Base Class: Barbarian
A Barbarian subclass that grants features from the Psycho class from Borderlands 2
Psychos are deranged maniacs commonly armed with buzz-axes and grenades. They are a frequent sight among bandits, and usually provide the front line of any hostile bandit group.
Path of the Psycho has additional features that can be enabled.
Level 3: Empty The Rage: Your melee, and thrown weapon attacks deal an additional d4 of damage.
Level 6: Fuel The Rampage: You take half damage from allies, and when you take damage from an ally your next melee, or thrown weapon attack within the next minute deals an additional d8 damage.
Buzz Axe Rampage
Starting at 3rd level, whenever you rage you instead enter Buzz Axe Rampage for the next thirty seconds (5 rounds).
This feature replaces Rage in its entirety, nothing from Rage carries over unless stated.
Buzz Axe Rampage
For the Duration: (5 rounds)
When you make a weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.
When your turn starts, if you are under the Frightened, or Charmed conditions, you can use an action to end them.
If you use Reckless Attack, your Advantage on melee attacks lasts until the start of your next turn.
You have Advantage on all Strength, and Constitution checks and Saves.
You can make a weapon attack as a Bonus Action if it is against a creature that you have already made an attack against this turn.
A hostile creature dealing damage to you within your melee range provokes an opportunity attack from you.
Your weapon gains the Thrown property with a range of 20(60), and it returns to your hand after landing.
You can't cast or concentrate on spells.
Entering Light The Fuse ends Buzz Axe Rampage, if it was by using Redeem The Soul your Rage charge is refunded.
Buzz Axe Rampage works with Instinctive Pounce, and Relentless Rage.
Light The Fuse
Starting at 3rd level, during Buzz Axe Rampage whenever you would normally go unconscious as a result from taking damage, or by using Redeem The Soul, you can choose to end Buzz Axe Rampage and enter Light The Fuse for 30 seconds (5 rounds).
Light The Fuse
For the Duration: (5 rounds)
You holster your weapon(s), pull out a bundle of dynamite and can't use weapons or other items for the duration.
The bundle of dynamite is magical, and always works normally, even under water, in a volcano, or in a vacuum.
You do not drop Prone and have normal movement, and can throw a lit stick of dynamite once every turn as a Bonus Action.
You no longer roll for Death Saves, and only lose one when taking damage.
You can't cast or concentrate on spells.
You cannot take Reactions.
You cannot Rage, Buzz Axe Rampage, or Redeem The Soul.
As an Action, or when you would lose your last Death Save, your bundle of dynamite detonates (starts at four sticks, or 6d6), if the explosion kills anything you are revived.
You can be revived by landing the killing blow on a hostile creature, expiring the duration of Light The Fuse, an ally can revive you by healing you, or by using the Help action.
When revived you regain one Hitpoint and may use a Hit Die to heal.
Any undetonated dynamite disappears after Light The Fuse ends.
Strip The Flesh
The number of sticks detonated in the full bundle of dynamite increases by one at levels 6, & 10, and by two at level 14.
The DC for your dynamite during Light The Fuse increases by +2, and again at levels 6, 10, & 14.
Pull The Pin
If you die, you drop another lit full bundle of dynamite with the same number of sticks.
Redeem The Soul
Starting at 3rd level, whenever an ally is unconscious due to low health, you can instantly revive them with the Help Action by giving them all of your current Hit Points, if the number of Hit Points you give them exceeds their maximum, the excess Hit Points are converted to Temp Health.
Using Redeem The Soul reduces your Hit Points to zero and you enter Light The Fuse.
Feed The Meat
Starting at 6th level, your maximum Health is increased by two per character level.
Thrill Of The Kill
Starting at 6th level, killing an enemy extends the duration of Buzz Axe Rampage for an additional 6 seconds.(1 Round)
When you kill an enemy with a melee, or Thrown weapon attack, half of the overkill damage (rounded down) is restored to you as Health.
Silence The Voices
Starting at 10th level, your melee, and Thrown weapon attacks deal an additional die of damage.
But if you miss an attack, you hit yourself instead.
Embrace The Pain
You can always choose to hit yourself when making an attack, and if you do your next melee, or Thrown weapon attack deals an additional die of damage.
Release The Beast
Starting at 14th level, activating Buzz Axe Rampage while below 50% of your maximum Health grants Temp Health equal to the missing Health, and does not cost a charge.
During the same rampage your melee, and Thrown weapon attacks deal an additional d8.
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