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View Full Version : D&D 3.x Class The Lexitheurge (Divine Caster, PEACH)



Alabenson
2018-10-15, 03:28 PM
The Lexitheurge

Many people pay little thought to the words they use as they go about their day, caring more for the thoughts their words express than the language giving them the tools to express them. To others, however, words are wondrous things in and of themselves. These lexitheurges see the languages of the outsiders and see the tools that shaped the concepts that formed the outer plains themselves.. They listen to the sibilant tones of the languages of the dragons and hear the music of magic coming to the mortal races. They read the histories of the mortal races and see history itself shaped and molded. And beyond all these languages, the lexitheurges seek out the ancient language of the gods themselves, which gave birth to the very multiverse itself.

Adventures: Lexitheurges primarily adventure to further their studies and research. Often even the mere possibility of encountering a new language, finding an ancient text, or best of all uncovering a fragment of the divine lexicon is enough to drive a lexitheurge headlong into danger. Of course, the fact that such endeavors often yield treasures that can fund their research and opportunities to put their abilities to practical use are welcome bonuses.

Characteristics: While they may lack the raw power or versatility of full clerics, lexitheurges are capable divine spellcasters and are particularly adept with magics which employ the power of language and sound. In addition, years spent studying the various cultures and creatures that produced the languages of the multiverse have granted lexitheurges insight into a number of mundane skills. Beyond their study of mortal languages, however, is the lexitheurge's study of the divine lexicon, the language the gods used to create the multiverse itself. By mastering fragments of this sacred language lexitheurges gain the ability to reshape the world around them by merely uttering a few words.

Alignment: The majority of lexitheurges tend to lean towards lawful alignments as the years of intense study they undergo require a focused mind. Individuals of both good and evil tend to be drawn to the path of the lexitheurge, as the spoken word can be a force for both good and ill.

Religion: Much like wizards, lexitheurges tend to be drawn to deities of knowledge such as Boccob or Wee Jas. A small number, however, choose to venerate deities whose portfolios focus on manipulation or guile, seeing these concepts as examples of languages being put to their intended use.

Background: The vast majority of lexitheurges begin their training in monasteries housing vast libraries where they can study texts written in almost every language imaginable. Such monasteries are almost always found in large cosmopolitan cities, the better to allow their acolytes exposure to as many cultures and languages as possible.

Races: Humans and half-elves make up the bulk of lexitheurges, courtesy of their tendency to mingle with a wide variety of other cultures. Elves and dwarves make up a substantial number of the remainder, largely owing to their cultures shared value of the written word.

Other Classes: Lexitheurges tend to get along with wizards and other scholarly classes, who can appreciate the lexitheurge's thirst for knowledge. Conversely, lexitheurges tend to get on poorly with barbarians, while most clerics find the lexitheurges veneration of language itself to be odd at best.

Role: First and foremost lexitheurges are divine spellcasters. While they can't match the healing prowess of clerics they are still readily able to patch up their allies' injuries if needed and they are readily able to make use of their spellcasting in combat. Moreover, lexitheurges excel at divination and information gathering, both through magical and mundane means and if the situation calls for it their mastery of the spoken word can make them a credible face for the party.

GAME RULE INFORMATION
Lexitheurges have the following game statistics
Abilities: Intelligence is crucial for lexitheurges, as it powers their spells and is keyed to many of their class skills. Lexitheurges also value Charisma, as it powers several of their class abilities.
Alignment: Any
Hit Die: D6
Starting Age: As cleric
Starting Gold: As barbarian

Class Skills:
Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (all), Listen, Perform, Profession, Sense Motive, Speak Language, Spellcraft, Spot
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



LevelBABFortRefWillSpecial 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th



1st+0+0+0+2 Bonus Language, Cultural Studies, Linguist 4 3 -- -- -- -- -- -- -- --



2nd+1+0+0+3 Divine Lexicon (restore/damage) 4 4 -- -- -- -- -- -- -- --



3rd+1+1+1+3 Bonus Language 5 4 3 -- -- -- -- -- -- --



4th+2+1+1+4 Cultural Studies, Spell Glyph (1 glyph) 5 4 4 -- -- -- -- -- -- --



5th+2+1+1+4 Bonus Language 5 5 4 3 -- -- -- -- -- --



6th+3+2+2+5 Divine Lexicon (identify/obscure) 5 5 4 4 -- -- -- -- -- --



7th+3+2+2+5 Bonus Language, Cultural Studies 6 5 5 4 3 -- -- -- -- --



8th+4+2+2+6 Spell Glyph (2 glyphs) 6 5 5 4 4 -- -- -- -- --



9th+4 +3+3 +6 Bonus Language 6 6 5 5 4 3 -- -- -- --



10th+5+3+3+7 Cultural Studies, Divine Lexicon (enhance/inhibit) 6 6 5 5 4 4 -- -- -- --



11th+5+3+3+7 Bonus Language 6 6 6 5 5 4 3 -- -- --



12th+6+4+4+8 Spell Glyph (3 glyphs) 6 6 6 5 5 4 4 -- -- --



13th+6+4+4+8 Bonus Language, Cultural Studies 6 6 6 6 5 5 4 3 -- --



14th+7+4+4+9 Divine Lexicon (dispel/fortify magic) 6 6 6 6 5 5 4 4 -- --



15th+7+5+5+9 Bonus Language 6 6 6 6 6 5 5 4 3 --



16th+8+5+5+10 Cultural Studies, Spell Glyph (4 glyphs) 6 6 6 6 6 5 5 4 4 --



17th+8+5+5+10 Bonus Language 6 6 6 6 6 6 5 5 4 3



18th+9+6+6+11 Divine Lexicon (resurrect/slay) 6 6 6 6 6 6 5 5 4 4



19th+9+6+6+11 Bonus Language, Cultural Studies 6 6 6 6 6 6 6 5 5 4



20th+10+6+6+12 Polyglot Apotheosis, Spell Glyph (5 glyphs) 6 6 6 6 6 6 6 5 5 4



Weapon and Armor Proficiencies: Lexitheurges are proficient with all simple weapons. A lexitheurge is proficient with light and medium armor, and all shields except tower shields.

Spells: A lexitheurge casts divine spells, which are drawn from the lexitheurge spell list given below. When a lexitheurge gains access to a new level of spells, he automatically knows all the spells for that level on the lexitheurge's spell list. A lexitheurge can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. Every lexitheurge spell has a verbal component and lexitheurge spells cannot benefit from the Silent Spell metamagic feat.
To cast a lexitheurge spell, a lexitheurge must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against an lexitheurge’s spell is 10 + the spell’s level + the lexitheurge’s Int modifier. Like other spellcasters, a lexitheurge can cast only a certain number of spells of each spell level per day, given on their class table. In addition, a lexitheurge receives bonus spells for a high Intelligence score.
A lexitheurge need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Linguist (Ex): A lexitheurge of 1st level may select any languages they wish for their bonus languages for having a high Intelligence score instead of being restricted to their race's bonus language list.

Bonus Language: At 1st level and every odd level after that a lexitheurge learns a bonus language of their choice. This may be any language, even secret languages such as Druidic.

Cultural Studies (Ex): Years spent researching the various languages of the multiverse grants the lexitheurge extensive exposure to the writings of the cultures from which these languages sprang. By delving into the knowledge of these cultures the lexitheurge is able to master some of the mundane skills associated with them. At 1st level, the lexitheurge may select any language he is able to speak. Each language has two skills associated with it; from that point forward the lexitheurge may treat both of those skills as class skills. If the lexitheurge already has a skill gained through this ability as a class skill then they instead gain a +3 bonus to that skill. These bonuses stack if the lexitheurge would gain a skill multiple times through this ability.

Abyssal: Bluff, Intimidate

Aquan: Balance, Swim

Auran: Jump, Tumble

Celestial: Heal, Sense Motive

Common: Appraise, Gather Information

Draconic: Appraise, Intimidate

Druidic: Handle Animal, Survival

Dwarven: Appraise, Craft

Elven: Listen, Spot

Giant: Climb, Intimidate

Gnome: Craft, Spellcraft

Goblin: Hide, Move Silently

Gnoll: Move Silently, Survival

Halfling: Balance, Tumble

Ignan: Bluff, Craft

Infernal: Bluff, Forgery

Orc: Intimidate, Survival

Sylvan: Bluff, Disguise

Terran: Balance, Climb

Undercommon: Bluff, Sense Motive

Divine Lexicon (Su): The greatest secret that every lexitheurge seeks to master is the divine lexicon, the primordial language used by the gods themselves to bring form to the multiverse itself. The lexitheurge can call upon this power a number of times per day equal to 3 + their Cha modifier. Uses of the ability that allow a saving throw have a DC equal to 10 + 1/2 the lexitheurge's class level + the lexitheurge's Cha modifier.
Beginning at 2nd level, the lexitheurge masters the first few words of this language, enabling them to either restore creatures and objects or break them apart. By spending 1 use of their divine lexicon ability as a standard action the lexitheurge can target a creature or object within 10 feet per class level and cure 1d8 points of damage per 2 class levels (rounded up). This healing doesn't rely on positive energy, but rather literally reverses damage dealt, and thus can be used on targets that normally could not be healed by positive energy such as undead or inanimate objects. Alternatively, the lexitheurge can reverse this effect to deal damage instead of healing it. A creature targeted by this effect can attempt a Fortitude save for half damage.

At 6th level, the lexitheurge learns to use the divine lexicon to identify creatures and items. As a standard action, the lexitheurge can attempt to identify the nature of an item or creature within 10 feet per class level, learning one piece of information about the target for every point of Charisma modifier they have (minimum 1). Creatures targeted by this ability can negate it with a successful Will save. Alternatively, the lexitheurge can reverse this effect to shield a creature or object from divination magic for 1 hour per class level. Any spellcaster attempting to target a warded creature with a divination spell must succeed on a caster level check (DC equal to the lexitheurge's class level + their Cha modifier) or have the spell fail.

Starting at 10th level, the lexitheurge gains the ability to employ the divine lexicon to grant an a brief surge of power, or sap power from an opponent. By spending 1 use of their divine lexicon ability as a swift action the lexitheurge can empower a creature within 10 feet per class level. The target of this ability is treated as if under the effects of a haste spell, except that the bonuses to AC and Reflex saves are equal to +1 for every 3 lexitheurge class levels. These benefits last for 1 round per class level. Alternatively, the lexitheurge can reverse this effect, slowing a target for 1 round per class level unless they succeed on a Will save.

At 14th level, a lexitheurge masters enough of the divine lexicon to use it to dispel magic, or if they choose fortify magic effects against being dispelled. By spending 1 use of their divine lexicon ability as a standard action the lexitheurge can unleash a wave of dispelling energy with a range of 10 feet per class level and a radius of 20 feet. The lexitheurge may subject one creature or object within range of this ability for each point of Charisma modifier they possess (minimum 1) to a targeted dispel magic effect with a dispel check of 1d20 + the lexitheurge's class level + the lexitheurge's Cha modifier. Alternatively, the lexitheurge can use this ability to fortify a spell against being dispelled. The DC to dispel a spell fortified by this ability increases by an amount equal to 1/2 the lexitheurge's class level.

When a lexitheurge reaches 18th level, their mastery of the divine lexicon reaches the point where they can use it to impose their will over the very forces of life and death. By expending 3 uses of their divine lexicon ability as a standard action, the lexitheurge can completely destroy a creature or object within 10 feet per class level unless they succeed on a Fortitude save, taking an amount of damage equal to 1d6 per two lexitheurge class levels on a successful save. Alternatively, the lexitheurge can use this ability instead to bring a creature back to life who has died within 1 day per lexitheurge class level. Creatures brought back to life via this ability are restored to full hit points and health with no loss of prepared spells. However, the target loses one level (or 2 points of Constitution if the target was 1st level). If this reduction would bring its Con to 0 or lower than the attempt to bring them back to life fails. This level or loss or Constitution loss cannot be repaired by any means.

Spell Glyph (Su): At 4th level, the lexitheurge learns to temporarily preserve some of their magic in special glyphs that they can call upon at a later time. By meditating for 1 hour and expending a spell slot of the appropriate level, the lexitheurge can create a spell glyph which takes the form of a small tattoo about 2 inches square somewhere on the lexitheurge's body. This spell glyph contains a lexitheurge spell of up to 1 level lower than the highest the lexitheurge is able to cast which the lexitheurge can cast at a later time as though using a scroll of that spell, except that the caster level and DC would be based on the lexitheurge's statistics at the time he expends the glyph. If the lexitheurge creates a glyph of a spell with expensive material components or an XP cost than the lexitheurge must pay those costs when he creates the glyph. The lexitheurge can create a glyph of a spell modified by any metamagic feats that he knows, as long as the effective spell level is no more than 1 level lower than the highest lexitheurge spell he can cast (unless he expends multiple glyphs; see below). Once created, spell glyphs last for 1 day per lexitheurge class level, after which they fade away.
For every 4 class levels the lexitheurge gains after 4th (8th, 12th, 16th and 20th) the lexitheurge can maintain one additional spell glyph at a time. Alternatively, the lexitheurge can create a special spell glyph that counts as multiple glyphs towards the maximum number he can maintain in order to reduce the level increase of metamagic feats applied to the spell within the glyph. For each additional glyph slot applied to a given spell glyph beyond the first, the lexitheurge may reduce the overall level increase caused by applying metamagic spells by 1, to a minimum increase of 0 levels.
For example, a level 8 lexitheurge could create two spell glyphs with spells of up to 3rd level each, or two 1st level spells with the Empower spell metamagic feat, or he could use both slots to create a single Empowered spell glyph of a spell of 2nd level.

Polyglot Apotheosis: A lexitheurge of 20th level has mastered the divine lexicon to such a degree that they are able to employ it to the full extent any mortal could hope, allowing them to bring a small demiplane into existence. The demiplane initially has a radius of 200 feet, and after its creation it continues growing at a rate of about 2 feet per year. If the lexitheurge who brought the demiplane into being perishes, then the demiplane stops growing.
The lexitheurge's demiplane has the following planar traits: normal time, alterable and normal magic. At creation, the lexitheurge can set whatever gravity trait, elemental traits and alignment traits he sees fit, and can choose whether the plane is finite or self contained. The lexitheurge has total control over the landscape of the plane at the moment of its creation.

0: amanuensis, cure minor wounds, detect magic, ghost sound, inflict minor wounds, message, read magic, sonic snap

1: amplify, bane, bless, command, comprehend languages, cure light wounds, death's call, detect chaos/evil/good/law, distort speech, erase, herald's call, inflict light wounds, magic mouth, power word fatigue, power word pain, remove fear, speak with animals, ventriloquism, warning shout

2: aid, augury, calm emotions, cure moderate wounds, detect thoughts, divine insight, doublespeak, enthrall, ghoul glyph, hold person, inflict moderate wounds, lesser restoration, lore of the gods, master's touch, power word sicken, remove paralysis, reveille, secret page, shatter, silence, sound burst, speak to allies, status, zone of truth

3: cure serious wounds, dispel magic, forest voice, glibness, glyph of warding, inflict serious wounds, inspired aim, interplanar message, lesser telepathic bond, locate object, mass aid, power word deafen, power word maladroit, power word weaken, prayer, remove blindness/deafness, remove curse, remove disease, sculpt sound, sound lance, speak with dead, speak with plants, suggestion, suppress glyph, tongues, whispering sand

4: castigate, cure critical wounds, detect scrying, discern lies, divination, greater status, inflict critical wounds, lesser geas, locate creature, pancea, power word distract, restoration, scrying, shout, zone of silence

5: break enchantment, commune, greater command, insidious suggestion, mass cure light wounds, mass inflict light wounds, mind fog, plane shift, power word disable, raise dead, song of discord, symbol of pain, symbol of sleep, symbol of spell loss, true seeing

6: geas/quest, greater dispel magic, greater glyph of warding, harm, heal, mass cure moderate wounds, mass inflict moderate wounds, mass suggestion, power word nauseate, symbol of fear, symbol of persuasion, symbol of thirst, sympathetic vibration, word of recall

7: blasphemy, dictum, holy word, greater restoration, greater scrying, mass cure serious wounds, mass inflict serious wounds, power word blind, regenerate, resurrection, symbol of stunning, symbol of weakness, word of chaos

8: demand, discern location, familial geas, mass cure critical wounds, mass inflict critical wounds, power word petrify, power word stun, greater shout, symbol of death, symbol of insanity

9: foresight, hindsight, mass heal, power word kill, true resurrection, wail of the banshee

Alabenson
2019-06-16, 09:53 PM
Following the first portion of my playtest of the class, I've decided to swap the levels at which the Lexitheurge gains their Divine Lexicon (identify/obscure) and (restore/damage).

Ethereal Gears
2019-06-17, 03:58 PM
I love the flavor and execution of this class. It vaguely reminds me of the old reality-warping nihilurge class for pathfinder I posted here a coupla years ago. Mostly, everything looks very tight and well-balanced, and the spell list is flavorful and appropriate, I think. I might have more notes after a second glance or so, but for now, there's only two things I thought of.

Firstly, it seems to me like it's excessive to tack scaling bonuses onto the haste and slow effects created via the divine lexicon ability. I feel like just having it work as per the spells, without the scaling, would still make that well worth expending a daily use of that ability to get.

The other thing is more personal, but it doesn't sit right with me when a class that isn't aligned with druids or nature in any way can just learn Druidic at 1st level without any obstacle. I always like the secretive nature of Druidic from an rp standpoint, and if I was playing a druid in a party with one of these guys I think I'd feel cheated of some of my class's flavor and mystique. It's obviously not OP or anything, but I would at least limit the ability to learn secret languages until you're a few levels into this class.

Great job overall though. Very dope class!

Alabenson
2019-07-17, 06:25 PM
After the most recent portion of the playtest, I've decided to add several spells to the Lexitheurge spell list that seemed to fit thematically or would help it fulfill its intended role;
0: ghost sound
1: magic mouth, remove fear, ventriloquism
2: remove paralysis, silence
3: glibness, remove blindness/deafness, remove curse, remove disease, sculpt sound
4: zone of silence
5: song of discord
6: sympathetic vibration
8: greater shout

Alabenson
2019-08-21, 09:25 PM
One minor change, I've increase the damage that the lexitheurge's divine lexicon restore/damage deals from d6 to d8

Zecrin
2019-08-25, 12:03 AM
I'm probably missing it, but what happens if you use divine lexicon to haste an object?

Alabenson
2019-08-25, 09:55 AM
I'm probably missing it, but what happens if you use divine lexicon to haste an object?

You get a somewhat embarrassed homebrewer who had forgotten to correct that when he copy-pasted the wording for that ability. Corrected.

Alabenson
2022-06-14, 06:55 AM
Having restarted my playtesting, I've determined that the lexitheurge had some MAD issues. To correct this, I've given the lexitheurge proficiency with medium armor and shields to reduce their need for Dexterity.