says if you should be making an attack roll, the enemy should save, or if it just applies an...See more
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File Last Updated:
November 18, 2018
This title was added to our catalog on October 14, 2018.