Rosgath's 5e Hybrid Classes v1.0

by Rosgath

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Hybrid Classes

What are they?

Hybrid classes are a concept that was initially the Primary way of multiclassing in DnD 4e, and Pathfinder 1e has also built a number of Hybrid classes that focus on blending the core features of 2 classes to make something new and original. The following places more emphasis on bringing the 4e approach to 5e, but it also is meant as a way to build a character who pulls tools from 2 classes to work well together while working around the downfalls of Multiclassing rules.

The Basics

Making a Hybrid class is done at the time when you choose the class for your character. When you choose Hybrid class as your Class, pick 2 other classes. These are your Hybrid Sources and whenever something refers to your Hybrid Class in this document, it is referring to your combined classes. When referring to the individual class chosen, it is referring to the Hybrid Source.

Of the 2 classes you chose, choose one as your Primary Source. The other is your Secondary Source. This choice will significantly affect your Hybrid class, so choose wisely. The following table is simplified to show how your character progresses using this Hybrid Class.

Hybrid Class
Level Proficiency Bonus Features Primary Source Features Secondary Source features Hit Dice Gained
1st +2 Primary Source Feature 1 0 Primary
2nd +2 Secondary Source Feature 1 1 Secondary
3rd +2 Subclass Feature 1 1 Primary
4th +2 Ability Score Increase 1 1 Secondary
5th +3 Primary Source Feature 2 1 Primary
6th +3 Secondary Source Feature 2 2 Secondary
7th +3 Primary Source Feature 3 2 Primary
8th +3 Ability Score Increase 3 2 Secondary
9th +4 Subclass Feature 3 2 Primary
10th +4 Secondary Source Feature 3 3 Secondary
11th +4 Primary Source Feature 4 3 Primary
12th +4 Ability Score Increase 4 3 Secondary
13th +5 Subclass Feature 4 3 Primary
14th +5 Secondary Source Feature 4 4 Secondary
15th +5 Primary Source Feature 5 4 Primary
16th +5 Ability Score Increase 5 4 Secondary
17th +6 Secondary Source Feature 5 5 Primary
18th +6 Primary Source Feature 6 5 Secondary
19th +6 Ability Score Increase 6 5 Primary
20th +6 Secondary Source Feature 6 6 Secondary

Building a Hybrid Class

Once you've chosen your 2 classes to make a Hybrid of, you'll need to determine a number of things. First, the features you gain will come in the order listed in the table above. Simply put the Class features from the Hybrid Source tables (as will follow) of the Classes you chose into the Hybrid Class table above IN ORDER.

Next, determine your Hit points, Hit die, and proficiencies.

Hit points and Proficiencies

As a Hybrid class, your features are determined a bit differently than a normal class

Hit Points


  • Hit Dice: Every Odd level, add 1 hit dice of your Primary Source. Every Even level, add 1 hit dice of your Secondary Source, as described in the table above.
  • Hit Points at 1st Level: The maximum hit points of your Primary Source
  • Hit Points at Higher Levels: When you gain a level, use the hit dice you gained at that level to determine how many hit points you gained. For example, if you are a Fighter(Primary)/Wizard(secondary) Hybrid, you would roll a d6 for hit points at 2nd level, and a d10 for hit points at 3rd level.

Proficiencies


  • Armor: You gain all Armor proficiencies shared by both your Hybrid Sources. See the individual Hybrid Sections for additional Proficiencies.
  • Weapons: You gain All weapon proficiencies shared both by your Hybrid Sources. See the individual Hybrid Sections for additional Proficiencies.

  • Saving Throws: Each Hybrid Source offers a different proficiency if it is your Primary or Secondary Source, as listed in parentheses in the Hybrid Source table features below.
  • Tools and Skills: See the individual Hybrid Sources for skill and tool Proficiencies. Each Source has it's own choices that it grants.

Starting Equipment

Due to the diverse nature of Starting Equipment, all Hybrid classes have the starting wealth of 5d4 gp by default.

Choosing a Subclass

A subclass is a term broadly used to describe things like Martial Archetypes(Fighter), Patrons(Warlock), Oaths(Paladin), or any other major choice that grants additional features later in your class progression. You may choose a Subclass only from your Primary Source. Some Secondary Sources allow you to make some limited choices from a subclass, but you only gain those specific features not any others.

When you gain a subclass feature you gain it IN THE ORDER OF LEVELS, LOWEST TO HIGHEST. You only gain the first 3 subclass features, even if your choice of subclass would normally gain more.

Class Features

Unless otherwise mentioned on the Hybrid Source page, the listed Class features function identically to how the Standalone class features do, replacing references to the standalone class with your Hybrid Class. Some class features may have modest changes to accommodate the Hybrid Class system. Said changes will be listed on the Hybrid Source page.

Overlapping Abilities

There are a number of abilities that can be found on multiple different Hybrid Source lists. Spellcasting, Extra Attack, and others are common enough that you'll need to know how to handle the overlap.

Spellcasting

Spellcasting is a feature of many classes. Each Hybrid Source will tell you what the progression level of the Source is. If no Progression is listed, the Source doesn't have spellcasting. When determining what level of spells you can learn, as well as your spellslots available add together the progression level of both your Hybrid Sources, then multiply it by your total level of Hybrid class (Round down, Minimum of 1). The result is what you would consider your class level of either your Primary or Secondary class for the level of spells you can learn. To determine your spellslots available, use the table under the multiclassing section of the PHB, using the above calculation as your total levels for that table.

If you have a Spellcasting feature from both classes, but they have different spellcasting abilities, use the spellcasting ability of your Primary Source for all spellcasting gained from your Hybrid class

To determine the number of spells 1st level or higher you may have prepared/spells known use your Hybrid Class level for Both classes, then divide that amount by 2 (rounded down). (You do not use Progression Level for this) The normal rules apply for spells that you know or prepare, however you may choose from either spell list for any spells you have known/Prepared.

If you choose the Eldritch Knight or Arcane Trickster Subclasses, you do not gain Spellcasting progression as normal. Instead add half your proficiency bonus (rounded down) to any Spellcasting progression you already have (if any) after you calculate for Progression level. Determining the maximum level and number of spells you have known following the outlined rules above.

For example, Brodyn the 8th level Ranger(Primary)/Sorcerer(Secondary) wants to work out how their spellcasting works. First, we'll determine the highest level of spells and spellslots available to Brodyn. Because Ranger is 1/4 Progression and Sorcerer is 1/2 his total Spellcasting progression is 3/4. 3/4 of 8 is 6. A 6th level spellcaster from the Multiclass table has 4 1st level spellslots, 3 2nd level spellslots, and 3 3rd level spellslots. Because a 6th level Sorcerer can prepare up to 3rd level spells, Brodyn can prepare up to 3rd level sorcerer spells. Because a 6th level Ranger can only prepare up to 2nd level spells, Brodyn can only prepare up to 2nd level Ranger spells. Now, how many spells can Brodyn know/prepare? An 8th level Sorcerer can know up to 9 spells, and an 8th level ranger can prepare up to 5 spells. Adding these together and dividing in half, Brodyn can prepare a total of 7 spells per day from either Sorcerer or Ranger spells. Because Ranger is Brodyn's Primary Source, Wisdom is their Spellcasting ability for All spells they cast, Sorcerer or Ranger.

Pact Magic and Spellcasting

If you choose Warlock as one of your Hybrid Sources with another Spellcaster, you do not gain the Pact Magic Slots separately as with Multiclassing. Instead, a number of your normal spellslots equal to the listed Pact Magic Spell slot level and number of slots in the Warlock Hybrid Source table are replaced with Pact Magic Slots. These slots are regained after finishing a Short or Long rest, but otherwise function as normal spellslots.

Ritual Casting

Ritual Casting is separated from all Spellcasting features in this system and present to the individual Hybrid Source at a later level. When you gain Ritual casting, it applies to any spells on your Hybrid Class spell list with the Ritual Tag.

Spellcasting Foci

You may use any Spellcasting focus listed on either spellcasting feature for all spellcasting granted by your Hybrid Class.

Extra Attack

If either of your chosen classes gets the Extra Attack Feature, you ALWAYS gain that feature at 5th level, even if the table above indicates otherwise.

If your Secondary Source gains Extra Attack and your Primary Source does not, replace the Primary Source feature gained at 5th level with the Extra Attack feature gained from your Secondary Source, and the Secondary Source feature gained at 6th level with your next Primary Source feature.

If Both your Primary and Secondary Sources gain the Extra attack feature, skip the Extra Attack feature from your Secondary Source. (Note: this does not apply to Extra Attack(2) if your Secondary Source is Fighter) Move any features other than Extra Attack that you would normally gain or advance when gaining that feature from your Secondary source to the next time you gain a Secondary source feature.

If your chosen subclass grants an Extra Attack Feature replace the Subclass feature you would gain at 9th level with the next Primary Source feature in your list.

Evasion

If you choose to make a Monk/Rogue Hybrid the Evasion feature would appear twice on your list of Abilities. In this case, Skip the Evasion feature from your Secondary Source.

Unarmored Defense

If you choose to make a Monk/Barbarian Hybrid you gain the Unarmored defense feature twice. You may choose Any combination of 10 + 2 of the following Ability Modifiers to determine your AC: Dexterity, Wisdom, Constitution.

Additionally, if either of your Hybrid Sources has the Unarmored Defense feature, you always gain that feature at 1st level.

Channel Divinity

If you choose to make a Cleric/Paladin Hybrid you gain the Channel Divinity feature twice. You do not gain additional uses of the feature when you get it from your Secondary Source. Instead, you may choose a Subclass that would normally apply to your Secondary Source and you add that Channel Divinity feature as an option to use with your Channel Divinity feature.

The Hybrid Sources

Artificer

1/4 Spellcasting Progression

Artificer Hybrid
Feature Order Features Infusions Known Infused Items
1st Spellcasting, Magical Tinkering
2nd Infuse Item 4 2
3rd Tool Expertise, Ritual Casting 6 3
4th Flash of Genius 8 4
5th Magic Item Adept 8 4
6th Spell-Storing Item 10 5
7th Magic Item Savant 10 5

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 +Constitution Modifier

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Firearms (Only gained if Firearms are in your campaign)
  • Tools: Tinker's Tools and one type of Artisan's Tools of yoru Choice

  • Saving Throws: Constitution(Primary), Intelligence(Secondary)
  • Skills: Choose one from Arcana, History, Investigation, Medicine, Nature, Perception, and Slight of Hand
  • Spellcasting Ability: Intelligence

Barbarian

Barbarian Hybrid
Feature Order Features Rage uses Rage damage
1st Rage, Unarmored Defense 2 2
2nd Extra Attack 2 2
3rd Reckless Attacks, Fast Movement 3 2
4th Brutal Critical, Furious Focus** 3 3
5th Relentless Rage 4 3
6th Persistent Rage 4 3
7th Primal Champion 4 3

Class Features

  • Hit Dice: 1d12
  • First Level Hit Points (Primary): 12 +Constitution Modifier

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution(Primary), Strength(Secondary)
  • Skills: Choose 1 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Furious Focus

**This feature is only available to you if your other Hybrid Source has a Spellcasting or Pact Magic feature.

When you gain this feature, if you are Concentrating on a spell and attempt to use your Rage feature you may attempt a Concentration check DC = 15 + the level of the spell you are concentrating on before entering the Rage. On a success, you maintain concentration of the spell and still enter your Rage, ignoring the normal limitation on spellcasting. On a failure the spell is lost and you enter your Rage normally. Alternatively, you may attempt to cast a spell while Raging using the same DC Concentration check, though you may not cast a spell that requires concentration this way. You may only successfully use this feature once before you must finish a Long rest to be able to do so again.

Bard

1/2 Spellcasting Progression

Bard Hybrid
Feature Order Features Inspiration Die
1st Spellcasting, Bardic inspiration* d6
2nd Expertise, Ritual Casting d6
3rd Font of Inspiration d8
4th Jack of All Trades, Song of Rest(d6) d8
5th Magical Secrets d10
6th Song of Rest (d8), Magical Secrets d10
7th Ability Score Increase d10

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 + Constitution Modifier

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: A musical Instrument of your choice

  • Saving Throws: Dexterity(Primary), Charisma(Secondary)
  • Skills: Choose any 1 skill.
  • Spellcasting Ability: Charisma

Hybrid Bardic Inspiration

If Bard is your Secondary source and your Primary source also has a spellcasting ability, you may use your Hybrid Class Spellcasting ability to determine how many uses you have of Bardic Inspiration.

Cleric

1/2 Spellcasting Progression

Cleric Hybrid
Feature Order Features Channel Divinity Uses
1st Spellcasting 1
2nd Channel Divinity* 1
3rd Destroy Undead(CR1), Ritual Casting 1
4th Channel Divinity(2 uses) 2
5th Divine Intervention 2
6th Destroy Undead(CR3) 2
7th Ability Score Increase 2

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 + Constitution Modifier

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Wisdom(Primary), Charisma(Secondary)
  • Skills: Choose 1 from History, Insight, Medicine, Persuasion, and Religion.
  • Spellcasting Ability: Wisdom

Divine Domains

Divine domains often provide extra Armor and Weapon proficiencies that would otherwise allow a player to get access to proficiencies that they should not without taking additional feats. Under the Hybrid Class system, any Weapon or Armor proficiencies gained by your Divine Domain are added to the default proficiencies of your class when/if you take it, meaning that if they are not shared with your other Hybrid Source, you do not gain them.

Channel Divinity Rules

*If Cleric is your Primary Source, you instead gain the Channel Divinity feature with your first Subclass Feature at 3rd level. If Cleric is your Secondary source, you may choose a Divine Domain when you gain this feature and gain the ability to use it's Channel Divinity option with your Channel Divinity feature in addition to Turn Undead and any others you have.

Druid

1/2 Spellcasting Progression

Druid Hybrid
Feature Order Features Wildshape Uses
1st Spellcasting, Wildshape* 1
2nd Wild Shape Improvement 2
3rd Ritual Casting 2
4th Timeless Body 2
5th Beast Spells 2
6th 2
7th Ability Score Increase 2

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 + Constitution Modifier

Proficiencies


  • Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit

  • Saving Throws: Wisdom(Primary), Intelligence(Secondary)
  • Skills: Choose 1 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
  • Spellcasting Ability: Wisdom

Wildshape Exception

*Because Wildshape is such a distinctive Druid feature as well as it's interaction with Druid Subclasses, it is given as the first class feature even if it is your Primary Source. Due to this, it is limited to only 1 use until you get your Second Class feature from the Druid Hybrid Source.

Fighter

Fighter Hybrid
Feature Order Features
1st Fighting Style, Second Wind
2nd Extra Attack
3rd Action Surge
4th Indomitable
5th Extra Attack (2)
6th Action Surge (2 uses)
7th Ability Score Increase

Class Features

  • Hit Dice: 1d10
  • First Level Hit Points (Primary): 10 + Constitution Modifier

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution(Primary), Strength(Secondary)
  • Skills: Choose 1 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Special Fighter Armor Proficiency

If you choose Fighter as one of your Hybrid Sources and the other Hybrid Source chosen does not have at proficiency in Light Armor, Medium armor, and Shields, you may treat that source as though it does have those proficiencies.

Monk

Monk Hybrid
Feature Order Features Martial Arts Die Ki points Unarmored movement
1st Martial Arts, Unarmored Defense d4
2nd Extra Attack, Unarmored Movement d6 3 +10
3rd Deflect Missles, Ki Empowered Strikes, Mainfest Ki* d6 5 +10
4th Evasion d8 7 +15
5th Unarmored Movement Improvement, Tongue of the Sun and Moon d8 9 +15
6th Diamond Soul d10 11 +20
7th Perfect Self d10 11 +20

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 + Constitution Modifier

Proficiencies


  • Armor: none
  • Weapons: Simple Weapons, Short Swords
  • Tools: Any one type of Artisan's Tools or Musical intstrument of your choice

  • Saving Throws: Dexterity(Primary), Strength(Secondary)
  • Skills: Choose 1 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Ki on the Monk Hybrid

Ki is in an awkward spot in Hybrid classes as it's very strong to move to first level, but is also necessary for Monk Subclasses. Because of this, any time the Monk is one of your Hybrid Sources you gain the Ki feature at 3rd level when you gain your subclass, with the number of Ki points listed on the 2nd Feature line of the table, and following the values on the table at higher levels.

Additionally, if your other Hybrid source has a spellcasting or Pact Magic feature, you may use Wisdom as your Spellcasting Ability. If your Primary source has a Spellcasting or Pact Magic Feature, you may use that Spellcasting ability to determine your Ki save DC instead of Wisdom.

Hybrid Monk Unarmored Defense

If your other Hybrid Source has a Spellcasting or Pact Magic feature, you may replace Wisdom with that Ability Score for your Unarmored Defense Feature.

Manifest Ki

You gain this feature only if your other Hybrid Source has a Spellcasting ability.

When you gain this feature, you learn to blend your internal reserves of Ki with the Magic you can manifest. You may form Spellslots with your Ki as part of casting a spell. To do so, you expend a number of Ki points equal to 1 + twice the level of the spellslot formed. Alternatively, you can increase the level of a Spellslot you expend by expending 1 Ki point for each level you wish to increase the level of the spellslot by. You cannot raise the level of a spellslot this way to a higher level than your Proficiency bonus.

Paladin

1/4 Spellcasting Progression

Paladin Hybrid
Feature Order Features Lay on Hands pool
1st Fighting Style, Spellcasting*
2nd Extra Attack, Lay on Hands 15
3rd Divine Smite 25
4th Aura of Protection 35
5th Improved Divine Smite 45
6th Cleansing Touch 55
7th Aura Improvements 55

Class Features

  • Hit Dice: 1d10
  • First Level Hit Points (Primary): 10 + Constitution Modifier

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution(Primary), Strength(Secondary)
  • Skills: Choose 1 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
  • Spellcasting Ability: Charisma

Channel Divinity Rules

While it is not listed on these features, if you choose Paladin as a Hybrid Source you gain access to Channel Divinity at 3rd level when you gain your Subclass feature. If Paladin is your Secondary source, you may still choose a Paladin Oath to gain the Channel Divinity Options from, though you don't gain any other features from the Subclass.

Lay on Hands Hybrid

Your Lay on Hands pool does not increase based on your Hybrid Class level, like the Paladin Standalone does. Instead it increases at the values listed in the table above.

Special Note for Paladin Spellcasting

Though Paladins don't normally gain Spellcasting until 2nd level, if Paladin is your Primary source this could result in you gaining Paladin Spellcasting at 1st level. If this is the case, treat your Hybrid as though they were a 2nd level Standalone Paladin for the purposes of your Spellcasting ability until they reach 2nd level.

Paladin Armor Proficiencies

If your other Hybrid Source does not have proficiency in Light Armor and/or Shields, you may treat it as though it does when you choose Paladin as a Hybrid Source.

Ranger

1/4 Spellcasting Progression

Ranger Hybrid
Feature Order Features
1st Deft Explorer, Spellcasting*
2nd Extra Attack
3rd Fighting Style, Favored Foe
4th Primal Awareness
5th Deft Explorer Improvement.
6th Vanish
7th Deft Explorer Improvement

Class Features

  • Hit Dice: 1d10
  • First Level Hit Points (Primary): 10 + Constitution Modifier

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Dexterity(Primary), Strength(Secondary)
  • Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  • Spellcasting Ability: Wisdom

Special Note for Ranger Spellcasting

Rangers don't normally gain Spellcasting until 2nd level, if Ranger is your Primary source this could result in you gaining Ranger Spellcasting at 1st level. If this is the case, treat your Hybrid as though they were a 2nd level Standalone Ranger for the purposes of your Spellcasting ability until they reach second level

Rogue

Rogue Hybrid
Feature Order Features Sneak Attack
1st Sneak Attack 1d6
2nd Expertise 2d6
3rd Uncanny Dodge 3d6
4th Evasion 4d6
5th Reliable Talent 5d6
6th Blindsense 6d6
7th Ability Score Increase 6d6

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 + Constitution Modifier

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: Thieves Tools

  • Saving Throws: Dexterity(Primary), Intelligence(Secondary)
  • Skills: Choose 2 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and Stealth.

Hybrid Cunning Action

Many Rogue subclasses refer to adding an extra way of using your Cunning Action. Because of this, you gain your Cunning Action feature at 3rd level with your Subclass when you choose Rogue as one of your Hybrid Sources.

Sorcerer

1/2 Spellcasting Progression

Sorcerer Hybrid
Feature Order Features Sorcery Points
1st Spellcasting
2nd Metamagic 3*
3rd 5
4th Metamagic 7
5th 9
6th Sorcerous Restoration 11
7th Ability Score Increase 11

Class Features

  • Hit Dice: 1d6
  • First Level Hit Points (Primary): 6 + Constitution Modifier

Proficiencies


  • Armor: None
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: none

  • Saving Throws: Constitution(Primary), Charisma(Secondary)
  • Skills: Choose 1 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
  • Spellcasting Ability: Charisma

Hybrid Font of Magic

Font of Magic gives the Sorcerer access to Sorcery points, among other things. Because a number of Sorcerer subclasses make use of these, you gain the Font of Magic feature at 3rd level with your first Subclass feature when you choose Sorcerer as a Hybrid Source. You start with the number of Sorcery points on the second feature line of the Sorcerer Hybrid Table, and gain sorcery points according to the table at later levels.

Hybrid Metamagic

Anytime a Metamagic option refers to your Charisma modifier, you may replace it with your Hybrid Spellcasting Ability modifier instead.

Warlock

1/2 Spellcasting Progression*

Warlock Hybrid
Feature Order Features Spell slot Level Spell slots Invocations Known
1st Pact Magic 1st 1
2nd Warlock Invocation 2nd 2 1
3rd Pact Boon 3rd 2 2
4th 4th 2 3
5th 5th 2 4
6th Mystic Arcanum (6th level) 5th 3 5
7th Eldritch Master 5th 3 5

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 + Constitution Modifier

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: none

  • Saving Throws: Wisdom(Primary), Charisma(Secondary)
  • Skills: Choose 1 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
  • Spellcasting Ability: Charisma

Hybrid Mystic Arcanum

While normally class features are not dependant at all on the other Hybrid Source taken, the Mystic Arcanum are only gained if your other Hybrid Source also has a Spellcasting Feature.

Hybrid Invocations

You may treat your Hybrid class as your Warlock Class level for the purposes of qualifying for any Invocations you wish to learn. Additionally, Anytime an Invocation refers to your Charisma modifier, you may replace it with your Hybrid Spellcasting Ability modifier instead.

Hybrid Pact Magic

The number and level of spell slots you have from your Warlock Hybrid source use the Table above instead of the normal Pact Magic Slot progression. If your other Hybrid Source does not have a Spellcasting feature you only gain the Pact Magic slots. It is otherwise treated as normal spellcasting for determining your Spellcasting progression.

Wizard

1/2 Spellcasting Progression

Wizard Hybrid
Feature Order Features
1st Spellcasting*
2nd Ritual Casting*
3rd
4th
5th Spell Mastery
6th
7th Ability Score Increase

Class Features

  • Hit Dice: 1d6
  • First Level Hit Points (Primary): 6 + Constitution Modifier

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings quarterstaffs, light Crossbows
  • Tools: none

  • Saving Throws: Wisdom(Primary), Intelligence(Secondary)
  • Skills: Choose 1 from Arcana, History,Insight, Investigation, Medicine, and Religion
  • Spellcasting Ability: Intelligence

Glossary

I recognize that I regularly am using some terms throughout this document that may not be 100% clear to you if you're unfamiliar with it. Listed here are definitions to those terms.

Hybrid Class

The end result of your Hybrid, after you've finished putting together Hybrid Sources.

Hybrid Source

The individual choices of Standalone classes you make to build your Hybrid Class. They are named after the classes they draw class features from.

Standalone Class

This is the source class, or the normal classes presented in officially printed materials (i.e. Artificer, Barbarian, Wizard, etc.), used to make the Hybrid Sources.

Primary/Secondary Source

When building your Hybrid class you choose 2 sources. The Primary source is the source that determines most other features in your Hybrid Class. The Secondary source offers your remaining class features.

Progression level

Specifically, this refers to Spellcasting Progression. Hybrid Sources generally use the same progression that their Standalone classes do, but reduced to half.

FAQ

Why use this instead of Multiclassing?

There are a number of issues with multiclassing. The system doesn't do a great job of making you feel like the features mesh together well with only a few exceptions. Additionally, Multiclasses often suffer from being MAD(Multi-ability Dependant) but Also suffer from losing ASIs. This system allows you to get both the ASIs you were missing out on, as well as be more SAD(Single Ability Dependant) to make it easier to build a character who is effective at what they were made to do.

Multiclassing handles spellcasting and overlapping features. . . oddly. While it's alright that you don't get access to the higher level spells of a full caster, it often feels like you are getting punished multiple times for choosing to multiclass, which I don't think is right.

Furthermore, Multiclassing tends to make taking a 1 to 3 level dip into another class very strong initially or makes a particular multiclass simply be non-functional until it gets certain features.. This system pushes to move away from that, rewarding dedicating yourself to 2 disciplines fully rather than getting a lot out of a small investment, or requiring particular features. Ideally you should get more than 50% of the class features from each Hybrid Source, as often characters don't progress in a simple Linear fashion, but rather in an accelerating curve. There is a good chance this will make Hybrid classes more powerful than Standalone classes, and I invite anyone to use this to playtest and help me work out the kinks in this system so that isn't the case.

Can I use Multiclassing with this?

While I would generally say you shouldn't, technically the Hybrid class system is compatible with Multiclassing. Talk to your GM (or if you're a GM, think it over carefully) if they will allow it. While a Hybrid class is considered a single class for the purposes of your total class level, it is considered to be both classes for Multiclassing so you cannot take levels in a class that you also have a Hybrid Source of. (i.e. You can't go Rogue(Primary)/Sorcerer(Secondary) and take levels in either Rogue or Sorcerer as a standalone class.)

For GMs: If you do allow multiclassing with Hybrid classes, I recommend requiring the Hybrid class be taken at level 1, and I Strongly recommend against allowing a player to take multiple Hybrid Classes. The system can be a bit more complicated than normal multiclassing, and adding additional levels of complexity with Multiclassing/Hybrid can make a mess of things.

There are more Features than I get in the Hybrid Source features table! Why?!?

Some overlapping class features may make you replace 1 feature with another, or cause you to skip a Secondary or Primary Source feature. To accomodate this, an extra feature is added for you to gain so you aren't left with dead levels at the end. You may not get that last feature, and that's OK. I plan on filling out the final features better in a later Version.

Spellcasting is WAY more complicated! WTFmate?

Yup, Spellcasting is definitely a lot more complicated with this system. This is meant as an alternate approach to Multiclass spellcasting that should allow you to still progress to higher level spells, but just not as quickly (unless you're Hybrid classing 2 casters of the same progression, then you still get normal spellcasting progression). The result is something rather clunky and I'd love something smoother. Feedback on a better system than this would be greatly appreciated.

Why are some features gained at different levels/order than the Standalone version?

A lot of features are gained earlier on Standalone classes because they are core features of how that class will function. Without those, the class has no real options during combat. Because Hybrid classes offer a larger variety of early level features, this means some things can be pushed back (such as Action Surge or Divine Smite).

What about Optional Class Features?

I intentionally avoided adding the TCoE Optional class features with the exception of those for the Ranger. The Ranger is generally considered much better off with those, and the rest are just what their name implies; optional. If your GM would like to make them available to you, talk to them.

For GMs: If you make Optional class features available, first make sure the character has access to the necessary resources to use them (Such as Ki for Monks) and consider giving them about 2-4 Hybrid class levels later than the Standalone Class would have them available (depending on how high level the party already is).

An Example Character

Because this system can be pretty in depth, I wanted to include an example character, with their Hybrid Class table, to show how this can work. The following is Martin, the Goblin Monk(Primary)/Paladin(Secondary).

First, let's build Martin's Hybrid Class feature table!

Martin's Monk/Paladin
Level Proficiency Bonus Features Ki points Martial Arts Die Unarmored Movement Lay on Hands pool 1st level Spellsots 2nd level Spellslots
1st +2 Martial Arts, Unarmored Defense d4
2nd +2 Spellcasting, Fighting Style d4 2
3rd +2 Subclass Feature 3 d4 2
4th +2 Ability Score Increase 3 d4 2
5th +3 Extra Attack, Unarmored Movement 3 d6 +10 2
6th +3 Lay on Hands, Divine Smite 3 d6 +10 15 2
7th +3 Deflect Missles, Ki Empowered Strikes, Manifest Ki 5 d6 +10 15 2
8th +3 Ability Score Increase 5 d6 +10 15 3
9th +4 Subclass Feature 5 d6 +10 15 3
10th +4 Aura of Protection 5 d6 +10 25 3
11th +4 Evasion 7 d8 +15 25 3
12th +4 Ability Score Increase 7 d8 +15 25 3
13th +5 Subclass Feature 7 d8 +15 25 3
14th +5 Improved Divine Smite 7 d8 +15 35 3
15th +5 Unarmored Movement Improvement, Tongue of the Sun and Moon 9 d8 +20 35 3
16th +5 Ability Score Increase 9 d8 +20 35 4 2
17th +6 Cleansing Touch 9 d8 +20 45 4 2
18th +6 Diamond Soul 11 d10 +20 45 4 2
19th +6 Ability Score Increase 11 d10 +20 45 4 2
20th +6 Aura Improvements 11 d10 +20 55 4 3

It can take us a good minute to get it together, but once we do we can just reference this one table for the rest of the lifetime of the character. The Table does look pretty feature heavy, but it's not far off from the number of Features a Standalone Monk would get. Now lets put together his default features and Proficiencies

Class Features

  • Hit Dice: 1d8
  • First Level Hit Points (Primary): 8 + Constitution Modifier

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Shortswords
  • Tools: Any one type of Artisan's Tool or Musical Instrument

  • Saving Throws: Dexterity, Strength
  • Skills: Choose 1 from Acrobatics, Athletics, History, Insight, Religion, and Stealth. and 1 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
  • Spellcasting Ability: Charisma

Martin chose Charisma as his spellcasting ability because his Aura of Protection will always work off of Charisma, so because the Monk features will change to accommodate that he stuck with Charisma.

Notice that Martin's Lay on Hands pool scales a bit oddly. This is because he skipped his Extra Attack Feature, which is the level he normally would have gotten it. All of his other features gained at that time were pushed back onto his 6th level Secondary source feature as well. This is the expected result. If you would advance in other class features when one class feature is to be skipped, you still do so as soon as you would gain the next Hybrid Source feature from that Hybrid Source.

Martin is still level 1, so he hasn't chosen a Subclass yet. However, he does have all the other features he will get at higher levels laid out.

 

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