The Cenobite

by konarch

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The Cenobite

The Cenobite

A solitary half-elf wanderer is fired upon by bandit archers, when the veins and arteries throughout his body start glowing with luminous blue energy. The arrows shatter harmlessly on his unpierceable skin and he springs towards them, launching a flash of energy from his fist that blasts the bandits off their feet.

A stooped old woman in tattered robes is being harassed by a goblin thief, when she lays a gentle finger on his chest and the goblin cries out in terror and his body seizes up in paralysis.

A bleeding halfling lies cowering in pain after a vicious fight with a gnoll, when a mysterious dragonborn passerby kneels and lays a glowing hand on the halfling’s body, and his wounds magically start to mend and heal.

These enigmatic nomads are cenobites, members of a devout religious coalition dedicated to mastering their physical prowess and innate psionic abilities. They wander the earth across a network of mysterious temples, seeking to help others discover and harness the living energy that flows through all things.

Intrinsic Psionics

A cenobite is one who has discovered their inborn psionic capabilities and dedicated their lives to understanding and mastering it, and to helping others find their own potential.

This living vitality flows through all things in the natural world but only a select few can exploit it in their own bodies, deploying it in the form of psionic magic and psychic energy.

In conjunction with this psionic energy, they train their own bodies for peak health and stamina, the better to become a more efficient conduit for their powers.

Discipline and Austerity

A cenobite is an austere warrior, fanatically valuing self-reliance, stoicism, and minimalism. They are fiercely proud of their own durability and psionic prowess, consequently viewing weapons, shields, armor, and even items such as healing potions as a hindrance and a sign of weakness. They also loathe any magic equipment that would give them an artificial boost in combat. Only in the most extreme or desperate of circumstances will a cenobite begrudgingly use such devices.

For this reason, cenobites readily admire other classes such as monks, barbarians, and sorcerers, and are more judgemental of classes like fighters, paladins, and rangers.

They dedicate themselves to training their mind and body in equal measure, frequently learning new skills and crafts and martial arts. As they travel the landscape, they also seek to learn more about the natural world, and can often be seen examining plants and small creatures, and scribbling notes and observances in a journal.

A cenobite also has little use for money and treasure, and usually collects small amounts of gold only for basic necessities and dispatches any excess valuables or money back to their temple in the form of remittance.

Cenobite Temples

Cenobite temples operate in networks, with cloisters scattered about the secretive corners of the world. A cenobite temple could be anywhere from a remote monastery high in the mountains to a hidden speakeasy in a basement in a bustling city. They sometimes deploy a network of coded signs, symbols, and passwords to operate without harassment from authorities.

They welcome all races and creatures, often becoming a source of guidance and comfort for wayward souls who don’t understand their own potential. Different cenobite temples have different missions and methodologies, some violent, some peaceful, but their ultimate goal all remains the same: to discover and draw out others with psionic abilities.

Creating a Cenobite

As you create your character, consider their past and their upbringing. Were they an outcast, a bullied and misunderstood scapegoat whose psionic abilities were condemned and feared? Were they an intellectual student of magic, who understood that they were gifted with this powerful energy and sought out others who can help them learn?

What do you wish to accomplish with this psionic aptitude now that you can utilize it? Do you hope to heal the natural world, help others discover the connection to all living things and bring about peace? Or do you wish to reshape the world as you see fit, taking advantage of whatever means necessary to break those who deny your power?

Whatever their background or upbringing, a cenobite understood from an early age that they were different, for better or worse. They can be lawful or chaotic or anywhere in-between, but they still often long for a sense of kinship and inclusion, and can easily fall in with a group of fellow adventurers. However, whether your character wants to learn from and help others, or exploit them, is up to you.

Multiclassing

Faithful roleplaying would make a multiclassing cenobite a tricky proposal. Another class could discover their psionic abilities and multiclass into the cenobite, abandoning their previous class. Or, a cenobite could resent their psionic powers and, sick of feeling like a freak, transition to a new class.

The prerequisities for multiclassing would be a Constitution of 13.

The Cenobite
Level Proficiency Bonus Features Psi Points
1st +2 Self-Reliance, Psionic Verse -
2nd +2 Psionic Hymns 2
3rd +2 Cenobite Temple 4
4th +2 Ability Score Improvement 4
5th +3 Psionic Radiance, Extra Attack 6
6th +3 Psionic Tap 6
7th +3 Cenobite Temple feature 8
8th +3 Ability Score Improvement, Psionic Verse 8
9th +4 Psychic Inquisition 10
10th +4 Cenobite Temple feature 10
11th +4 Adaptive Resistance 12
12th +4 Ability Score Improvement, Psionic Verse 12
13th +5 Cenobite Temple feature 14
14th +5 Ability Score Improvement, Psionic Verse 14
15th +5 Cenobite Temple feature 16
16th +5 Adaptive Resistance Improvement 16
17th +6 Psionic Rejuvenation 18
18th +6 Ability Score Improvement, Psionic Verse 18
19th +6 Cenobite Temple feature 20
20th +6 Defiant Body 20

Quick Build

You can make a cenobite quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity. Second, choose the outlander background.

Class Features

As a cenobite, you gain the following class features.

Hit Points

Hit Dice 1d10 per cenobite level

Hit points at 1st level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per cenobite level after 1st

Art Credit: Anna Lakisova

Proficiencies

Armor: None

Weapons: None

Tools: Choose one from cartographer's tools or navigator's tools

Saving Throws: Strength, Constitution

Skills: Choose three from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a spyglass or (b) a magnifying glass

(a) a hooded lantern, 2 flasks of oil, and a crowbar or (b) a grappling hook, a hammer, and a climber's kit

  • an explorer's pack
  • a signet ring with the symbol of your cenobite temple
  • a journal with a bottle of ink and a pen

Self-Reliance

A cenobite draws innate psionic power from their inner vitality and the living energy that connects all things. They use this psionic power to protect themselves and others, and to lash out at their enemies. Consequently, they refuse the use of armor, weapons, and magic items.

Beginning at 1st level, you gain the following benefits:

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Psionic-Infused Strikes

When you are unarmed and not wearing armor or a shield, you can infuse your unarmed strikes with psionic energy. You are proficient in these psi-infused unarmed strikes and they use your Constitution modifier for the attack roll instead of Strength.

They deal force damage of 1d8 + your Constitution modifier on a hit, and their reach and damage can be increased with later features.

Bonus Strike. When you use the Attack action to make a psi-infused unarmed strike on your turn, you can make one psi-infused unarmed strike as a bonus action.

Psionic Verse

Beginning at 1st level, you begin to passively exploit your psionic potential. Choose one of the following options.

You can choose additional Psionic Verses at levels 8, 12, 14, and 18. You can't take a Psionic Verse more than once.

Celerity. Your speed is increased by 20 feet when you are not wearing armor or wielding a shield.

Durable Psyche. You no longer need to sleep, and you are immune to effects of madness.

Mythic Potential. Your Constitution ability score maximum is raised to 24.

Psionic Blast. Your psi-infused unarmed strikes have a range of 10 feet.

Psionic Brawn. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Psionic Sight. You have truesight to a range of 10 feet.

Psionic Translucence. You can take Hide as a bonus action, and you gain advantage on Stealth checks, when you are not wearing armor or wielding a shield.

Psychic Calm. You have advantage on initiative rolls, and you can’t be surprised while you are conscious.

Psychic Resilience. You gain advantage on saving throws against being charmed and frightened.

Psychic Shell. You have resistance to psychic damage.

Vital Aura. You gain +1 to your AC when you are not wearing armor or wielding a shield.

Vital Breath. You can hold your breath for up to 15 minutes while you are conscious.

Art Credit: Rob Sheridan

Psionic Hymns

Starting at 2nd level, you further harness your psionic energy, allowing you to unleash various psionic abilities and attacks. Your access to these powers is represented by a number of psi points. Your cenobite level determines the number of points you have, as shown in the Psi Points column of the Cenobite table.

You can spend these points to fuel various psi features. You start knowing three such features: Psionic Blink, Moving in a Dream, and Vital Infusion.

When you spend a psi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your psi points.

Some of your psionic features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated thusly:

Saving DC = 8 + your proficiency bonus + your Constitution modifier.

Moving in a Dream

Whenever you make a successful psi-infused unarmed strike, you can spend 1 psi point and the target must make a Wisdom saving throw. On a failure, their speed is halved and they suffer disadvantage on Dexterity saving throws until the end of their next turn.

When you spend a psi point on this ability, you cannot gain any back using the Psionic Tap feature.

Vital Infusion

As an action, you can heal yourself a total number of hit points equal to 1d8 times the number of psi points you spend, up to your maximum HP.

Cenobite Temple

At 3rd level, you commit yourself to a network of temples: Temple of Mediation, Temple of Vitality, Temple of Discordance, or Temple of the Far Reach. Your temple grants you features at 3rd level and again at 7th level, 10th level, 13th level, 15th level, and 19th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Psionic Radiance

Starting at 5th level, you can briefly saturate yourself in psionic energy to make your attacks more powerful. As a bonus action, you can spend 1 psi point and until the end of your next turn, your psi-infused unarmed strikes deal 1d12 force damage plus your Constitution modifier, instead of 1d8.

While this ability is activated, your body radiates bright blue light in a 10-foot radius and dim light for an additional 10 feet.

While your strikes are under the effect of this boost, you cannot gain any psi points back using the Psionic Tap feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Psionic Tap

Starting at 6th level, you draw out trace amounts of energy from your opponents and absorb it into yourself. Whenever you make a successful psi-infused unarmed strike, you gain back 1 psi point for every 10 points of force damage you inflict, up to the maximum number of psi points allowed by your cenobite level.

Psychic Inquisition

Starting at 9th level, you can harness your telepathic abilities to get a glimpse of your opponent's inner anxieties.

As an action for 2 psi points you can target a creature within range of your psi-infused unarmed strike. The target must make a Wisdom saving throw.

On a failure, the target takes 1d6 psychic damage and you learn the creature's remaining hit points and any damage resistances, immunities, and vulnerabilities it has.

On a successful save, the target takes 1d4 psychic damage and you learn nothing.

Adaptive Resistance

Beginning at 11th level, the flow of psionic energy in your body protects you from physical harm. As a bonus action you can spend 3 psi points to become resistant to either bludgeoning, piercing, or slashing nonmagical damage until the start of your next turn.

While this ability is activated, your body radiates bright blue light in a 10-foot radius and dim light for an additional 10 feet.

At 16th level, you become resistant to all nonmagical bludgeoning, piercing and slashing damage while you are wearing no armor and not wielding a shield, and you can spend 4 psi points to instead become immune to one of these damage types until the start of your next turn.

Psionic Rejuvenation

Beginning at 17th level, as an action you can restore an ally's spent spell of any level. Your target must be within range of your psi-infused unarmed strike, and you must spend a number of psi points equal to the level of the spell slot you restore. The spell is made available to them again at the start of their next turn.

Your target also gains back a number of hit points equal to four times the number of psi points spent, up to their maximum HP.

Defiant Body

Starting at 20th level, as a bonus action you can spend 4 psi points to become immune to any damage type of your choice, or immune to a condition of your choice, until the start of your next turn.

While this ability is activated, your body radiates bright blue light in a 10-foot radius and dim light for an additional 10 feet

Cenobite Temples

A cenobite belongs to a specific network of temples, each with their own cryptic ambitions and psionic specialities. They ignore artificial borders and shy away from political alliances with kingdoms and bureaucracies, taking in curious travelers and potential students when they see fit. Cenobites from these temples are frequently sent out on missions and initiations to develop their abilities, recruit new disciples, and lay the groundwork for their long-term designs.

You gain additional skill and tool proficiencies based on the temple you select.

Temple of Mediation

The Temple of Mediation is disillusioned with the normal hierarchies of power in the world and seeks a new balance of fairness and justice. In this pursuit, they have no qualms about displaying the violence and ferocity of their psionic capabilities with dazzling shows of force, blasting their enemies off their feet with explosions of energy.

Bonus Proficiencies

When you choose the Temple of Mediation, you gain proficiencies in the Intimidation, Investigation, and Persuasion skills.

Psionic Hymns

Starting at 3rd level, you gain the following abilities:

Psionic Mirage. You can take Dodge or Disengage as a bonus action for 1 psi point each.

Psionic Outburst. You can create a burst of energy that strikes like a mighty fist. As an action, you can spend 1 psi point and choose a creature within 30 feet of you. That creature must make a Strength saving throw.

On a failed save, the creature takes 3d10 force damage, plus an extra 1d10 force damage for each additional psi point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

Wave of Force. As an action, you can spend 1 psi point to strike the ground and create a wave of energy that sweeps out from you. Each creature in a 15-foot cube originating from you must make a Strength saving throw.

On a failed save, a creature takes 2d8 force damage and is pushed 10 feet away from you. The damage increases by 1d8 for each additional psi point spent.

On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the wave’s effect.

Wave of Force Improvement. When you gain the Psionic Gliding feature at level 7, you can use your reaction when you are falling to spend 1 psi point to initiate Wave of Force upon impacting the ground. However, instead of spending additional psi points to increase the damage, the damage increases by 1d8 for every 10 feet you fell.

Psionic Gliding

Starting at 7th level, you can use surges of psionic energy to move swiftly through the air. You gain the following benefits when you are not wearing any armor or wielding a shield:

  • You are immune to falling damage while you are not incapacitated
  • You gain a climbing speed of 20 feet
  • You suffer no speed penalty when moving through difficult terrain in combat
  • Standing up from prone costs only 5 feet of movement
  • Your long jump and high jump distances are doubled

Additionally, as an action when you are not wearing any armor or wielding a shield, you can spend psi points to gain a flying speed of 10 feet per psi point spent. This flying speed lasts until the end of your next turn.

While you are flying, your body radiates bright blue light in a 10-foot radius and dim light for an additional 10 feet.

Extra Attack

Starting at 10th level, you can attack three times, instead of twice, when you take the Attack action.

Psionic Retreat

Starting at 13th level, as an action you can spend 3 psi points to teleport yourself to an unoccupied space you can see within range of 60 feet. Instantly after you disappear, a blast of energy detonates outward, and each creature within 10 feet of the space you left must make a Strength saving throw, taking 3d10 force damage and being knocked prone on a failed save.

They take half as much damage and are not knocked prone on a successful save.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this ability, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

The damage increases by 1d10 for each additional psi point spent.

Psychic Adjudication

Beginning at 15th level, as an action you can spend 4 psi points to radiate overwhelming psychic energy.

Each creature within 30 feet of you that you choose must succeed on a Wisdom saving throw or take 8d8 psychic damage and be stunned until the end of your next turn.

On a successful throw they only take half damage and are not stunned.

Unforgiving Attack

Beginning at 19th level, you score a critical hit on a roll of 18, 19, or 20.

Additionally, when you score a critical hit with a psi-infused unarmed strike, you can roll your attack damage dice four times, instead of twice.

Temple of Vitality

The Temple of Vitality seeks peace and restoration in the natural world, and particularly loathes war and industry. They prefer a more subtle approach and often engage with others to encourage their skills of healing and communicating, though they are not without the power to viciously defend themselves.

Bonus Proficiencies

When you choose the Temple of Vitality, you gain proficiencies in the Animal Handling and Nature skills, and you learn an additional language of your choice.

Art Credit: Airi Pan

Psionic Hymns

Starting at 3rd level, you gain the following abilities:

Mend Wounds. As an action, you can spend psi points to restore hit points to one creature within range of your psi-infused unarmed strikes. The creature regains 1d8 hit points per psi point spent.

If you spend 3 psi points, instead of restoring hit points you can cure them of one disease, one level of exhaustion, or one of the following conditions: blinded, deafened, paralyzed, poisoned, or stunned.

Elemental Touch. You begin to harness the living energy of the natural world. When you make a psi-infused unarmed strike, you can spend 1 psi point to change the damage type from force to either acid, cold, fire, lightning, or thunder damage.

While your strikes are under the effect of this feature, you cannot gain any psi points back using the Psionic Tap feature.

Psychic Trance. As an action for 2 psi points, you can concentrate for up to 1 minute. You exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you.

It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends.

This effect ends if the creature can no longer see or hear you or if it takes damage.

Vital Reach

Starting at 7th level, the range of the Psionic Blast (and subsequently the Mend Wounds, Psionic Radiance, Psychic Inquisition, and Psionic Rejuvenation features), Celerity, Psionic Blink, and Psionic Sight abilities are increased to 30 feet.

Additionally, you gain the ability to speak telepathically to any creature you can see within 60 feet of you.

Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

Reactive Healing

Starting at 10th level, whenever you use the Psionic Tap feature to gain back psi points, you also gain back a number of hit points equal to your Constitution modifier for each psi point you gain back.

Additionally, as an action you can spend 3 psi points to cure yourself of any disease, cure one level of exhaustion, or to end a blinded, deafened, or poisoned condition on yourself.

Slow Time

Starting at 13th level, you can use a surge of psionic energy to briefly warp spacetime around you. When you are targeted by an attack, you can spend 3 psi points as a reaction to impose disadvantage on their attack roll, as well as add +5 to your AC against their attack roll. If the attack roll fails, you can make a special opportunity attack against that creature as part of the same reaction.

This special opportunity attack has advantage, and your attack scores a critical hit on a roll of 18 to 20.

Your special opportunity attack cannot gain back any psi points using the Psionic Tap feature.

Elemental Resistance

Starting at 15th level, when you take acid, cold, fire, lightning, or thunder damage, you can spend 2 psi points to use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.

Elemental Maelstrom

Starting at 19th level, as an action for 4 psi points, you unleash devastating psionic energy in a 60-foot cone, choosing a damage type of your choice from acid, cold, fire, force, lightning, or thunder.

Each creature in that area must make a Dexterity saving throw, taking 8d10 damage on a failed save, or half as much damage on a successful one.

You can increase the damage by 2d10 for each additional psi point spent.

Temple of Discordance

The Temple of Discordance indulges in the bizarre and the conniving, recruiting tricksters, miscreants, and drifters who were too weird to belong anywhere else. Their goals are not often clear even to the other temples, as they sow chaos and tumult in opportunistic stings that confound and infuriate their opponents. They view war itself as the ultimate game.

Bonus Proficiencies

When you choose the Temple of Discordance, you gain proficiencies in the Deception and Performance skills, and with all gaming sets.

Psionic Hymns

Starting at 3rd level, you gain the following abilities:

Blind Spot. You can spend 1 psi point to erase your image from the mind of one creature you can see within 60 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. You can spend an additional psi point to give the target disadvantage on the saving throw.

Psychic Infliction. As an action, you can spend 1 psi point to target one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or be either charmed or frightened by you until the end of your next turn. You can spend an additional psi point to give the target disadvantage on the saving throw.

Mind Splinter. Whenever you make a successful psi-infused unarmed strike against a target, you can spend 1 psi point to impose additional damage. The target must succeed on an Intelligence saving throw or take an extra 2d10 psychic damage. The damage increases by 1d10 for each additional psi point spent.

When you spend psi points to use this feature, you cannot gain any psi points back using the Psionic Tap feature.

Life Drain

Starting at 7th level, you can corrode a creature’s vitality. When you make a successful psi-infused unarmed strike on a target, you can spend 2 psi points. The target must succeed on a Constitution saving throw or suffer a new level of exhaustion. You can spend an additional psi point to impose disadvantage on the target's saving throw.

When you spend psi points to use this feature, you cannot gain any psi points back using the Psionic Tap feature.

Wall of Repulsion

Starting at 10th level, as an action you can spend 2 psi points to create an invisible, insubstantial wall of energy within 60 feet of you that is up to 40 feet long, 10 feet high, and 1 foot thick. You can concentrate for up to 10 minutes and the wall lasts until your concentration ends.

Any creature attempting to move through it must make a Wisdom saving throw. You can spend an additional psi point to give creatures a disadvantage on this roll. On a failed save, a creature takes 2d6 psychic damage and can’t move through the wall until the start of its next turn, as it is overcome with an inexplicable sense of distress and disgust.

On a successful save, the creature can pass through it, but takes 1d6 psychic damage when it does so. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly.

World of Horror

Starting at 13th level, as an action costing 3 psi points, you cause a creature to regard all other beings as horrid, alien entities. You can concentrate for up to 1 minute and choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw.

On a failed save, it takes 6d6 psychic damage, and until your ends, it takes 2d6 psychic damage per creature within 10 feet of it at the end of each of its turns. The target also cannot tell friend from foe when making attacks.

On a successful save, the target takes only half the initial damage and suffers none of the other effects.

Ethereal Body

Beginning at 15th level, your flow of psionic energy can make your body incorporeal. While you are unarmed and not wearing armor or a shield, as an action for 4 psi points, you can concentrate for up to 10 minutes. During this time, you become translucent but still visible, and you can move through other creatures, objects, and walls, and you are immune to all conditions and all damage except psychic and force.

You gain advantage on Stealth checks, and you cannot attack or physically interact with any objects or creatures during this time.

If your concentration ends whilst inside an object or wall, you are instantly shunted to the nearest available space and take 1d12 force damage for every 5 feet you are moved.

Psychotic Caress

Starting at 19th level, you can use this feature as a bonus action to touch a target, or as a reaction if the target touches you during its action. Whenever you come into contact with another creature, you can spend 4 psi points and the creature must make a Wisdom saving throw.

On a failed throw, the creature takes 10d12 psychic damage and at the beginning of its next turn can only move away from you, suffers disadvantage on all ability checks, attack rolls, and saving throws, and spends its Actions each turn screaming and sobbing in terror. All attack rolls made on this creature have advantage. This effect lasts for 1 minute.

On a successful save, the target takes only half damage and is frightened of you until the end of your next turn, instead of suffering the other effects. You can only have one creature under the effect of this feature at a time.

Temple of the Far Reach

The Temple of the Far Reach attracts scholars and explorers, disciples of the natural world who seek to discover the farthest reaches of knowledge and creation. They brave the necessary risk of adventure to satiate their curiosity of all things.

Bonus Psionic Verse

When you choose Temple of the Far Reach, you gain two additional options from the Psionic Verse feature.

Psionic Hymns

Starting at 3rd level, you gain the following abilities:

Flexible Psyche. As an action for 2 psi points, you can concentrate for up to 1 hour to gain proficiency in one skill or tool of your choice that lasts until your concentration ends.

Piercing Sight. As an action, you can spend 2 psi points to concentrate for up to 1 minute. During this concentration, you can see through walls or objects that are up to 1 foot thick within 10 feet of you.

Psionic Translation. Whenever you hear or see written a language you don't know, you can spend 2 psi points as an action to concentrate up to 1 hour to speak, read, and write that language.

Additionally, you can spend 2 psi points as an action to concentrate up to 1 hour to comprehend and communicate verbally with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past few days. You could also attempt to persuade them to perform a small favor for you, or to convince them you mean them no harm.

Art Credit: Bastien Grivet

Psionic Transposition

Starting at 7th level, when you are not wearing any armor or wielding a shield, you can spend 2 psi points as an action and choose one creature you can see within 60 feet of you. That creature must make a Wisdom saving throw.

On a failed save, you and that creature teleport, swapping places. This action fails if either of you can’t fit in the destination space.

Psychic Censure

Starting at 10th level, you can briefly sever an opponent's psyche from their body. As an action for 2 psi points you can target a creature within range of your psi-infused unarmed strike. The creature must make a Wisdom saving throw.

On a failure, the target takes 3d10 psychic damage and is paralyzed until the end of your next turn. For each additional psi point spent, the damage is increased by 1d10.

On a successful save, the target takes half damage and is not paralyzed, but instead has their speed reduced to 0 until the end of their next turn.

Psionic Levee

Starting at 13th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Additionally, as a reaction when you are forced to make a saving throw against an enemy attack or spell, you can spend 3 psi points to add your proficiency bonus to that saving throw if you aren't proficient in it.

Psychic Ransack

Starting at 15th level, as an action for 4 psi points, you can target one creature within range of your psi-infused unarmed strikes. That creature must make an Intelligence saving throw.

On a failed save, the creature automatically fails any Charisma, Intelligence, or Wisdom saving throws until the end of its next turn, and you choose the target's movement and action on its next turn if you are not incapacitated.

On a successful save, the target instead takes 2d8 psychic damage and suffers none of the other effects.

You can only have one creature under the effect of this feature at a time.

Psionic Mimicry

Starting at 19th level, you can use your psionic energy to copy another creature's magic. Whenever you are targeted by a spell or included in its area of effect, you can use your reaction to spend a number of psi points to copy the spell and cast it at the start of your next turn.

You must spend a number of psi points equal to the level of the spell you are copying. On your next turn, you can cast the spell as an action without any components.

When you cast a copied spell, your spell save DC is the same as your Psionic Hymns DC, and your spell attack modifier = your proficiency bonus + your Constitution modifier.

Optional Features

This section offers additional optional features that you can gain as a cenobite. These features can be selected separately from one another; you can use some, all, or none of them.

Psionic Hymns

Starting at 3rd level, you gain the following abilities:

Levitating Fall

As a reaction when you are falling, you can spend 1 psi point to reduce any falling damage you take an amount equal to five times your cenobite level.

Psionic Crush

You gain advantage on all attempts to grapple enemies. Additionally, you can grapple incorporeal creatures, such as ghosts, even if they are normally immune to the grappled condition.

At the start of each of your turns, you can deal 1d10 force damage to one creature grappled by you.

Rebuff Missile

When you are hit by a ranged weapon attack, you can spend 1 psi point to use your reaction to attempt to slow and deflect the missile with a flash of psionic energy. When you do so, the damage you take from the attack is reduced by 1d10 + your Constitution modifier + your cenobite level.

Zealous Infusion

As a bonus action, you can spend psi points to give yourself temporary hit points. For each psi point you send, you gain a number of temporary hit points equal to your Constitution modifier.

Reactive Strike

Starting at 6th level, whenever you take damage from an enemy attack, you can spend psi points and use your reaction to store that energy and release it on your next attack to amplify the damage you would normally inflict.

However much damage of any type that you take from another creature's attack or spell, you can spend a number of psi points to add at most that much damage to a psi-infused unarmed strike on a single target on your next turn. You can choose to add all the damage or some portion of it, based on how many psi points you spend.

See the Reactive Strike table below for point cost.

Reactive Strike
Psi Points Damage
1 1-10
2 11-20
3 21-30
4 31-40
5 41 or above

To use this feature, at the start of your turn you must make the unarmed strike before moving or taking any other actions.

On a successful psi-infused unarmed strike, calculate the normal amount of damage you inflict, then add the total amount of damage you stored with your reaction. All the damage from this amplified attack counts as force damage.

If you move or take any other action before a psi-infused unarmed strike, you lose the stored damage. If your attack roll is unsuccessful, you lose the stored damage.

While your psi-infused unarmed strike is under the effect of this feature, you cannot gain any psi points back using the Psionic Tap feature.

Psychic Deluge

Starting at 9th level, as an action for 3 psi points, you create a 20-foot cube of psychic energy within 60 feet of you. Each creature in that area must make a Wisdom saving throw.

On a failed save, a target takes 2d6 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage and is not stunned.

The damage is increased by 1d6 for each additional psi point spent.

Eat Memories

Starting at 17th level, you can psychically invade another person's mind and devour their memories. As an action for 3 psi points, you can concentrate for up to 1 hour and target one creature within 60 feet of you that you can see.

That creature must make an Intelligence saving throw. On a failure, they take 2d8 psychic damage and, for the duration of your concentration, they forget any languages they know, lose any skill, weapon, or tool proficiencies they have, and lose any saving throw proficiencies in Intelligence or Wisdom.

During your concentration, you learn all the languages the target knows and gain all its lost proficiencies, including Intelligence and Wisdom saving throws.

Defiant Soul

Starting at 20th level, your psionic energy suffuses your every breath, fortifying your very soul. As an action, you can roll a d20 and gain that many extra psi points for the next hour, even if it goes beyond the maximum amount normally allowed by your cenobite level.

At the end of the hour, you are reduced to 0 psi points. You can use this feature only once per long rest.

Mythic Soul

At 20th level, you fulfill your psionic potential. You gain all the remaining Psionic Verse abilities, and your Constitution score increases by 4, up to the maximum of 24.

 

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