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Lexican

Whether they stumbled upon the demiplane by accident as a child or were born among the towering shelves, Lexicans are those who have been brought up within the interplanar Labyrinthe Library. Nearly as unmoored from reality as the library itself, the very being of such humanoids interacts strangely with the Material Plane.

Lexican adventurers have many reasons for leaving the Library. Some become enamored with tales of danger and glory and, either knowingly or not, pursue these interests onto the Material Plane. Some have attempted to returned an errant visitor to their original plane and become trapped themselves, while others choose to venture forth for the good of the Library itself. A few merely made a wrong turn or read too deeply into the wrong book and found themselves somewhere else entirely. Regardless of their circumstances, many Lexicans are sure they’ve never left and are merely reading a particularly gripping tale. Not that this makes them foolish—even one’s imagination can be hazardous within the Library.


Characters raised in the Lexican culture share a variety of traits in common with one another.

Food for Thought. You can sustain yourself on knowledge alone. In place of consuming Supply , you can read a book you have never read before over the course of a short or long rest . A book generally contains enough original content to provide the equivalent of Supply for a number of days equal to 1/5 its gold value and must be read each day to gain the benefits of eating. You may not gain this benefit from spellbooks or from books that are also magic items. This does not affect your ability to eat or gain sustenance from mundane Supply.

Impossible Pathways. You can easily navigate paradoxical paths. You gain a climb speed equal to your speed. In addition, starting at 5th level, you can cast spider climb on yourself once per long rest . While you are in a library or similar place of learning, this effect does not require concentration and lasts until you leave the library or choose to end it, whichever comes first. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Orbis Tertius. The world you call home exists at the nexus of several others. You gain an expertise die on checks to recall information about other planes of existence, as well as on checks to locate and interact with gateways between planes.

Widely Read. You have read so much you couldn’t possibly keep it all in your head at once. At the end of each long rest , roll a number of d6s equal to your proficiency bonus and compare the results to the following table. For each result you rolled, you gain one speciality of your choice in the associated skill until the end of your next long rest. If you roll the same result twice, pick a different speciality in that skill.

D6   Skill
  1 Arcana
  2 Culture
  3

Engineering

  4

History

  5

Nature

  6

Religion

Languages. You can speak, read, write, and sign Common and one other language of your choice. You can read an additional three languages of your choice.