Hybrid (5e Variant Rule)

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.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
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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

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:

    Table: The Barbarian

    LevelProficiency
    Bonus
    FeaturesRageRage Damage
    1st+2Modified Health, Unarmored Defense--
    2nd+2Rage1+2
    3rd+21+2
    4th+2Ability Score Improvement1+2
    5th+3Primal Path, Extra Attack2+2
    6th+32+2
    7th+3Fast Movement2+2
    8th+3Ability Score Improvement2+2
    9th+4Brutal Critical2+2
    10th+43+3
    11th+4Path Feature3+3
    12th+4Ability Score Improvement3+3
    13th+5Brutal Critical3+3
    14th+5Relentless Rage3+3
    15th+54+3
    16th+5Ability Score Improvement4+3
    17th+6Brutal Critical4+3
    18th+6Path Feature4+3
    19th+6Ability Score Improvement4+3
    20th+65+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:

      Table: The Bard

      LevelProficiency
      Bonus
      FeaturesCantrips KnownSpells Known—Spell Slots per Spell Level—
      1st2nd3rd4th5th6th7th8th9th
      1st+2Spellcasting,122
      2nd+2Bardic Inspiration(d6)133
      3rd+2Song of Rest(d6)1442
      4th+2Ability Score Improvement, Extra Ability1543
      5th+3Bard College16432
      6th+3Jack of All Trades27433
      7th+3Bardic Inspiration(d8)284331
      8th+3Ability Score Improvement294332
      9th+4Song of Rest(d8)21043331
      10th+4Expertise21143332
      11th+4Bard Collage Feature212433321
      12th+4Ability Score Improvement, Extra Ability312433321
      13th+53134333211
      14th+53134333211
      15th+531443332111
      16th+5Ability Score Improvement31443332111
      17th+6expertise315433321111
      18th+6Bard Collage Feature315433331111
      19th+6Ability Score Improvement316433332111
      20th+6Bardic Inspiration(d10), Song of Rest(d10)316433332211

      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:

        Table: The Cleric

        LevelProficiency
        Bonus
        FeaturesCantrips Known—Spell Slots per Spell Level—
        1st2nd3rd4th5th6th7th8th9th
        1st+2Spellcasting, Divine Domain12
        2nd+2Divine Domain Feature13
        3rd+2Channel Divinity(1/rest)142
        4th+2Ability Score Improvement143
        5th+3Divine Domain Feature, Destroy Undead(CR 1/2)1432
        6th+32433
        7th+324331
        8th+3Ability Score Improvement, Destroy Undead(CR 1)24332
        9th+4Channel Divinity(2/rest)243331
        10th+4243332
        11th+4Divine Domain Feature, Destroy Undead(CR 2)2433321
        12th+4Ability Score Improvement3433321
        13th+534333211
        14th+5Destroy Undead(CR 3)34333211
        15th+5343332111
        16th+5Ability Score Improvement343332111
        17th+6Destroy Undead(CR 4)3433321111
        18th+6Divine Domain Feature3433331111
        19th+6Ability Score Improvement3433332111
        20th+6Channel Divinity(3/rest)3433332211

        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:

          Table: The Druid

          LevelProficiency
          Bonus
          FeaturesCantrips Known—Spell Slots per Spell Level—
          1st2nd3rd4th5th6th7th8th9th
          1st+2Druidic, Spellcasting12
          2nd+2Wild Shape, Druid Circle13
          3rd+2Druid Circle Feature142
          4th+2Ability Score Improvement143
          5th+3Druid Circle Feature1432
          6th+3Wild Shape Improvement2433
          7th+324331
          8th+3Ability Score Improvement24332
          9th+4243331
          10th+4Wild Shape Improvement243332
          11th+4Druid Circle Feature2433321
          12th+4Ability Score Improvement3433321
          13th+534333211
          14th+534333211
          15th+5343332111
          16th+5Ability Score Improvement343332111
          17th+63433321111
          18th+6Druid Circle Feature3433331111
          19th+6Ability Score Improvement3433332111
          20th+6Beast Spells, Archdruid3433332211

          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:

            Table: The Fighter

            LevelProficiency
            Bonus
            FeaturesCantrips KnownSpells Known—Spell Slots per Spell Level—
            1st2nd3rd4th
            1st+2Fighting Style--
            2nd+2Second Wind--
            3rd+2--2
            4th+2Ability Score Improvement--3
            5th+3Martial Archetype, Extra Attack113
            6th+3123
            7th+31342
            8th+3Ability Score Improvement1342
            9th+4Indomitable(one use)1342
            10th+42443
            11th+4Martial Archetype Feature2443
            12th+4Ability Score Improvement2443
            13th+5Indomitable(two use)25432
            14th+5Extra Attack(2)25432
            15th+525432
            16th+5Ability Score Improvement26433
            17th+6Indomitable(three use)26433
            18th+6Martial Archetype Feature27433
            19th+6Ability Score Improvement384331
            20th+6Martial Boon394331

            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:

              Table: The Monk

              LevelProficiency
              Bonus
              FeaturesMartial ArtsKi PointsUnarmored Movement
              1st+2Unarmored Defense, Martial Arts1d4--
              2nd+2Ki1d42-
              3rd+2Unarmored Movement1d42+5 ft.
              4th+2Ability Score Improvement1d43+5 ft.
              5th+3Monastic Tradition, Extra Attack1d43+5 ft.
              6th+3Deflect Missiles1d44+5 ft.
              7th+3Slow Falld164+10 ft.
              8th+3Ability Score Improvement1d65+10 ft.
              9th+4Stunning Strike1d65+10 ft.
              10th+4Unarmored Movement Improvement1d66+10 ft.
              11th+4Monastic Tradition Feature1d66+15 ft.
              12th+4Ability Score Improvement1d67+15 ft.
              13th+5Ki-Empowered Strikes1d87+15 ft.
              14th+5Evasion1d88+15 ft.
              15th+5Stillness of Mind1d88+20 ft.
              16th+5Ability Score Improvement1d89+20 ft.
              17th+6Diamond Soul1d89+20 ft.
              18th+6Monastic Tradition Feature1d810+20 ft.
              19th+6Ability Score Improvement1d1010+25 ft.
              20th+6Empty Body1d1012+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:

                Table: The Paladin

                LevelProficiency
                Bonus
                Features—Spell Slots per Spell Level—
                1st2nd3rd4th5th
                1st+2Lay on Hands
                2nd+2Fighting Style, Spellcasting2
                3rd+2Divine Smite3
                4th+2Ability Score Improvement3
                5th+3Sacred Oath, Extra Attack42
                6th+342
                7th+3Divine Health43
                8th+3Ability Score Improvement43
                9th+4432
                10th+4432
                11th+4Sacred Oath Feature433
                12th+4Ability Score Improvement433
                13th+5Improved Divine Smite4331
                14th+54331
                15th+5Cleansing Touch4332
                16th+5Ability Score Improvement4332
                17th+643331
                18th+6Sacred Oath Feature43331
                19th+6Ability Score Improvement43332
                20th+6Sacred oath Feature43332

                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:

                  Table: The Ranger

                  LevelProficiency
                  Bonus
                  Features—Spell Slots per Spell Level—
                  1st2nd3rd4th5th
                  1st+2
                  2nd+2<!-Class Feature2->2
                  3rd+23
                  4th+2Ability Score Improvement3
                  5th+342
                  6th+342
                  7th+343
                  8th+3Ability Score Improvement43
                  9th+4432
                  10th+4432
                  11th+4433
                  12th+4Ability Score Improvement433
                  13th+54331
                  14th+54331
                  15th+54332
                  16th+5Ability Score Improvement4332
                  17th+643331
                  18th+643331
                  19th+6Ability Score Improvement43332
                  20th+643332

                  <!-Class Feature->

                  <!-Class feature game rule information->

                  <!-Use semi-colons for subheaders->

                  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.

                  <!-Class Feature->

                  <!-Class feature game rule information->



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