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Lexicanum

Electro-Priest

A fanatical living conduit of sacred current. Shock fields, voltaic fury, machine-mysticism, unarmored zeal, and religious devotion transformed into lightning and violence.

Forge World ClassesVoltaic ZealotAvailable in 1.0

Class Dossier — Electro-Priest

Working Draft · v0.1

Electro-Priest

The Motive Force walks in flesh.

Forge-Bound ClassAvailable in 1.0Working Draft

The Electro-Priest is a living shrine to the Motive Force: lightning-veined zealot, conductor of sacred charge, and ecstatic destroyer of flesh and metal.

An Electro-Priest does not calmly invoke power. They become power: voltage in the blood, hymns in the nerves, hands bright with killing current.

The class fantasy is simple:

An Electro-Priest survives through Willpower, Toughness, sacred electricity, pain, charge, zeal, and the belief that the Omnissiah's truth is best understood while glowing.

// Design Philosophy

The Electro-Priest should not play like a generic energy caster. The class should create moments like:

  • I walk into melee glowing.
  • I take the hit and answer it with voltage.
  • I lay hands on the machine and it remembers obedience.
  • I sing the hymn and my skin becomes the conduit.
  • I spend every Charge at once and become the circuit.
  • I refuse to fall while the current still loves me.

Signature Mechanic — Canticles of the Motive Force

Signature Mechanic

Canticles are the Electro-Priest signature class mechanic.

A Canticle channels sacred electricity through body, weapon, nerve, and battlefield.

// Rules Draft
  • An Electro-Priest starts with 3 Canticles at level 1.
  • Canticles use limited Canticle Uses.
  • Canticle Uses are restored after a safe rest.
  • Draft Canticle Uses: Proficiency Bonus per safe rest.
  • Canticles that force resistance use the Electro-Priest Canticle DC.

Canticle DC = 8 + Proficiency Bonus + Willpower modifier

If the Canticle is purely physical shock contact, the GM may allow Toughness or Strength.

Canticles are special. Electro-Priests do not gain a new Canticle every level.

Charge

Charge

Charge represents stored sacred current.

// Rules Draft
  • Draft Charge Maximum: Proficiency Bonus.
  • Charge resets to 0 after a safe rest.
  • Gain Charge when you deal lightning/electro damage, take damage in melee, disable a machine, or resist a machine/psychic/daemonic effect.
  • Usually gain Charge only once per round.
  • Spend Charge to empower Canticles.

The body is a battery. The soul is the switch.

Canticles Known Progression
Electro-Priest LevelCanticles Known
13
54
95
136
177

This progression is a working draft. Final class balance may change after all classes are designed.

Canticles

Working Draft
Canticle

Litany of Living Current

Your next melee or electro-weapon attack deals additional lightning damage equal to your Proficiency Bonus.

Canticle

Voltaic Rebuke

When a creature hits you in melee, use your Reaction to deal lightning damage equal to your Proficiency Bonus. Spend 1 Charge to make it lose its Reaction.

Canticle

Hymn of Conductive Flesh

Gain temporary Vitality equal to your Proficiency Bonus + Willpower modifier. Spend 1 Charge to affect an adjacent ally.

Canticle

Arc the Weakness

Choose one machine, armored target, or cybernetic creature within 30 feet. It must make a Toughness Save or become Exposed until your next turn.

Canticle

Machine-Spirit Shock

Force a machine, drone, turret, servo, or vehicle system to make a resistance check. On failure, it stalls or loses Reactions until your next turn.

Canticle

Static Communion

Sense active power sources, machines, hidden conduits, charged weapons, or unstable energy within range for one minute.

Canticle

The Current Carries Me

Move 5 feet without triggering Reactive Fire from one shocked, damaged, machine, or conductive enemy.

Canticle Trees

Progression System

Electro-Priest progression uses Canticle Trees.

Canticle Trees replace the idea of a locked subclass plus scattered feature choices. An Electro-Priest does not choose one permanent subclass and then receive a random pile of features. Instead, they earn Canticle Points and spend them across Electro-Priest Canticle Trees.

A player may specialize deeply in one tree or spread points across several to become a broader arc-thrower, melee siphon, charged skirmisher, martyr, or choir-leading conduit.

Each rank costs 1 Canticle Point and requires the previous rank in that tree unless future rules say otherwise.

// Canticle Points Progression

Electro-Priests gain 1 Canticle Point at every even level.

Canticle Points
Electro-Priest LevelCanticle Points Gained
2+1
4+1
6+1
8+1
10+1
12+1
14+1
16+1
18+1
20+1

This progression is a working draft. Final class balance may change after all classes are designed.

Doctrine: Ranged lightning, arcs, crowd shock, and radiant violence.

Role: Short-range energy offense.

Rank 1Spark Doctrine

When you deal lightning damage at range, add +1 damage once per turn.

Rank 2Jumping Arc

When you hit with a lightning attack, deal damage equal to your Proficiency Bonus to a second nearby enemy once per scene.

Rank 3Static Bloom

Enemies damaged by your lightning cannot take Reactions until your next turn if they fail a Toughness Save.

Rank 4Overcharge Halo

Once per safe rest, increase the area or number of targets of a lightning Canticle by one step.

Rank 5Storm of the Motive Force

Once per safe rest, choose a 15-foot zone. Enemies make Toughness Saves or take lightning damage equal to your level and become Exposed.

Lightning is more polite when it has a choir.

Doctrine: Melee shock, life-drain flavor, charge stealing, and close violence.

Role: Melee striker and charge engine.

Doctrine: Speed, charged movement, radiant defense, and energy transformation.

Role: Mobile skirmisher and self-buff specialist.

Doctrine: Pain, sacrifice, retaliation, and holy overload.

Role: Risky defender and retaliation tank.

Doctrine: Group charge, machine hymn, ally buffs, and sacred synchronization.

Role: Support and squad empowerment.

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