Psychopath (5e Class)

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Description

This is a basic Psycho from Borderlands 1&2 or a Scav from Pre Sequel. These come in many different forms, you have the melee psycho's bandit psycho's(gun uses) Inferno psycho's and even the Badass Psycho's. these guys are the most fun you can think of having in 5e for theres so much you can actually do with this class, go ahead and try it for yourself

Psychopath from Borderlands 2

Creating A Psychopath

When creating a Psychopath consider what drove you past the breaking point. Was it a tragic event from your past? Or a powerful mage toying with your brain? How insane are you? All psychopaths have voices in their heads, but which one fills your mind? Are you calm and collective on the surface, but secretly a murdering psychopath? Are you a crazy outer shell holding prisoner a fractured soul that wishes to escape. Discuss with your DM how the voice in your head affects your characters speech. How effectively can you relay information to others? Do the voice and the host have conflicting personalities? How does this affect your character's alignment?

Quick Build

You can make a Psychopath quickly by following these suggestions. First, make your highest ability score Constitution, followed by either Strength or Dexterity. Then, if you've always been insane and lived a life of crime, choose the Criminal, Charlatan, or Urchin background; if your time doing other tasks drove you to psychopathy, choose the Soldier or Outlander background.

Class Features

As a Psychopath you gain the following class features.

Hit Points

Hit Dice: 1d8 per Psychopath level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Psychopath level after 1st

Proficiencies

Armor: Light armor, medium armor.
Weapons: Simple weapons, improvised weapons, martial weapons.
Tools: Torture Tool's
Saving Throws: Dexterity, Constitution
Skills: Choose three of Stealth, Athletics, Slight of hand, Persuasion, or Intimidation.

Equipment

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

  • (a) Ragged Clothing or (b) Hide Armour
  • (a) Burgalors pack or (b) Dungeoneer's Pack
  • (a) 2 Daggers and An improvised Weapon or (b) A Bonesaw and An improvised weapon

Table: The Psychopath

LevelProficiency
Bonus
FeaturesWeapon Improvements
1st+2Unarmored Defense, A New Toy1
2nd+21
3rd+2Archetype1
4th+2Ability Score Improvement1
5th+3The Edge of Madness, Extra attack1
6th+3Psycho-path Feature2
7th+3Mimicry mask2
8th+3Ability Score Improvement, Relentless Madness2
9th+4The Edge of Madness (2)3
10th+4Psycho-path Feature3
11th+4Relentless Madness (2), Extra attack3
12th+4Ability Score Improvement, Martyr3
13th+53
14th+5Psycho-Path feature, Staring into the Dark Void3
15th+5Relentless Madness (3)4
16th+5Ability Score Improvement, Friendly Fire4
17th+6The Edge of Madness (3)4
18th+6Psycho-path Feature4
19th+6Ability Score Improvement4
20th+6Ultimate Insanity5


Unarmored Defense

At 1st Level, When not wearing armor, your Armor Class is equal to 10 + your Constitution modifier +your Dexterity modifier; you cannot gain this bonus while using a Shield.

A New Toy

At 1st Level, you may add an improvement to an improvised weapon during a long rest. Only you can gain the benefits of these improvements; anyone else wielding your weapon will deal 1d6 damage as normal. The number of improvements you can add to your weapon increases with your class level (see: the Psychopath class table above). For each improvement, you need an appropriate item to affix to the weapon; potential items are listed in the table.

Each improvement provides a bonus, and a weapon cannot have two of the same improvements unless otherwise stated. Potential improvements include the following.

ImprovementEffectPotential Affixes
Increased DamageThe damage of your improvised weapon increases by one damage die (1d6 -> 1d8 -> 1d12 -> 2d6 -> 2d8). You may use this improvement any number of times.A nail, a blade, or an arrowhead.
Staggering StrikeIf your first melee weapon attack made this round is made before moving, you knock the target back 15 feet.Something heavy to weigh the weapon down.
Improvised CrossbowYou can make one ranged weapon attack with this weapon with a range of 60/150. The damage of this ranged weapon attack is equal to this weapon's usual damage. Once you use this attack, you require an action to reload it. You can use this improvement twice; which increases the number of attacks that can be made before needing to be reloaded to 2.A crossbow, or mechanical parts.
Serrated BladeWhen you score a critical hit, this weapon deals an additional 1d8 necrotic damage. It also critically hits on a 19 as well as a 20.A misshapen piece of metal, or a rusty blade
BrutalityAfter your first melee weapon attack this round, you may make an additional two melee weapon attacks against the same target as a bonus action. However, the damage of this weapon is reduced by two damage die.A thin blade, something lightweight and aerodynamic

Archetype

At 3rd level, you choose exactly what kind of path you take, all are detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 10th, 14th, and 18th levels. Pyscho-path features

Ability Score Increase

When you reach 4th, 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase any ability score above 20.

The Edge of Madness

You have learned that most people try to keep their distance from you. At level 5 you gain proficiency in Intimidation, if you already have proficiency in intimidation you can add double your proficiency bonus. As an action, you can attempt to scare creatures of your choice within a 40ft radius. Anybody with an intelligence of 2 or more must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. You may use this ability once. This increases to twice at level 9, and three times at level 17. You regain all uses of this feature after you finish a short or long rest.

Extra Attack

Beginning at the 5th level, you can attack twice whenever you take the Attack action on your turn and thrice at level 11.

Mimicry Mask

At level 7 you reach a whole new level of insanity. You gain proficiency in disguise kits and deception, and may use them to create a mask to replicate a target. Additionally, with 1 day of study of said target you may impersonate said person pefectly. Anyone that would try to perceive your disguise would have to roll an Investigation check equal to 8+proficiency+Charisma modifier to see through it.


Relentless Madness

At Level 8, When you are reduced to 0 or less hit points, but not killed outright, you can make a DC 15 Constitution saving throw. If you succeed, you drop to one hit point instead. Each time you use this feature after the first the DC increases by 2. This returns to a DC 15 after completing a long rest.

The minimum DC drops to 10 upon reaching level 11, and drops to 5 upon reaching level 15 in this class.

Martyr

At the 12th level, you refuse to die without one more bout of insanity. In the event that your hit points reach 5 or less, you may charge at a speed equal to your movement speed, explode violently for 6d6 + Con + your Level in force damage in a 15 foot area, and roll with disadvantage against one death saving throw. You may use this feature again after completing a long rest.

Staring into the Dark Void

At the 14th Level, you have learned to love the voices in your head. You may have your shouts from the feature "The Edge of Madness" cause Tasha's hideous laughter to be cast on any affected creatures, as your madness proves to be infectious enough to bring a bout of insanity to others

Friendly Fire

At 16th Level, Whenever you are hit by a friendly creature, you can make one extra attack on your turn as a bonus action. You can use this ability up to two times, all uses are restored after a short or long rest.

Ultimate Insanity

At the 20th level, you reach the grand finale of psychoticness. As a bonus action, you may stab yourself with any sharp object for 2D6 Piercing damaged to induce a Blood Frenzy. While in this frenzy, you gain plus 15 to damage, but lose -5 AC and -5 to any attack rolls made. This effect lasts for 6 Turns. You can use this feature 3 times, then you must complete a long rest before you can use this feature again.

You may also end this feature early, but you must make a DC 15 Wisdom check before you do so.

Psycho-Paths

There are many forms of insanity out in the world. Your Psychopath may adapt His/Her Form of crazy At The 3rd level.

Mania

Chose the "Mania" path to focus on attacking, and being first in combat.

Empty the Rage

At level 3, you throw all concern for defense to the side and attack with fierce desperation. When you make the first attack on your turn, you can choose to attack with madness. Doing so will give you advantage on the attack roll. But all attacks against you have advantage until your next turn.

Kill Skilled

At level 6, you gain the ability to cause any creature of your choice, that you are looking at as you kill another creature, to become frightened of your grotesque bodily desecration. Any chosen creatures must make a DC17 Wisdom saving throw followed by a DC15 Constitution saving throw if they fail the first one. On failure of the first save, the creature is frightened of you for 2 turns and must make the second DC save. On a failed DC save for the second roll, the creature is considered prone for 2 turns as they drop to their knees and vomit uncontrollably

Salt the Wound

At level 10, whenever you take damage from any source, you add one stack of Salt the Wound, to a maximum of 10 stacks. Upon landing an attack, you may choose to expunge all of your stacks to deal additional damage. The extra damage is 1d4 per stack on a ranged attack, or 1d6 per stack on a melee attack

Redeem The Soul

At level 14, as an action, you can instantly bring an ally back to consciousness without rolling. However, doing so instantly brings you to 5 hit points. This ability can be used if you are under 25 hit points, but you immediately fall unconscious. You do not need to make a death saving throw, you also need to fail 2 death saving throws instead of 1.

Release The Beast

At level 18, as a bonus action, when below 30 hit points, you can release your inner beast to regain 5d12 temporary hp and gain resistance to slashing, piercing, and bludgeoning damage until you are knocked unconscious or you use your action to dismiss it. You also deal critical damage on all melee attacks with a -6 penalty to attacks. Additionally, you gain 5 stacks of Salt the Wound, and your maximum to hold these stacks become 20

Bloodlust

Chose the "Bloodlust" path to focus on causing chaos on the battlefield.

Blood Bath

At level 3, whenever you land an attack on an enemy you enter Bloodlust for your next turn turn. While in Bloodlust you gain a +10 to damage rolls and a -5 to attack rolls. You also heal for 1/3 the damage you deal

Fuel the Blood

At level 6, when you land a hit on an enemy you extend your Bloodlust by 2 turns.

Taste of Blood

At level 10, when you would make an attack with a slashing or piercing weapon while in Bloodlust the target must make a Dc 17 Con save or they take bleed damage equal to your level on each turn. To stop the bleed one of their allies must make a DC15 Medicine check to stop the bleeding.

Blood Overdrive

At level 14, While in Bloodlust you gain resistance to Piercing, Slashing and Bludgeoning Damage.

Bloodsplosion

Starting at 18th level, While in Bloodlust if you kill a target they explode in a 15 foot radius dealing 4d12 force damage + the overkill damage of whatever element killed them (if it wasn't an element then the overkill damage is Force damage). Everyone in the radius must make a Dexterity Saving Throw DC= 10 + your STR + your Proficiency bonus. On a failed save they take the full damage and only take half on a successful save. You are the only one who will take zero damage from this explosion.

Hellborn

Choose the "Hellborn" path to become a human matchstick, lighting your enemies on fire as well as yourself to gain a multitude of benefits.

Fuel the Fire

Beginning at the 3rd level, you can cast the Fire Bolt cantrip as well as the Produce Flame cantrip. Your Spell attack bonus for these spells is your Dexterity modifier + your proficiency bonus. Whenever you would deal fire damage, you roll 1d10 and you have a 20%(roll a 1 or 2) chance to light yourself on fire for 1D6 rounds, dealing 1d4 fire damage to yourself at the beginning of each of your turns.

Fire Fiend

Beginning at the 6th level, when you ignite yourself on fire, you can ignite an improvised weapon you are holding on fire as well (as long as the weapon is made of flammable material). This adds 1d6 fire damage to the damage of the attack. The weapon stays ablaze for 30 seconds, after that you must reignite the weapon. This also increases the chance to light yourself on fire to 40%(1-4).

Numbed Nerves

Beginning at the 10th level, when you are on fire, as a bonus action, you gain resistance to everything but force and any fire damage that is not self-inflicted. The chance to light yourself on fire when dealing fire damage is increased to 60%(1-6) and the Fire damage you deal to yourself is increased to 1d6. Additionally, your improvised weapon will deal 2d6 additional damage when ignited.

Elemental Empathy

Beginning at the 14th level, whenever a burning affect would stop affecting you, you can re-roll a percentile die to catch yourself back on fire. This ability requires no action to preform. Alternatively, you can use an action to re-ignite yourself without rolling. You heal for half of the fire damage you deal to creatures(except yourself). This increases the fire damage provided by Fuel the Fire to 1d8, and the ignited weapon's damage to 3d6

Raving Retribution

At the 18th level, you gain a variety of enhancements. Fuel the Fire now deals 1d10 Fire Damage. The chance to light yourself on fire when dealing fire damage is increased to 80%(1-8). When a creature attacks you while you are on fire you can use your reaction to cast flaming magic missile without using a spell slot (Flaming Magic Missile fires 3 orbs and deals 1d6 fire damage per orb).

Multiclassing


Prerequisites. To qualify for multi-classing into the Psychopath class, you must meet these prerequisites: 15 Constitution.

Proficiencies. When you multiclass into the Psychopath class, you gain the following proficiencies: Light or medium armour, Improvised Weapons.


Back to Main Page 5e Homebrew Classes

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