Hybrid (5e Class)

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Scales.png This page is of questionable balance. Reason: This class has numerous combos that make a PC belonging to the class be heads and shoulders above the power level any 1st party class. Most combos by their very nature are overpowered, due to PC's just getting the features of two classes/subclasses at almost the same levels and there are many overtly broken combos such as rouge+martial class, paladin+other spellcaster, full spellcasting class+any other martial class, ect. In most cases, these combo classes need ability score increases in several/too many ability scores. Also, an insane amount of testing/balancing needs to be done to make this idea usable and a more balanced version of a hybrid class already exists in multiclassing.


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Contents

Project Ending[edit]

Balance checks this far have gone sorely. The amount of work need for balance is insane. If anyone would like to take up the project feel free.

WIP[edit]

This project is currently a work in progress. The other base classes will be added at a later date. If any admins view this I have a question in reference to the class features for hybrid. Because the hybrid class is built from the base classes I am having players reference the players handbook for class features as to avoid writing the base class features as well as archetypes in full on the wiki, will that be ok?

Hybrid[edit]

The class built for multiclass lovers.

The Hybrid Concept[edit]

The Hybrid class was inrodused in D&D 4e, and allowed a player to take aspects of two classes and create a union class where in both classes would be leveling at the same time. This hybrid class is an atempt at converting the class to 5e. A player that chooses to play the Hybrid should be a seasoned 5e player with access to the player handbook as it will be referenced to during character creation.

Creating a Hybrid[edit]

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Quick Build

You can make a Hybrid quickly by following these suggestions. First, Try to make your primary and secondary abilities for your class' the same. Second, choose a background that skill proficiency match the abilities of the Hybrids primary or secondary abilities. Third, choose equipment that is beneficial for optimization. As an example if a hybrid is a fighter/rouge and has a Dex mod of 3 then light armor can have the higher AC, likewise a paladin/sorcerer should keep a hand free for spell casting.

Building a Hybrid[edit]

Leveling rules and guidelines

Choose two class features listed. If two class features have spellcasting both classes learn the spells known as dictated by class(if applies) but spell slots per level do not stack unless specified by class feature. If a class gains spellcasting from a archetype feature use the table listed with the class features list to reference spellcasting details. The highest spell slots per spell level table will decide spell slots.
Add hit die together to total the hit die(ex: 1d6+1d4=1d10). The max hit die is 1d10 unless specified by class feature.
If two class features have the same feature listed the feature is not doubled unless specified by class feature.
If two class features have an unarmored defense feature only the highest resulting armor class between the two features can be used unless specified by class feature.
When choosing an hybrid archetype you can choose one archetype from both classes; when choosing a hybrid archetype class feature you can only choose one feature from the class archetypes, unless specified by class feature.
The Hybrid can not multiclass or be muticlassed into.

Barbarian[edit]

Class Features

As a Barbarian you gain the following class features.

Hit Points

Hit Dice: 1d8 per Barbarian level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Barbarian level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength or Constitution
Skills: Choose one from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Barbarian

Level Proficiency
Bonus
Features Rage Rage Damage
1st +2 Modified Health, Unarmored Defense - -
2nd +2 Rage 1 +2
3rd +2 1 +2
4th +2 Ability Score Improvement 1 +2
5th +3 Primal Path, Extra Attack 2 +2
6th +3 2 +2
7th +3 Fast Movement 2 +2
8th +3 Ability Score Improvement 2 +2
9th +4 Brutal Critical 2 +2
10th +4 3 +3
11th +4 Path Feature 3 +3
12th +4 Ability Score Improvement 3 +3
13th +5 Brutal Critical 3 +3
14th +5 Relentless Rage 3 +3
15th +5 4 +3
16th +5 Ability Score Improvement 4 +3
17th +6 Brutal Critical 4 +3
18th +6 Path Feature 4 +3
19th +6 Ability Score Improvement 4 +3
20th +6 5 +4

Modified Health[edit]

A Hybrid Barbarian can have a max of 1d12 for their hit die.

Unarmored Defense[edit]

Works as listed in PHB.

Rage[edit]

Works as listed in PHB.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Extra Attack[edit]

Works as listed in PHB.

Fast movement[edit]

Works as listed in PHB.

Brutal Critical[edit]

Works as listed in PHB.

Relentless Rage[edit]

Works as listed in PHB.

Primal Path[edit]

Works as listed in PHB, but the features are gained at level 5, 11 and 18.

Bard[edit]

Class Features

As a Bard you gain the following class features.

Hit Points

Hit Dice: 1d4 per Bard level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Bard level after 1st

Proficiencies

Armor: light Armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice
Saving Throws: Dexterity or Charisma
Skills: choose any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Bard

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, 1 2 2
2nd +2 Bardic Inspiration(d6) 1 3 3
3rd +2 Song of Rest(d6) 1 4 4 2
4th +2 Ability Score Improvement, Extra Ability 1 5 4 3
5th +3 Bard College 1 6 4 3 2
6th +3 Jack of All Trades 2 7 4 3 3
7th +3 Bardic Inspiration(d8) 2 8 4 3 3 1
8th +3 Ability Score Improvement 2 9 4 3 3 2
9th +4 Song of Rest(d8) 2 10 4 3 3 3 1
10th +4 Expertise 2 11 4 3 3 3 2
11th +4 Bard Collage Feature 2 12 4 3 3 3 2 1
12th +4 Ability Score Improvement, Extra Ability 3 12 4 3 3 3 2 1
13th +5 3 13 4 3 3 3 2 1 1
14th +5 3 13 4 3 3 3 2 1 1
15th +5 3 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 14 4 3 3 3 2 1 1 1
17th +6 expertise 3 15 4 3 3 3 2 1 1 1 1
18th +6 Bard Collage Feature 3 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 16 4 3 3 3 3 2 1 1 1
20th +6 Bardic Inspiration(d10), Song of Rest(d10) 3 16 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Works as listed in PHB.

Bardic Inspiration[edit]

Works as listed in PHB.

Song of Rest[edit]

Works as listed in PHB.

Extra Ability[edit]

When you reach 4th level, and again at 12th you can increase on ability score of your choice by 1.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Jack of All Trades[edit]

Works as listed in PHB.

Expertice[edit]

Works as listed in PHB.

Bard College[edit]

Works as listed in PHB, but the features are gained at level 5, 11 and 18.

Cleric[edit]

Class Features

As a Cleric you gain the following class features.

Hit Points

Hit Dice: 1d4 per Cleric level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Cleric level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: all simple weapons
Tools: none
Saving Throws: Wisdom or Charisma
Skills: choose one from History, Insight, medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Cleric

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 1 2
2nd +2 Divine Domain Feature 1 3
3rd +2 Channel Divinity(1/rest) 1 4 2
4th +2 Ability Score Improvement 1 4 3
5th +3 Divine Domain Feature, Destroy Undead(CR 1/2) 1 4 3 2
6th +3 2 4 3 3
7th +3 2 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead(CR 1) 2 4 3 3 2
9th +4 Channel Divinity(2/rest) 2 4 3 3 3 1
10th +4 2 4 3 3 3 2
11th +4 Divine Domain Feature, Destroy Undead(CR 2) 2 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 3 3 3 2 1
13th +5 3 4 3 3 3 2 1 1
14th +5 Destroy Undead(CR 3) 3 4 3 3 3 2 1 1
15th +5 3 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 3 3 3 2 1 1 1
17th +6 Destroy Undead(CR 4) 3 4 3 3 3 2 1 1 1 1
18th +6 Divine Domain Feature 3 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 4 3 3 3 3 2 1 1 1
20th +6 Channel Divinity(3/rest) 3 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Works as listed in PHB.

Channel Divinity[edit]

Works as listed in PHB.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Destroy Undead[edit]

Works as listed in PHB.

Divine Domain[edit]

Works as listed in PHB. Gain spells listed by Divine Domain. At 1st level gain one of the 1st level features for the archetype and the other 1st level feature is gained at 2nd level. Other features are gained at level 5, 11 and 18. The level 17 Cleric archetype features can not be obtained by a Hybrid.

Druid[edit]

Class Features

As a Druid you gain the following class features.

Hit Points

Hit Dice: 1d4 per Druid level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Druid level after 1st

Proficiencies

Armor: light armor, medium armor, shields (druid hybrids will not wear shields made of metal or heavy armor made of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: herbalism kit
Saving Throws: Intelligence or Wisdom
Skills: choose one from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Druid

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 1 2
2nd +2 Wild Shape, Druid Circle 1 3
3rd +2 Druid Circle Feature 1 4 2
4th +2 Ability Score Improvement 1 4 3
5th +3 Druid Circle Feature 1 4 3 2
6th +3 Wild Shape Improvement 2 4 3 3
7th +3 2 4 3 3 1
8th +3 Ability Score Improvement 2 4 3 3 2
9th +4 2 4 3 3 3 1
10th +4 Wild Shape Improvement 2 4 3 3 3 2
11th +4 Druid Circle Feature 2 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 3 3 3 2 1
13th +5 3 4 3 3 3 2 1 1
14th +5 3 4 3 3 3 2 1 1
15th +5 3 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 3 3 3 2 1 1 1
17th +6 3 4 3 3 3 2 1 1 1 1
18th +6 Druid Circle Feature 3 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 4 3 3 3 3 2 1 1 1
20th +6 Beast Spells, Archdruid 3 4 3 3 3 3 2 2 1 1

Druidic[edit]

Works as listed in PHB.

Spellcasting[edit]

Works as listed in PHB.

Wild Shape[edit]

Works as listed in PHB.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Beast Spells[edit]

Works as listed in PHB.

ArchDruid[edit]

Works as listed in PHB.

Druid Circle[edit]

Works as listed in PHB. At 2nd level gain one of the 2nd level features for the archetype and the other 2st level feature is gained at 3rd level. Other features are gained at level 5, 11 and 18.

Fighter[edit]

Class Features

As a Fighter you gain the following class features.

Hit Points

Hit Dice: 1d6 per Fighter level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Fighter level after 1st

Proficiencies

Armor: all armors, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength or Constitution
Skills: choose one from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Fighter

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Fighting Style - -
2nd +2 Second Wind - -
3rd +2 - - 2
4th +2 Ability Score Improvement - - 3
5th +3 Martial Archetype, Extra Attack 1 1 3
6th +3 1 2 3
7th +3 1 3 4 2
8th +3 Ability Score Improvement 1 3 4 2
9th +4 Indomitable(one use) 1 3 4 2
10th +4 2 4 4 3
11th +4 Martial Archetype Feature 2 4 4 3
12th +4 Ability Score Improvement 2 4 4 3
13th +5 Indomitable(two use) 2 5 4 3 2
14th +5 Extra Attack(2) 2 5 4 3 2
15th +5 2 5 4 3 2
16th +5 Ability Score Improvement 2 6 4 3 3
17th +6 Indomitable(three use) 2 6 4 3 3
18th +6 Martial Archetype Feature 2 7 4 3 3
19th +6 Ability Score Improvement 3 8 4 3 3 1
20th +6 Martial Boon 3 9 4 3 3 1

Fighting Style[edit]

Works as listed in PHB.

Second Wind[edit]

Works as listed in PHB.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Extra Attack[edit]

Works as listed in PHB. A second attack is gained at 14th level.

Indomitable[edit]

Works as listed in PHB.

Martial Boon[edit]

At 20th level gain the standard level 18 archetype feature from your Martial archetype.

Martial Archetype[edit]

Works as listed in PHB, but the features are gained at level 5, 11 and 18. The level 18 feature is attained from the Martial Boon feature. The level 20 archetype feature is unattainable.

Monk[edit]

Class Features

As a Monk you gain the following class features.

Hit Points

Hit Dice: 1d4 per Monk level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Monk level after 1st

Proficiencies

Armor: none
Weapons: simple weapons, shortswords
Tools: choose one type of artisan's tools or one musical instrument
Saving Throws: Strength or Dexterity
Skills: choose one from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Monk

Level Proficiency
Bonus
Features Martial Arts Ki Points Unarmored Movement
1st +2 Unarmored Defense, Martial Arts 1d4 - -
2nd +2 Ki 1d4 2 -
3rd +2 Unarmored Movement 1d4 2 +5 ft.
4th +2 Ability Score Improvement 1d4 3 +5 ft.
5th +3 Monastic Tradition, Extra Attack 1d4 3 +5 ft.
6th +3 Deflect Missiles 1d4 4 +5 ft.
7th +3 Slow Fall d16 4 +10 ft.
8th +3 Ability Score Improvement 1d6 5 +10 ft.
9th +4 Stunning Strike 1d6 5 +10 ft.
10th +4 Unarmored Movement Improvement 1d6 6 +10 ft.
11th +4 Monastic Tradition Feature 1d6 6 +15 ft.
12th +4 Ability Score Improvement 1d6 7 +15 ft.
13th +5 Ki-Empowered Strikes 1d8 7 +15 ft.
14th +5 Evasion 1d8 8 +15 ft.
15th +5 Stillness of Mind 1d8 8 +20 ft.
16th +5 Ability Score Improvement 1d8 9 +20 ft.
17th +6 Diamond Soul 1d8 9 +20 ft.
18th +6 Monastic Tradition Feature 1d8 10 +20 ft.
19th +6 Ability Score Improvement 1d10 10 +25 ft.
20th +6 Empty Body 1d10 12 +25 ft.

Unarmored Defense[edit]

Works as listed in PHB. If another class or archetype has the unarmored defense feature follow the hybrid rules on unarmored defense then add +1 to AC.

Martial Arts[edit]

Works as listed in PHB.

Ki[edit]

Works as listed in PHB.

Unarmored Movement[edit]

Works as listed in PHB.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Extra Attack[edit]

Works as listed in PHB.

Deflect Missiles[edit]

Works as listed in PHB.

Slow Fall[edit]

Works as listed in PHB.

Stunning Strike[edit]

Works as listed in PHB.

Ki-Empowered Strikes[edit]

Works as listed in PHB.

Evasion[edit]

Works as listed in PHB.

Stillness of Mind[edit]

Works as listed in PHB.

Diamond Soul[edit]

Works as listed in PHB.

Empty Body[edit]

Works as listed in PHB, but the features are gained at level 5, 11 and 18.

Paladin[edit]

Class Features

As a Paladin you gain the following class features.

Hit Points

Hit Dice: 1d6 per Paladin level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Paladin level after 1st

Proficiencies

Armor: all armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom or Charisma
Skills: choose one from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Paladin

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Lay on Hands
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Divine Smite 3
4th +2 Ability Score Improvement 3
5th +3 Sacred Oath, Extra Attack 4 2
6th +3 4 2
7th +3 Divine Health 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 Sacred Oath Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Improved Divine Smite 4 3 3 1
14th +5 4 3 3 1
15th +5 Cleansing Touch 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Sacred Oath Feature 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred oath Feature 4 3 3 3 2

Lay on Hands[edit]

Works as listed in PHB.

Fighting Style[edit]

Works as listed in PHB.

Spellcasting[edit]

Works as listed in PHB.

Divine Smite[edit]

Works as listed in PHB.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Extra Attack[edit]

Works as listed in PHB.

Divine Health[edit]

Works as listed in PHB.

Cleansing Touch[edit]

Works as listed in PHB.

Sacred Oath[edit]

Works as listed in PHB, but the features are gained at level 5, 11, 18 and 20.

Ranger[edit]

Class Features

As a Ranger you gain the following class features.

Hit Points

Hit Dice: 1d6 per Ranger level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ranger level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength or Dexterity
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Ranger

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2
2nd +2 <!-Class Feature2-> 2
3rd +2 3
4th +2 Ability Score Improvement 3
5th +3 4 2
6th +3 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 4 3 3 3 2

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->



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