Path of the Psycho (5e Subclass)

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Path of the Psycho[edit]

Barbarian Subclass

Psychotic Nature

Events in your past, recent events or even just your nature drive you into a kind of madness that transforms you into a psychotic killer, targeting mainly those deserving the punishment.

Path of the Psycho Features
Level Features
3rd WHO WANTS THE FIRST SLICE?!, I’m losing blood… gimme yours!, Rampage and heal, HEAL AND RAMPAGE! (Optional)
6th I’LL SLICE OFF YOUR EYELIDS SO YOU CAN WATCH THE END!!, Pain is LIFE!!, GET OUT OF MY HEAD!! (Optional)
10th Tick-Tock!
14th GOTTA THINK BIG… BIIIIIG!


WHO WANTS THE FIRST SLICE?!

Starting when you choose this path at 3rd level, your practice of devastating weapons gives you mastery of combat styles that use psycho weapons, which are clubs, greatclubs, handaxes, battleaxes and greataxes.

  • Clubs now have the thrown (range 20/60) property.
  • Greatclubs now deal 1d6 bludgeoning damage instead of 1d8 bludgeoning damage, have the versatile (1d8) property instead of the two-handed property and have the thrown (range 15/30) property.
  • Battleaxes now have the light and the thrown (range 20/60) property.
  • Greataxes now deal 1d10 slashing damage instead of 1d12 slashing damage, have the versatile (1d12) property instead of the two-handed property and have the thrown (range 15/30) property.

Additionally, when you rage and throw a psycho weapon, you gain a bonus to the damage roll equal to your Rage Damage as shown in the Rage Damage column of the Barbarian table.

Weapon Damage Properties
Club 1d4 bludgeoning Light, thrown (range 20/60)
Greatclub 1d6 bludgeoning Thrown (range 15/30), versatile (1d8)
Battleaxe 1d8 slashing Light, thrown (range 20/60), versatile (1d10)
Greataxe 1d10 slashing Heavy, thrown (range 15/30), versatile (1d12)
I'M LOSING BLOOD... GIMME YOURS!

At 3rd level, you feast on the blood of others. While you’re raging, when you hit the first creature on your turn with a weapon attack, you gain temporary hit points equal to 1d6 + your barbarian level.

At the start of your turn, if you have temporary hit points left that were gained through this feature, you can choose to regain hit points equal to half your temporary hit points and lose all your current temporary hit points.


Rampage and heal, HEAL AND RAMPAGE! (Optional)

This 3rd-level feature replaces the I’m losing blood… gimme yours! feature.

At 3rd level, you gain pleasure from inflicting harm. While you’re raging, if you hit a hostile creature with a weapon attack, you can spend one Hit Die, roll the die and add your Constitution modifier to it. You regain hit points equal to the total (minimum of 0). If you had no more than half of your hit points left, add your Constitution modifier to it an additional time (in total a minimum of 0). At the end of a long rest, you regain all spent Hit Dice.


I’LL SLICE OFF YOUR EYELIDS SO YOU CAN WATCH THE END!!

Starting at 6th level, your horrifying nature allows you to excel in intimidation. You gain proficiency in the Intimidation skill. If you are already proficient in the Intimidation skill, your proficiency bonus is doubled.


Pain is LIFE!!

Starting at 6th level, you learn how to use your pain to your own advantage. If you are raging, when you take damage, you can use your reaction to gain resistance to the triggering type until the start of your next turn. Also, the first time you hit with a psycho weapon on your next turn, the target takes an extra 1d8 damage of the triggering type. This damage increases to 2d8 at 14th level. You can use this ability only once per rage.


GET OUT OF MY HEAD!! (Optional)

This 6th-level feature replaces the Pain is LIFE!! feature.

Beginning at 6th level, the voices in your head are stronger than the voices of others. You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter rage, the effect is suspended for the duration of the rage.


Tick-Tock!

What defines a psychopath more than EXPLOSIONS and what works better for that than your weapons?

Starting at 10th level, while raging, when you hit a creature with a psycho weapon by throwing it as part of the Attack action, you can leave an explosion behind. Immediately after the weapon hits the creature, the creature and all other creatures within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage or half as much on a successful one. You can use this feature only once per turn.


GOTTA THINK BIG… BIIIIIG!

Starting at 14th level, you can transform into a badass psycho when you rage. If you do so, for the duration of your rage, you gain the following features:

  • Your body proportion drastically changes making one arm slightly oversized whereas the other shrinks dramatically making it useless. A weapon you hold with the oversized arm counts as being held by two hands, but you are unable to hold anything with your shrunken arm.
  • Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example.
  • When you take the Attack action on your turn, you can make one additional attack as part of the action.

Once you use this feature, you must finish a short or long rest before you can use this feature again.

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