Hybrid - Class
Hybrid - Class
Mechanically, the hybrid is a tank made to sustain Also, what does your hybrid look like? Is the
blows after blows. Unlike the barbarian, who can reduce hybridization evident? Are the scars monstrous? Or do
the damage he suffers or the high AC warrior or you look perfectly normal if not for a tiny blemish like
paladin, the hybrid can heal themselves in a pinch. slit pupils? Sharp teeth? Black blood?
With that, the hybrid possesses unnatural abilities
Finally, why are you an adventurer? Was it to better
centered around utility rather than combat, be it wings,
understand yourself? A command from your bestial
a tail, the ability to weave like a spider or the ability to
self? The dream of who you were? Or is it because no
stick to walls. The hybrid class is made to be versatile
one would hire you?
and to easily fit any of the player’s wishes (as long as
Also, if your transformation is voluntary, why did you
they wish for a monster)
pick the specific monster’s Heart you did as the
Finally, the hybrid isn’t meant to deal damage, but
foundation of your transformation ?
they can reduce the damage dealt by the enemy, not
only on themselves but on other too. This addition Quick Build
prevents the enemy from just waltzing by and ignoring
the hybrid’s assault. You can create a hybrid quickly following those
suggestions. First, make your Constitution your highest
score, then pick either Strength, Dexterity or your Heart
Modifier as the second highest. Finally, pick the
outlander or urchin background.
Class Features Saving Throws: Charisma, Constitution
Skills: Choose 2 from: Acrobatics, Athletics, Stealth,
As an Hybrid, you gain the following class features Intimidation, Insight, Investigation, Survival,
Hit Points Perception
Hit Dice: 1d10 per hybrid level Equipment
Hit Points at 1st Level: 10 + your Constitution modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d10 (or 6) + your the equipment granted by your background:
Constitution modifier per hybrid level after 1st
• (a) a cimetar or (b) a long sword or (c) 2 simple
Proficiencies melee weapons
Armor: light and medium armor, shields • (a) a short bow with 20 arrows or(b) 3 javelins
Weapons: Simple weapons, cimetar, net, long and short • (a) a dungeonner’s bag or (b) an explorer’s bag
sword, morningstar, warhammer and whip • a shield, a net and a dagger
The Hybrid
Level Proficiency Bonus Gene’s Expressions Features
1st +2 2d6 - Hybrid’s Heart, Unarmoured Defense, Regeneration
2nd +2 3d6 2 Expertise, Gene’s Expressions
3rd +2 4d6 2 Hybrid’s Heart Feature
4th +2 5d6 2 Ability Score Improvement
5th +3 6d6 3 Debilitating Attack
6th +3 7d8 3 Expertise
7th +3 8d8 3 Hybrid’s Heart Feature
8th +3 9d8 3 Ability Score Improvement
9th +4 10d8 4 Unique Anatomy
10th +4 11d8 4 Superior Proficiency
11th +4 12d10 4 Bestial Nerves
12th +4 13d10 4 Ability Score Improvement
13th +5 14d10 5 Debilitating Attack improvement
14th +5 15d10 5 Hybrid’s Heart Feature
15th +5 16d10 5 Monstrous Senses
16th +5 17d12 5 Ability Score Improvement
17th +6 18d12 6 Improved Unique Anatomy
18th +6 19d12 6 Hybrid’s Heart Feature
19th +6 20d12 6 Ability Score Improvement
20th +6 21d12 6 Hard to destroy
As long as you’re within 120 feet of the place you spent 26 - Robust Immune System:
your last long rest, you have advantage on Perception or You have advantage on saving throws against diseases
Survival ability checks made to see if something’s and poison. After being put under the “poisoned”
amiss. By spending 1 action and 1 regeneration die on condition, you can use your reaction and 1 regeneration
initiative count 20 and for 1 minute, you choose one of die to get out of it.
the following effects that will affect any creature of your
choice within 120 feet of the place you last spent a long 27 - Sharp Instincts:
rest: You add your Heart Modifier to your initiative rolls. At
the end of your turn, no action required, by spending 1
regeneration die, you can reroll your initiative, you only
take the new roll if it’s higher than the previous one.
28 - Sixth Sense: 34 - Tail:
You gain proficiency in the Insight skill, if you already You possess a 15-foot tail that you can control at will.
have that proficiency, your proficiency bonus is doubled You can use the tail to manipulate an object, open an
for the Insight skill instead. By spending 1 regeneration unlocked door or container, stow or retrieve an item
die, you can know if one creature you can see is from an open container, or pour the contents out of a
charmed. vial. By spending 1 regeneration die, you can use a
bonus action to make a melee attack with a 15-foot
29 - Sonar: reach. The tail uses your strength modifier and you have
You gain blindsight to a distance of 60ft. By spending 1 proficiency with it. On a hit, the target is knocked prone
regeneration die, you can produce a 15ft cone of sound. and moved 10 feet in the direction of your choice.
Any creature in the cone must succeed on a
Constitution saving throw or take thunder damage 35 - Toughening:
equal to the result of the regeneration die + Heart When you regain hit points with your regeneration trait,
Modifier. Half damage on a success. hit points above your maximum become temporary hit
points. You can spend 1 regeneration die to reroll the
30 - Spit: dice results of your regeneration feature.
You gain a natural weapon with the thrown property to
a range of 20/60ft, you are proficient with it and it deals 36 - Tracker:
1d4 piercing damage. By spending 1 regeneration die, You gain proficiency in the Survival skill. If you already
you can make a 20ft line attack. Creatures in this line have it, you double your proficiency bonus for that skill.
must make a Dexterity saving throw against your hybrid After a successful attack against a creature, you can
abilities DC. On a failure, they take the result of one of spend 1 regeneration die. Until your next long rest, you
your regeneration dice + Dexterity modifier in damage, have advantage on Survival checks to track that
or half as much on a success. creature.
31 - Sticky: 37 - Venomous :
You have advantage when attempting to grapple a Large You can create 1 vial of poison or 1 vial of acid every
creature or smaller, and the DC to escape your grapple day. By spending 1 regeneration die, you create 1
is your hybrid abilities DC. By spending 1 regeneration common potion of healing instead
die, you are affected by a non-magical variant of the
“spider climb” spell for 1 hour.
38 - Vegetal Organs:
You gain proficiency in the Nature skill, if you already
32 - Sticky Fingers: have that proficiency, your proficiency bonus is doubled
You gain proficiency in the Sleight of Hand skill, if you for the Nature skill instead. You can spend 1 action and
already have that proficiency, your proficiency bonus is 1 regeneration die to gain the effect of the spell “Tree
doubled for the Sleight of Hand skill instead. You can Stride” until the end of your turn.
spend 1 regeneration die after hitting with a melee
attack to force the target to make a Strength saving
39 - Vocal Cords:
throw against your hybrid abilities. On a failure, you You can imitate the speech of another person or the
steal one item they are wearing or holding that you can sounds made by other creatures. You must have heard
see. If you have no free hand, the item falls in front of the person speaking or heard the creature making the
the target. sound for at least 1 minute. A successful Wisdom
(Insight) check against your Charisma (Deception)
33 - Strange Visage: check allows the listener to determine that it is an
You gain proficiency in the intimidation skill, if you imitation. You can spend a regeneration die to force a
already have that proficiency, your proficiency bonus is successful Wisdom (insight) check made against your
doubled for the intimidation skill instead. When a Charisma (deception check) while using this feature to
creature within 60ft of you that can see makes an be rerolled. The DM must take the second roll, and you
attack, you can impose disadvantage on that attack by cannot reroll it.
spending 1 regeneration die and 1 reaction.
40 - Wrestler:
You have advantage when attacking creatures you have
grappled. By spending 1 regeneration die, you impose
disadvantage on Acrobatics or Athletics checks made by
enemies you have grappled.