Base Class: Fighter
Being a Psychopath requires a player to willingly let their character slip int the realm of madness in order to defeat creatures and foes. With each blow you do, you can loose your sanity to increase damage output and deal interesting effects.
Maddening
When you choose this archetype at 3rd level, you gain 2 Sanity points. When you spend Sanity points, you lose 1 points from your Wisdom score for each point used. You regain expended Sanity points and Wisdom score per Long rest.
Sanity's Fading
Also at 3rd level, as a bonus action you can spend 1 Sanity point to gain advantage on your next attack roll.
Precise Slash
At 7th level you get a Slash Die(1d6). When you make an attack with a Finesse weapon, and the attack hits, you can spend 2 Sanity points to roll this die. The result on the die allows a certain effect to take place, refer to the table below.
- 1-2: The target takes +2 Slashing damage
- 3-4: The target takes +3 Slashing Damage and is Frightened of you
- 5-6: The target takes +4 Slashing damage and is considered Bleeding and takes 1d4 Bleeding damage every time it takes damage
Psychotic Laughter
At 15th level you can spend 2 Sanity points to make one creature, who can hear and see you within 10 ft., make a Wisdom Saving Throw vs DC 10 + Charisma modifier + Proficiency bonus. On a failed save, the target becomes frightened of you. You can choose to spend an additional Sanity point to amplify the effects of this ability.
Amplify: By spending an additional Sanity point you can force to target to make an additional Wisdom saving throw with a DC 13. If the target fails, roll a d100 and inflict Short-term Madness on the target. Refer to the Short-Term Madness table for effects. The duration of the madness lasts for 1 minute.
Completely Mad
At 17th level, when your Hit Points reach 0 you do not fall unconscious. Instead you fall prone and reduce your current Wisdom ability score to 0 and add it to your Hit Points. If you take any damage in this time, you permanently lose that number from your Wisdom score. This lasts for 2 Turns. At the end of each of those turns you must make a Constitution Saving Throw DC 15 or fall unconscious and fail one Death Saving Throw.