d20 Modern Conversion Extra: Psycho Advanced Class

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Psycho

The Psycho is a dangerous and erratic force of nature. Often found among bandits and other rogues, these individuals can be immediately identified by their homicidal cries, psychotic laughter and constant desire to get into close combat.

The Psycho might be the product of horrific experiments, some otherwordly influence, or a personal tragedy. Whatever their origin, the Psycho is often more complicated than they may seem.

Select this advanced class if you want your character to be an unstoppable killing machine, adept at hurting lots of enemies quickly at great risk to themself.

The Psycho
Level Features
3rd Rampage, Makeshift Weapon, Additional Proficiencies
7th Bloody Ferocity, Hellish Rampage
10th Extra Attack, Mindless Rampage
15th Terrifying Spirit, Unrelenting Pursuit
18th Hellfire Halitosis, Energetic Glee

Class Features

As a psycho, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per psycho level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per psycho level

Rampage

Starting at 3rd level, you fight with reckless abandon. On your turn, you can enter a rampage as a bonus action.

While rampaging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength Checks and Strength Saving Throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • Your speed increases by 10 feet.
  • When you successfully make a melee attack against a creature, you gain temporary hit points equal to your Constitution modifier (minimum of 1). These temporary hit points last until your rampage ends.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rampage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rampage on your turn as a bonus action.

Once you have rampaged the maximum number of times for your level, you must finish a long rest before you can rampage again. You may rage a maximum of 2 times at 1st level, 3 times at 3rd level, 4 times at 6th level, 5 times at 12th, 6 times at 17th level, and an unlimited number of times at 20th level.

Makeshift Weapon

You are surprisingly ingenious when it comes to harming others. Beginning at 3rd level, you can construct makeshift weapons from scrap. Constructing a makeshift weapon takes 1 hour, and you must have access to suitable scrap to do so. Constructing a makeshift weapon can be done while resting. See the "Makeshift Weapons" table for weapons you can construct. Your makeshift weapons cannot be sold, and you can have a maximum of 3 makeshift weapons at any time.

While your creations are horrifically destructive, they are also temperamental and fragile. Rolling a natural 1 when attacking with a makeshift weapons breaks it, rendering it unusable.

Additional Proficiencies

When you take this advanced class at 3rd level, you gain proficiency with martial melee weapons, and one of the following skills: Athletics, Intimidation, or Acrobatics.

Bloody Ferocity

Starting at 7th level, your own torment only furthers your rage. When you are below half of your maximum health (round down), your speed increases by 10 feet and once per turn when you make a melee attack you can choose to deal maximum damage with that attack.

Hellish Rampage

Beginning at 7th level, your rage burns brightly, and pain is nothing to you. You gain resistance to fire damage. When you enter your rampage, you can choose to to enter a hellish rampage, immolating yourself. While in a hellish rampage, any creatures within 5 feet of you (including yourself) take 1d6 fire damage at the start of your turn, and your melee attacks deal an additional 1d6 fire damage.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Makeshift Weapons
Weapon Damage Weight Properties
Martial Melee Weapons
  Buzz Axe 1d10 slashing 3 lb. Versatile (1d12), thrown (range 20/60)
  Saw Axe 1d8 slashing 2 lb. Light, thrown (range 20/60)

Mindless Rampage

Beginning at 10th level, you cannot be charmed or frightened while rampaging. If you are charmed or frightened when you enter your rampage, the effect is suspended for the duration of the rampage.

Unrelenting Pursuit

Starting at 15th level, when you make an opportunity attack, you may also move up to half your speed. This movement doesn't provoke opportunity attacks.

Terrifying Spirit

Starting at 15th level, you can use an action on your turn to let out a bloodcurdling scream. When you do so, each hostile creature within 30 feet of you that can see or hear you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier, or be frightened of you until the end of your next turn.

Hellfire Halitosis

Beginning at 18th level, when you take the Attack action, you can replace one of your attacks with a special attack to exhale fire in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier, taking 5d6 fire damage on a failed save, or half as much on a successful save. You can make this special attack only once per turn.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Energetic Glee

Starting at 18th level, when you reduce a creature to 0 hit points, you may immediately move up to your speed and take the Attack action as a bonus action. Once you do so, you cannot do so again until you finish a short or long rest.

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Art

Vault Logo: Logonoid.

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

 

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