A psionic cleric archetype


Homebrew and House Rules


I'm fleshing out my pantheon right now, and one of the gods has psionics as part of his portfolio. So I figured maybe there should be a psionic cleric archetype, augmenting their divine spellcasting with psionic abilities.

Here's what I've put together. Let me know what you think:

Disciple of the Mind

Diminished Spellcasting: A disciple of the mind gains one fewer spell slot of each level, and does not receive domain spell slots. If this reduces the number of spell slots of a given level to 0, the disciple of the mind may only cast spells of that level using bonus spell slots from a high ability score.

Focused Faith: A disciple of the mind uses his intelligence modifier in place of his charisma modifier when determining the effects and available uses of his domain powers. This replaces domain spells.

Psionic Powers: At each level, a disciple of the mind gains one psionic power from the psion list. This power may be no higher in level than the highest level cleric spell the disciple of the mind has gained. These powers are intelligence based, and the disciple of the mind must have an intelligence score of at least 10 + the level of the power in order to learn that new power. This replaces channel energy.

Power Points: A disciple of the mind gains power points as listed below. In addition, a disciple of the mind receives bonus points based on his intelligence modifier, and may choose to gain a power point in place of a skill point or hit point when selecting their favored class bonus.

1st level: 1
2nd level: 2
3rd level: 3
4th level: 5
5th level: 7
6th level: 9
7th level: 11
8th level: 14
9th level: 17
10th level: 20
11th level: 24
12th level: 28
13th level: 32
14th level: 37
15th level: 42
16th level: 47
17th level: 52
18th level: 58
19th level: 64
20th level: 70


Alternately, how about a psionic character with a divine overlay?


While I like that idea, that goes a bit beyond what I had in mind for this. I wanted to keep the basic, standard clericness and the especially divine spells for lore reasons, but also wanted them to have psionic powers. I would be all for making more psionic classes, but that's definitely a bigger task which I would want to put more effort into.


I feel like this archetype could use more stuff. So how does this sound:

Favored Blade: A disciple of the mind must take the knowledge domain as one of his domain choices.

At 1st level, the disciple of the mind gains the ability to form a mind blade in the shape of his deity's favored weapon. Forming the mind blade is a move action, and the blade can only be created and maintained while the disciple of the mind has at least 1 power point. This mind blade has the same traits, damage and range increment as the normal favored weapon, and counts as both the favored weapon and a mind blade for the purpose of feats, spells, and other effects. If the favored weapon is unarmed strike, the disciple of the mind uses his mind blade energy to increase his unarmed strike damage by one step (to 1d6 for most medium creatures) and to grant any enhancements on his mind blade to his unarmed strikes.

If the favored weapon is a ranged weapon, the disciple of the mind forms a mind bolt version of the weapon instead, following the same rules as the mind blade above. The disciple of the mind can load real ammunition into the weapon if desired but is capable of generating his own as well, with no need for loading actions for most weapons. If the weapon is a firearm, the disciple of the mind can generate and load a powder charge and single unit of ammo once per round, which uses the same action as forming a mind bolt and cannot be done in the same round as forming a mind bolt.

Starting at 4th level, a disciple of the mind can enhance his mind blade or mind bolt as a swift action, enhancing it for a number of rounds equal to his intelligence modifier. Using this ability costs a number of power points equal to the total enhancement bonus (including special abilities) applied to the weapon. The disciple of the mind can have no more than 1/3 his cleric level in power points worth of enhancements and abilities active on his mind blade/bolt at a time. The mind blade/bolt cannot have more than 1/4 the disciple of the mind's cleric level in enhancement bonus at once, nor can it have special abilities without also having an enhancement bonus of at least +1. The disciple of the mind can choose from the following special abilities when enhancing his mind blade/bolt: anarchic, axiomatic, corrosive, corrosive burst, defending, flaming, flaming burst, frost, ghost touch, holy, icy burst, keen, merciful, seeking, shock, shocking burst, unholy, and vicious. A disciple of the mind cannot apply abilities which would not normally function on the favored weapon, nor can he use aligned abilities which do not match both his alignment and that of his deity.

At 7th level the disciple of the mind gains the ability to form the mind blade/bolt as a free action once per round.

This replaces the 1st level domain power granted by the knowledge domain.

Edit: Also, in retrospect the replacements should definitely be swapped around. This should replace channel energy, Powers should replace domain spells, and focused faith should replace the first level domain power of the knowledge domain.


Thought about it some more. I think I should probably also be getting rid of spontaneous casting. So that's out.

So here's the updated archetype:

Disciple of the Mind

Diminished Spellcasting: A disciple of the mind gains one fewer spell slot of each level, and does not receive domain spell slots. If this reduces the number of spell slots of a given level to 0, the disciple of the mind may only cast spells of that level using bonus spell slots from a high ability score.

Focused Faith: A disciple of the mind must select the knowledge domain as one of his domains. A disciple of the mind uses his intelligence modifier in place of his wisdom modifier when determining the effects and available uses of his domain powers.

Psionic Powers: At each level, a disciple of the mind gains one psionic power from the psion list. This power may be no higher in level than the highest level cleric spell the disciple of the mind has gained. These powers are intelligence based, and the disciple of the mind must have an intelligence score of at least 10 + the level of the power in order to learn that new power. This replaces domain spells and spontaneous casting.

Favored Blade: A disciple of the mind must take the knowledge domain as one of his domain choices.

At 1st level, the disciple of the mind gains the ability to form a mind blade in the shape of his deity's favored weapon. Forming the mind blade is a move action, and the blade can only be created and maintained while the disciple of the mind has at least 1 power point. This mind blade has the same traits, damage and range increment as the normal favored weapon, and counts as both the favored weapon and a mind blade for the purpose of feats, spells, and other effects. If the favored weapon is unarmed strike, the disciple of the mind uses his mind blade energy to increase his unarmed strike damage by one step (to 1d6 for most medium creatures) and to grant any enhancements on his mind blade to his unarmed strikes.

If the favored weapon is a ranged weapon, the disciple of the mind forms a mind bolt version of the weapon instead, following the same rules as the mind blade above. The disciple of the mind can load real ammunition into the weapon if desired but is capable of psionically generating standard ammo of his own as well, with no need for loading actions for most weapons. If the weapon is a firearm, the disciple of the mind can generate and load a powder charge and single unit of ammo once per round, which uses the same action as forming a mind bolt and cannot be done in the same round as forming a mind bolt.

Starting at 4th level, a disciple of the mind can enhance his mind blade or mind bolt as a swift action, enhancing it for a number of rounds equal to his intelligence modifier. Using this ability costs a number of power points equal to the total enhancement bonus (including special abilities) applied to the weapon. The disciple of the mind can have no more than 1/3 his cleric level in power points worth of enhancements and abilities active on his mind blade/bolt at a time. The mind blade/bolt cannot have more than 1/4 the disciple of the mind's cleric level in enhancement bonus at once, nor can it have special abilities without also having an enhancement bonus of at least +1. The disciple of the mind can choose from the following special abilities when enhancing his mind blade/bolt: anarchic, axiomatic, corrosive, corrosive burst, defending, flaming, flaming burst, frost, ghost touch, holy, icy burst, keen, merciful, seeking, shock, shocking burst, unholy, and vicious. A disciple of the mind cannot apply abilities which would not normally function on the favored weapon, nor can he use aligned abilities which do not match both his alignment and that of his deity.

At 7th level the disciple of the mind gains the ability to form the mind blade/bolt as a free action once per round.

This replaces channel energy and the 1st level domain power granted by the knowledge domain.

Power Points: A disciple of the mind gains power points as listed below. In addition, a disciple of the mind receives bonus points based on his intelligence modifier, and may choose to gain a power point in place of a skill point or hit point when selecting their favored class bonus.

1st level: 1
2nd level: 2
3rd level: 3
4th level: 5
5th level: 7
6th level: 9
7th level: 11
8th level: 14
9th level: 17
10th level: 20
11th level: 24
12th level: 28
13th level: 32
14th level: 37
15th level: 42
16th level: 47
17th level: 52
18th level: 58
19th level: 64
20th level: 70


Made a reddit post for this which can actually be updated.

Added the psionics domain as an alternative to the knowledge domain, added wording specifically stating that the cleric has a manifester level equal to their cleric level, and explicitly stated that they can take the various psionic feats.

Revised power point progression to be lower and more consistent. Power point gain per level now increases by 1 at levels 5, 9, 13, and 17 instead of at 4, 8, 11, 14, and 18. Total power points at level 20 now maxes out at 60 instead of 70.

This is after crunching numbers and seeing how many power points they actually get, how much intelligence it takes to mathematically equal the spell slots given up (something which gets less desirable from a balance stand point as they go up in level) and what they get for just having decent intelligence and possibly a favored class bonus. You can check out the numbers here.

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