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Lexicanum

Librarian

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.

Astartes ClassesAstartes PsykerAvailable in 1.0

Class Dossier — Librarian

Working Draft · v0.1

Librarian

The mind is a weapon. The soul is the price.

Astartes ClassAvailable in 1.0Working Draft

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.

// Design Philosophy

The Librarian should not play like a mortal caster with spell slots. The class should create moments like:

  • I lash the enemy out of cover with a whip of force.
  • I see the Warp's fingerprints on the door before we breach.
  • I raise the ward before the daemon finishes its sentence.
  • I spear the enemy's mind and watch the line steady.
  • I refuse the gate the daemon came through.
  • I Push the power, because the hood can scream for both of us.

Core Class Features

Level 1

Every Librarianbegins with these. In Forge VTT they appear on the Talents & Features tab.

// Librarius Channeling
KindSignature Mechanic

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.

// Perils Discipline
KindLimited — 1 / Safe Rest

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.)

// Battle Focus
KindBonus Action

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.

// Psychic Ward
KindBonus Action

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.

// Psychic Hood
KindPassive

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.

// Force Weapon Training
KindPassive

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.

// Librarius Discipline Training
KindPassive

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.

Starting Bonus Actions

Bonus Action

Granted automatically by class selection. One Bonus Action per turn — full rules under Combat > Bonus Actions.

// Battle Focus
TypeBonus Action
TargetSelf
Range
DurationUntil the end of the current turn

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.

  • The choice is locked in at activation.
  • Only the chosen test type benefits.

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.

// Psychic Ward
TypeBonus Action
TargetSelf or one nearby ally
Range30 ft.
DurationUntil the start of the Librarian's next turn

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.

  • One warded target per Librarian at a time.

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.

Signature Mechanic — Librarius Channeling

Signature Mechanic

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.

// Rules Draft
  • A Librarian starts with 5 Psychic Powers and 2 Discipline Points at level 1.
  • Psychic Powers Known follow the universal table (5/6/7/8/9 at levels 1/5/9/13/17).
  • Using a Psychic Power normally costs your Action (Use Power).
  • Pushing may trigger Perils.
  • Purchased Librarius Discipline ranks appear under Talents & Features in Forge VTT.

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.

Perils Discipline

Perils

A Librarian's transhuman conditioning and psychic hood help contain psychic backlash.

// Rules Draft
  • Once per safe rest, when checking for Perils, the Librarian may roll twice and take the less severe result, or reduce a minor Perils consequence by one step.
  • This does not prevent major Perils, Corruption, daemonic attention, or GM consequences when the fiction demands horror.

The hood screams. The Librarian does not.

Psychic Powers Known Progression
Librarian LevelPsychic Powers Known
15
56
97
138
179

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

Psychic Powers

Working Draft

Use the Powers page as the full catalog later.

Psychic Power

Force Lash

Telekinesis attack and forced movement.

Psychic Power

Witch-Sight

Divination detection of Warp traces.

Psychic Power

Mind Spear

Telepathy mental damage / disruption.

Psychic Power

Ward of Iron Thought

Daemonology / warding protection.

Psychic Power

Soulfire Brand

Pyromancy exposure and damage.

Psychic Power

Blood Command

Biomancy self or ally enhancement.

Psychic Power

The Gate Refused

Anti-daemon reaction.

Librarius Discipline Trees

Progression System

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.

// Discipline Points Progression

Librarians gain 1 Discipline Point at every even level.

Discipline Points
Librarian LevelDiscipline 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: Transhuman flesh, blood, bone, nerve, and war-body command.

Role: Self-enhancement and biological pressure.

Rank 1Iron Flesh

When you use Biomancy on yourself, gain temporary Vitality equal to Proficiency Bonus.

Rank 2Gene-Wrought Surge

When you Push Biomancy, move 5 feet or stand from Prone without triggering Reactive Fire.

Rank 3Nerve Command

Harmful Biomancy imposes Disadvantage on the target's next Strength or Toughness Save.

Rank 4Refuse the Wound

Once per safe rest, downgrade or delay an Active Wound on yourself or ally within 30 feet. Check Perils risk.

Rank 5Transhuman Flesh Obeys

Once per safe rest, choose two Push benefits on Biomancy. Check Perils risk afterward.

The body is already a weapon. Biomancy only reminds it.

Doctrine: Wards, true names, banishment, possession resistance, and forbidden study.

Role: Anti-daemon and anti-possession.

Doctrine: Omens, battle futures, warnings, and impossible timing.

Role: Prediction and reaction support.

Doctrine: Soulfire, burning wrath, purging flame, and area denial.

Role: Damage and crowd pressure.

Doctrine: Force, movement, invisible violence, and battlefield manipulation.

Role: Control and forced movement.

Doctrine: Thought-pressure, fear, silent command, and mental violence.

Role: Disruption and communication.

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