Force Lash
Telekinesis attack and forced movement.
A transhuman psyker trained to weaponize the Warp without being devoured by it. Psychic force, warding, divination, telepathy, anti-daemon power, and dangerous reality-breaking strength.
The mind is a weapon. The soul is the price.
The Librarian is an Astartes psyker: warrior-scholar, battle-seer, psychic blade, warded mind, and keeper of forbidden truths.
A Librarian does not simply use psychic power. They bind it inside transhuman discipline, Chapter ritual, psychic hood, and the iron refusal to let the Warp decide what happens next.
The class fantasy is simple:
A Librarian survives through Willpower, Intellect, psychic discipline, Astartes resilience, warding rites, and the dangerous decision of when to Push the Veil.
The Librarian should not play like a mortal caster with spell slots. The class should create moments like:
Every Librarianbegins with these. In Forge VTT they appear on the Talents & Features tab.
Powers have base effects; a Librarian may Push a power to strengthen or modify it, choosing one Push Benefit before it resolves (the shared Push framework — future Librarius-specific options slot in without a rewrite). Pushing may trigger Perils. No spell slots, no spell levels.
Once per Safe Rest, when resolving Perils, choose one: roll twice and take the less severe result, or reduce a minor Perils consequence by one step. Never negates major Perils, Corruption, daemonic attention, or GM consequences the fiction demands. (Safe Rest is tracked as a Long Rest in Forge — the closest existing rest type.)
Spend your Bonus Action and choose at activation: +1 to your next Psychic Test this turn, or +1 to your next weapon attack this turn. Consumed on the matching roll, expires at end of turn, never stacks with itself. The active choice shows as an effect on the sheet. Use it from the Actions tab.
Spend your Bonus Action to ward yourself or one nearby ally until the start of your next turn: +1 on saves against hostile psychic powers and Warp/psychic damage taken reduced by 2. One warded target at a time — a new ward removes the old. Use it from the Actions tab.
While carrying your Psychic Hood or Warding Implant (any item with the Psychic Hood, Warded, or Anti-Psychic trait), you passively recognize hostile psychic activity nearby and gain +1 on saves against hostile psychic effects. The benefit never stacks across multiple hoods, is inactive without the item, and the item's own once-per-rest Perils effects remain on the item. Future psychic-disruption Reactions will build on this.
You are trained in force weapons: Force Swords, Psyker Staves, and future Force Axes and Staves. You activate psychic weapon traits (Psychic Focus, Force Conduit, Grounding Rod, Power Field/Psychic on force blades) on any valid weapon you wield — recognized by weapon traits, never by exact item name. Ordinary weapons gain nothing.
You use the six shared psychic disciplines through Librarius-flavored Discipline Trees, and you gain and spend Discipline Points — 2 at level 1, +1 at every even level. Specialize or spread across trees; each rank costs 1 point and requires the previous rank. A Librarian does not normally begin with malefic daemon-summoning content. Purchased ranks appear below under Talents & Features.
Granted automatically by class selection. One Bonus Action per turn — full rules under Combat > Bonus Actions.
Choose when activated: +1 to your next Psychic Test this turn, or +1 to your next weapon attack roll this turn. The chosen bonus is consumed on the matching test and expires at the end of the turn. Does not stack with another activation.
Forge VTT: Fully automated: the choice is visible as an effect on the sheet; the matching roll consumes it and shows it in the breakdown.
The target gains +1 on saves against psychic powers targeting them and reduces Warp or psychic damage taken by 2. Only one creature may carry this Librarian's ward — warding a new target removes it from the previous one.
Forge VTT: Guided: the ward sits as a visible timed effect on the target and expires automatically; the save bonus and damage reduction are applied at the table.
Librarius Channeling is the Librarian signature class mechanic.
It follows the same design philosophy as Psyker Push the Veil: no spell slots, no spell levels, no spells. Powers have base effects. The Librarian may Push them to make them stronger and risk Perils.
Psychic Save DC = 8 + Proficiency Bonus + Willpower modifier
Psychic Attack = Proficiency Bonus + Willpower modifier
Psychic Powers are special. Librarians do not gain a new Psychic Power every level.
A Librarian's transhuman conditioning and psychic hood help contain psychic backlash.
The hood screams. The Librarian does not.
| Librarian Level | Psychic Powers Known |
|---|---|
| 1 | 5 |
| 5 | 6 |
| 9 | 7 |
| 13 | 8 |
| 17 | 9 |
This progression is a working draft. Final class balance may change after all classes are designed.
Use the Powers page as the full catalog later.
Telekinesis attack and forced movement.
Divination detection of Warp traces.
Telepathy mental damage / disruption.
Daemonology / warding protection.
Pyromancy exposure and damage.
Biomancy self or ally enhancement.
Anti-daemon reaction.
Librarius Discipline Trees use the same disciplines as the Psyker, flavored as Librarius battle-disciplines: psychic power bound inside transhuman conditioning and Chapter ritual.
A Librarian may specialize deeply in one discipline or spread Discipline Points across several. Malefic daemon summoning is not normal starting content.
Each rank costs 1 Discipline Point and requires the previous rank in that tree unless future rules say otherwise.
Librarians gain 1 Discipline Point at every even level.
| Librarian Level | Discipline 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.
When you use Biomancy on yourself, gain temporary Vitality equal to Proficiency Bonus.
When you Push Biomancy, move 5 feet or stand from Prone without triggering Reactive Fire.
Harmful Biomancy imposes Disadvantage on the target's next Strength or Toughness Save.
Once per safe rest, downgrade or delay an Active Wound on yourself or ally within 30 feet. Check Perils risk.
Once per safe rest, choose two Push benefits on Biomancy. Check Perils risk afterward.
The body is already a weapon. Biomancy only reminds it.