The Psychopath (5e Class)
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The Psychopath[edit]
Killing is Art
The Psychopath[edit]
Creating a Psychopath[edit]
- Quick Build
You can make a Psychopath quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma.
Class Features
As a Psychopath you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Psychopath level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Psychopath level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple, Martial
Tools: Torture Implements, Healer's Kit
Saving Throws: Dex, Cha
Skills: Choose three from Acrobatics, Athletics, Intimidation, Insight, Medicine, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger or (b) Martial melee weapon
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Psychopathy Points | Features |
---|---|---|---|
1st | +2 | 2 | Psychopathy, Apathy |
2nd | +2 | 2 | Art of Pain |
3rd | +2 | 3 | Mentality |
4th | +2 | 3 | Ability Score Improvement |
5th | +3 | 3 | Artful Display |
6th | +3 | 4 | Art of Blood |
7th | +3 | 4 | Mentality Feature |
8th | +3 | 4 | Ability Score Improvement |
9th | +4 | 4 | Artful Display (x2) |
10th | +4 | 5 | Art of Fear |
11th | +4 | 5 | Mentality Feature |
12th | +4 | 5 | Ability Score Improvement |
13th | +5 | 5 | Artful Display (x3) |
14th | +5 | 5 | Art of Death |
15th | +5 | 6 | Mentality Feature |
16th | +5 | 6 | Ability Score Improvement |
17th | +6 | 6 | Artful Display (x4) |
18th | +6 | 6 | Art of Expertise |
19th | +6 | 6 | Ability Score Improvement, Mentality Feature |
20th | +6 | 6 | Artful |
Psychopathy[edit]
You have a number of Psycho points as determined by the Psychopath table. These points can be spent to add 1 additional group of damage die of the same value to a damage roll, as well as other effects you gain as you level up. You regain 1 Psycho point every time someone you damage dies or falls unconscious. You regain all Psycho points after a long rest.
Apathy[edit]
All damage you take is added to a pool (after resistances). At the beginning of your turn, roll 1d20 + 1 – your Proficiency for every 20 damage in the pool (minimum 1) and take that much true damage. If at the end of your turn if you do not attack, take the rest of the pool as true damage.
Art of Pain[edit]
At level 2 you, can spend an additional Psycho point during a damage roll to prevent the target from regaining health until the end of your next turn. If you roll higher on the Psycho point die, you refund 1 Psycho point. You must decide to do this before rolling the Psycho point die.
Mentality[edit]
At 3rd level, you choose a Mentality that allows you to express your art. Your choice grants you features at 3rd level and again at 7th, 12th, and 16th levels. • Schizophrenia • Phobia • Mania
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Artful Display[edit]
At 5th level, you gain a bonus depending on the weapon you are brandishing. If you are using a light weapon, you gain 1 additional attack when you take the attack action on your turn. If you are using a heavy weapon, you lower the critical requirement by 1. If you are using a ranged weapon, you can ricochet to another target within the range of the weapon. You add this bonus again at levels 9, 13, and 17.
Art of Blood[edit]
At level 6, you can spend an additional Psycho point during a Psycho die roll to heal the value of the Psycho die. If the Psycho die is equal to or higher than the original damage die, you can cure yourself of 1 ailment and you regain one Psychotic point. You must decide to do this before rolling the Psycho point die.
Art of Fear[edit]
At level 10, you can spend an additional Psycho point during a Psycho die roll to quickly travel to another target within your movement range (doesn't cost you movement) and apply the Psycho die damage to them. If the Psycho die is equal to or higher than the original damage die, you can travel to another different target than any of the previous and roll another Psycho damage die for free. This can continue as long as the last roll is greater than the previous roll. You must decide to do this before rolling the Psycho point die.
Art of Death[edit]
Starting at 14th level, when you take damage from a creature that is within your movement speed, you can use 1 Psycho point and your reaction to make a melee attack against that creature after quickly moving to an adjacent area of the target. If this attack hits, you may apply any Psychotic attack effect without regaining a Psychotic point. You now gain 2 Psycho points when an enemy you attack dies.
Art of Expertise[edit]
At level 18, for any roll including a Psychotic point add your proficiency bonus. You also gain the ability to spend an extra point for any Psychotic roll to reroll the die and use either.
Artful[edit]
You can now chain arts by spending multiple Psycho points.
Phobia Mentality[edit]
- Fear Me Fear You
When you reach level 3 and choose this Mentality, whenever an enemy successfully attacks you, they must succeed on a Wisdom saving throw against a DC of 10 + your proficiency + your Charisma Modifier or become frightened of you until the end of their next turn. If you miss an attack against a target, you become frightened of that target until the end of your next turn.
- Fear of the Dark
When you reach 7th level, you gain advantage on all stealth checks. When you make a damage roll against a target that is unaware or not hostile towards you, you can apply any Psychopathy Art for free.
- Embrace Fear
At 11th level, you no longer suffer from the regular effects of being frightened. Instead, you gain advantage on all Attack rolls, Ability Checks, and Saving throws while attacking or defending against the target you are frightened of. You also gain double your movement speed when moving toward this target.
- Fear Itself
At 15th level, a target that is frightened of you will stay frightened of you until you end a turn without attempting to make an attack on the target. If you are frightened of a target, you will stay frightened until you end a turn without attempting to make an attack on the target. You gain advantage on all damage rolls against a frightened target. You may also spend 1 Psychopathy point to choose a target. That target must make a Wisdom saving throw against a DC of 10 +your proficiency + your Charisma Modifier or become frightened of you. On a success you are frightened of the target.
Mania Mentality[edit]
- Manic Fighting
When you reach level 3 and choose this Mentality, you can use 1 Psychopath point to give yourself resistance to all damage. This lasts until you do not attack an enemy on your turn. Once Manic Fighting wears off, you gain 1 point of Mania. For every point of Mania you have, you gain a debuff from the following table: Mania Points Effects 1 Disadvantage on Skill Checks 2 Disadvantage on Ability Checks 3 Disadvantage on Saving Throws 4 Disadvantage on Attack Rolls and Damage Rolls 5 You deal half damage All accumulated mania is removed after a long rest.
- Manic Retribution
When you reach 7th level, you may use your Apathy pool to increase your damage output. You may spend up to 20 Apathy points to deal 20 extra damage on a damage roll. Any time you do this, you take the same amount of damage as the Apathy points you spend. You also gain 1 point of Mania every time you do this.
- Manic Apathy
At 11th level, you may choose to use any portion of the damage you deal to cancel out some of your Apathy pool. You use 2 points of damage to get rid of 1 point of Apathy (up to 40 Damage/ 20 Apathy points). You also gain 1 point of Mania every time you do this.
- Blood Mania
At 15th level, you replace the Mania table with the Blood Mania table: Mania Points Effects 2 Advantage on Ability Checks 4 Advantage on Saving Throws 6 Advantage on Attack Rolls 8 Crit requirement - 2 10 Half Melee Damage taken is reflected (before resistance and Mania Fighting)
Schizophrenia Mentality[edit]
- Guiding Whispers
When you reach level 3 and choose this Mentality, whenever you make an Ability Check, Saving Throw, or a Skill Check you roll twice and take whichever die is further from 10. You also gain the ability to ask for information from the DM once per day. If you do this, roll 1d100 to beat a DC of the DM's discretion (made after knowing the question). If you succeed, the DM may be vague but you must be able to understand the information.
- Powerful Voices
When you reach 7th level, you gain the ability to add your Charisma modifier to any Skill Check or Ability Check you make by spending 1 Psychopath point. You also can choose to use your Charisma modifier when making an Attack Roll or a Damage Roll.
- Experienced Whispers
At 11th level, you can choose which die to use from Guiding Whispers. You also gain advantage when asking for information from the DM.
- Many of Me
At 15th level, whenever you use a Psychopathy Art, you create a copy of yourself anywhere within your movement speed. This copy has all of your abilities and items, but cannot use Psychopathy points. A copy will take its turn during your turn. If the copy takes any damage it will disappear. You can have a number of copies equal to your Charisma modifier. A copy lasts until it takes damage or you dismiss it. You can also spend 1 Psychopathy point to create a copy.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class. Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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