D&D 5E: Path of the Psycho

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Path of the Psycho

Some barbarians are driven by their own warped perception of the world. 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.

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

Path of the Psycho Features
Level Features
3rd Bloody Ferocity, Makeshift Weapon
6th Hellish Rampage
10th Terrifying Spirit
14th Hellfire Halitosis

Bloody Ferocity

Starting at 3rd 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.

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.

Hellish Rage

Beginning at 6th level, your rage burns brightly, and pain is nothing to you. You gain resistance to fire damage. When you enter your rage, you can choose to to enter a hellish rage, immolating yourself. While in a hellish rage, 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.

Terrifying Spirit

Starting at 10th 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 14th 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.

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)

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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