Hybrid (5e Variant Rule)
Project Ending
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
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
The class built for multiclass lovers.
The Hybrid Concept
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
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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
- 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
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:
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
A Hybrid Barbarian can have a max of 1d12 for their hit die.
Unarmored Defense
Works as listed in PHB.
Rage
Works as listed in PHB.
Ability Score Increase
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
Works as listed in PHB.
Fast movement
Works as listed in PHB.
Brutal Critical
Works as listed in PHB.
Relentless Rage
Works as listed in PHB.
Primal Path
Works as listed in PHB, but the features are gained at level 5, 11 and 18.
Bard
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:
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
Works as listed in PHB.
Bardic Inspiration
Works as listed in PHB.
Song of Rest
Works as listed in PHB.
Extra Ability
When you reach 4th level, and again at 12th you can increase on ability score of your choice by 1.
Ability Score Increase
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
Works as listed in PHB.
Expertice
Works as listed in PHB.
Bard College
Works as listed in PHB, but the features are gained at level 5, 11 and 18.
Cleric
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:
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
Works as listed in PHB.
Channel Divinity
Works as listed in PHB.
Ability Score Increase
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
Works as listed in PHB.
Divine Domain
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
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:
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
Works as listed in PHB.
Spellcasting
Works as listed in PHB.
Wild Shape
Works as listed in PHB.
Ability Score Increase
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
Works as listed in PHB.
ArchDruid
Works as listed in PHB.
Druid Circle
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
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:
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
Works as listed in PHB.
Second Wind
Works as listed in PHB.
Ability Score Increase
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
Works as listed in PHB. A second attack is gained at 14th level.
Indomitable
Works as listed in PHB.
Martial Boon
At 20th level gain the standard level 18 archetype feature from your Martial archetype.
Martial Archetype
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
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:
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
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
Works as listed in PHB.
Ki
Works as listed in PHB.
Unarmored Movement
Works as listed in PHB.
Ability Score Increase
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
Works as listed in PHB.
Deflect Missiles
Works as listed in PHB.
Slow Fall
Works as listed in PHB.
Stunning Strike
Works as listed in PHB.
Ki-Empowered Strikes
Works as listed in PHB.
Evasion
Works as listed in PHB.
Stillness of Mind
Works as listed in PHB.
Diamond Soul
Works as listed in PHB.
Empty Body
Works as listed in PHB, but the features are gained at level 5, 11 and 18.
Paladin
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:
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
Works as listed in PHB.
Fighting Style
Works as listed in PHB.
Spellcasting
Works as listed in PHB.
Divine Smite
Works as listed in PHB.
Ability Score Increase
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
Works as listed in PHB.
Divine Health
Works as listed in PHB.
Cleansing Touch
Works as listed in PHB.
Sacred Oath
Works as listed in PHB, but the features are gained at level 5, 11, 18 and 20.
Ranger
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:
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 |
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Ability Score Increase
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.