Hybrid Subclasses (5e Variant Rule)

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Hybrid Subclasses[edit]

This supplement seeks to create mechanically effective subclasses for each class that emulates the abilities of other classes by creating features that synergize with the subclass's class. This is an option to expand upon the effectiveness of character builds and concepts that normally require multiclassing.

Barbarian Hybrid Subclasses[edit]

Path of the Zealot already acts as a suitable hybrid subclass between Barbarians and Paladins. Likewise, Path of Wild Magic acts as a suitable hybrid subclass between Barbarians and Sorcerers.

Path of the Skald[edit]

This primal path is a hybrid subclass between Barbarians and Bards.

Empath

Starting at 3rd level, you gain the ability to cast spells to affect others. A number of times equal to 1 + a quarter of your Barbarian level (rounded up) between long rests, you can cast one of the following spells without providing material components or using a spell slot: bane, charm person, cure wounds, dissonant whispers, and heroism. Charisma is your spellcasting ability for these spells.

You can cast these spells targeting only yourself during your rage. Spells cast during your rage don't require concentration but end when your rage ends.

Starting at 10th level, you can also use this feature to cast comprehend languages and silence. Starting at 14th level, you can also use this feature to cast enhance ability and fear.

Skaldic Inspiration

Also at 3rd level, you gain the ability to inspire yourself and your allies to fight. As a reaction whenever a creature you can see within 60 feet of you makes an attack roll, takes damage, or regains hit points, you can roll a d6 and add it to the result.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

At 10th level, the die you roll with this ability becomes a d8.

Cunning Rage

Starting at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Expertise

At 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Pilgrim

Starting at 14th level, you are always under the effects of the Tongues spell.

Skald

Also at 14th level, whenever you use your action to cast a spell or make a skill check, you can make one weapon attack as a bonus action.

Path of the Divine[edit]

This primal path is a hybrid subclass between Barbarians and Clerics.

Divine

Starting at 3rd level, you gain the ability to cast spells that invoke divinity. A number of times equal to 1 + a quarter of your Barbarian level (rounded up) between long rests, you can cast one of the following spells without providing material components or using a spell slot: bless, cure wounds, detect evil and good, guiding bolt, and shield of faith. Wisdom is your spellcasting ability for these spells.

You can cast these spells targeting only yourself during your rage. Spells cast during your rage don't require concentration but end when your rage ends.

Starting at 10th level, you can also use this feature to cast healing word and spiritual weapon. Starting at 14th level, you can also use this feature to cast aid and spirit guardians.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Holy Rage

Starting at 6th level, whenever you deal damage with a weapon to a fiend or undead while raging, you deal an additional 1d6 radiant damage to that creature. An undead creature of CR 1/2 or lower that takes this damage must make a saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the undead is destroyed.

At 10th level, the CR of undead increases to 1. At 14th level, the CR of increases to 2.

Divine Inspiration

Starting at 10th level, whenever you fail an attack roll or saving throw, you can use your reaction to add 10 to the result. Once you use this ability, you cannot use it again until you enter a rage or finish a long rest.

Blessed Critical

Starting at 14th level, the damage dealt by your Brutal Critical feature becomes radiant. Additionally, your weapon attacks ignore resistance and treat immunity as resistance.

Path of the Wild[edit]

This primal path is a hybrid subclass between Barbarians and Druids.

Primal Seeker

Starting at 3rd level, you gain the ability to cast spells that invoke the power of the wild. A number of times equal to 1 + a quarter of your Barbarian level (rounded up) between long rests, you can cast one of the following spells without providing material components or using a spell slot: absorb elements, cure wounds, detect poison and disease, longstrider, and speak with animals. Wisdom is your spellcasting ability for these spells.

You can cast these spells targeting only yourself during your rage. Spells cast during your rage don't require concentration but end when your rage ends.

Starting at 10th level, you can also use this feature to cast jump and protection from poison. Starting at 14th level, you can also use this feature to cast enhance ability and call lightning.

Shape of the Wilds

At 3rd level, you can use your bonus action to transform into a beast of CR 1/4 or lower using the rules of wildshape. Once you have used this ability, you must finish a short or long rest before you can use it again.

At 6th level, the CR of beast you can transform into increases to 1/2. At 10th level, the CR increases to 1.

Rage of Shaping

Starting at 6th level, you can use your Shape of the Wilds as a free action whenever you enter a rage. Additionally, whenever you transform, you gain a number of temporary hit points equal to 5 + your Barbarian level.

Primal Health

Starting at 10th level, you are immune to poison damage, poisons, and disease.

Primal Shapes

Starting at 14th level, you can use your Shape of the Wild feature twice between short or long rests, and when you do so, you regain one use of rage.

Path of the Hero[edit]

This primal path is a hybrid subclass between Barbarians and Fighters.

Improved Critical

Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Second Wind

Also at 3rd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Barbarian level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Style

Starting at 10th level, you gain the benefits of a Fighting Style available to the Fighter class.

Unkillable Rage

Starting at 14th level, you attain the pinnacle of your rage. At the start of each of your turns while raging, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.

Path of the Martial Artist[edit]

This primal path is a hybrid subclass between Barbarians and Monks.

Flurry of Blows

Starting at 3rd level, immediately after you take the attack action on your turn, you can use your bonus action to make two unarmed strikes. Once you have used this feature, you must finish a short or long rest before you can use it again.

You can use this bonus action at-will while raging.

Martial Arts

Also at 3rd level, your unarmed strikes and weapons you are proficient with cannot deal less than 1d4 damage. You can add your rage damage to the damage dealt by your unarmed strikes while raging.

At 6th level, the damage of this feature increases to 1d6. At 14th level, the damage of this feature increases to 1d8.

Magical Fists

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Fast Movement

Starting at 10th level, your walking speed increases by 10 feet again. Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move.

Unassailable

Starting at 14th level, you gain proficiency in all saving throws. While raging, you have advantage on saving throws.

Path of the Explorer[edit]

This primal path is a hybrid subclass between Barbarians and Rangers.

Canny

At 3rd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Rage of the Hunter

Starting at 3rd level, when you enter a rage, you come under the effects of Hunter's Mark. The spell doesn't require concentration and lasts until your rage ends.

Explorer

Starting at 6th level, you gain climbing and swimming speeds equal to your walking speed, unless they were already higher.

Rage of the Forest

Also at 6th level, your AC can't be lower than 16 while raging.

Fighting Style

Starting at 10th level, you gain the benefits of a Fighting Style available to the Ranger class.

Veiled Rage

Starting at 14th level, whenever you enter a rage, you become invisible (see the condition) until the start of your next turn.

Path of the Assassin[edit]

This primal path is a hybrid subclass between Barbarians and Rogues.

Bonus Proficiencies

At 3rd level, you gain proficiency with the disguise kit, thieves' tools, and poisoner's kit.

Relentless Strikes

Starting at 3rd level, whenever you use your Relentless Attack feature, add 1d6 to the damage dealt by any attack roll you make with advantage until the start of your next turn.

At 10th level, this damage increases by 1d6.

Improved Danger Sense

Starting at 6th level, you have resistance to all damage from attacks that don't have advantage against you and against effects that require a Dexterity saving throw.

Expertise

At 10th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Path of the Pact[edit]

This primal path is a hybrid subclass between Barbarians and Warlocks.

Eldritch Invocation

At 3rd level, you gain the benefits of one Eldritch Invocation that doesn't require a spell slot to use and that doesn't have any prerequisites.

At 6th, 10th, and 14th levels, you can choose one more Eldritch Invocation in this way. You can use your Barbarian level as the level requirement for an Eldritch Invocation.

Pact Servant

Starting at 3rd level, you gain the ability to cast spells that invoke the power of an otherworldly patron. A number of times equal to 1 + a quarter of your Barbarian level (rounded up) between long rests, you can cast one of the following spells without providing material components or using a spell slot: armor of agathys, cause fear, hellish rebuke, hex, protection from evil and good. Charisma is your spellcasting ability for these spells.

You can cast these spells targeting only yourself during your rage. Spells cast during your rage don't require concentration but end when your rage ends.

Starting at 10th level, you can also use this feature to cast charm person and mirror image. Starting at 14th level, you can also use this feature to cast darkness and dispel magic.

Otherworldly Rage

Starting at 6th level, your weapon attacks made while raging are considered magical.

Otherworldly Vigor

Starting at 10th level, your hit point maximum increases by 10. Whenever you gain a level in this class, your hit point maximum increases by 1.

Otherworldly Arcanum

Starting at 14th level, whenever you finish a long rest, choose one spell of 3rd level, one spell of 2nd level, and one spell of 1st level each from the Warlock spell list. You can cast each of those spells once before your next long rest. Spells cast in this way don't require concentration and can be cast while raging.

Path of the Scholar[edit]

This primal path is a hybrid subclass between Barbarians and Wizards.

Cantrips

At 3rd level, you learn one cantrip of your choice from the Wizard spell list that deals damage. Whenever you finish a long rest, you can switch out this cantrip for another from the Wizard spell list that also deals damage. You can cast this cantrip while raging, and it benefits from your rage damage.

At 10th level, you learn one additional cantrip in this way.

Wizardry

Starting at 3rd level, you gain the ability to cast spells from intuition and study. You can cast one of the following spells as rituals without providing material components or using a spell slot: alarm, comprehend languages, detect magic, tenser's floating disk, and unseen servant. Intelligence is your spellcasting ability for these spells.

Starting at 10th level, you can also use this feature to cast identify and gentle repose as rituals. Starting at 14th level, you can also use this feature to cast skywrite and leomund's tiny hut as rituals.

School Specialization

Starting at 6th level, you attune with a certain school of magic and gain a benefit related to it while raging:

  • Abjuration: While raging, you have resistance to all damage except psychic.
  • Conjuration: While raging, you can use your walking speed as teleportation instead. This teleportation doesn't trigger opportunity attacks.
  • Divination: While raging, you can use your reaction to grant advantage on an attack roll or saving throw made by a creature you can see within 30 feet of you.
  • Enchantment: While raging, you can't be charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
  • Evocation: While raging, your weapon attacks deal an additional 1d4 damage of one of the following types: acid, cold, fire, lightning, or thunder.
  • Illusion: While raging, you can use your reaction to impose disadvantage on an attack roll or saving throw made by a creature you can see within 30 feet of you.
  • Necromancy: While raging, you gain 5 temporary hit points at the start of each of your turns and when you first start raging.
  • Transmutation: While raging, your weapon attacks are considered magical. If the weapon deals bludgeoning, piercing, or slashing damage, you can choose which of those three damage types it deals with each hit.
Countermage

Starting at 10th level, a number of times equal to an eighth of your Barbarian level (rounded up), you can cast Counterspell or Dispel Magic at 3rd level without expending a spell slot between long rests. You can cast these spells while raging.

Improved School Specialization

Starting at 14th level, you gain the ability to cast a spell once between long rests without providing materials components or expending a spell slot based on the school of magic you chose at 6th level:

  • Abjuration: Banishment
  • Conjuration: Edvard's Black Tentacles
  • Divination: Locate Creature
  • Enchantment: Confusion
  • Evocation: Fire Shield
  • Illusion: Greater Invisibility
  • Necromancy: Blight
  • Transmutation: Polymorph

You can cast the spell granted to you by this ability while raging. Such a spell that requires concentration doesn't require concentration when cast while raging and instead lasts for the duration of the rage.

Bard Hybrid Subclasses[edit]

College of Hymns already acts as a suitable hybrid subclass between Bards and Clerics. Likewise, College of Valor acts as a suitable hybrid subclass between Bards and Fighters, and College of Martial Dancing acts as a suitable hybrid subclass between Bards and Monks.

College of Fury[edit]

This college is a hybrid subclass between Bards and Barbarians.

Bonus Proficiencies

When you join the College of Fury at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Song of Fury

Also at 3rd level, you gain the ability to perform an aggressive, magical song. While you aren't incapacitated, you can use your bonus action to start a song of fury using an instrument you are holding. If you can speak or vocalize, you can choose to sing instead, keeping your hands free. While in a song of fury, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you hit with a weapon attack, add an eighth of your Bard level (rounded up) to the damage dealt.
  • When you cast a cantrip or spell that deals damage, add your Charisma modifier to the damage dealt.
  • You can't cast spells of 1st-level or higher normally. You must expend a use of your Bardic Inspiration to do so. When you cast a spell in this way, roll your Bardic Inspiration die and add it to an attack roll, damage roll, or roll made to restore hit points made as part of the spell.
  • You can't concentrate on spells.

Your song of fury lasts for 1 minute. It ends early if you are knocked unconscious, if you are no longer performing music, or if you haven't taken damage since the end of your last turn.

Once you have performed in this way a number of times equal to 1 + a quarter of your Bard level (rounded up), you must finish a long rest before you can again.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Performance

Also at 6th level, whenever you enter a song of fury, you and each creature of your choice within 30 feet of you gain a number of temporary hit points equal to your Bard level.

Inspired Critical

Starting at 14th level, whenever you critically hit with a cantrip or a weapon attack, you can use your bonus action to roll your Bardic Inspiration die and add it to the damage dealt.

Relentless Song

Also at 14th level, you and each creature of your choice within 30 feet of you have resistance to bludgeoning, piercing, and slashing damage.

College of the Runesong[edit]

This college is a hybrid subclass between Bards and Druids.

Disciple of the Weave

At 3rd level, you learn two Druid cantrips and one Druid spell of 1st or 2nd level of your choice. For you, these spells count as Bard spells but don't count against your maximum spells known.

At 5th, 7th, and 9th level, you learn one additional Druid spell in this way as long as you have a spell slot you can cast it with.

Inspire Transformation

Also at 3rd level, you can use your action and expend a use of Bardic Inspiration to transform into a CR 1/4 beast using the rules of wildshape.

At 6th level, the CR increases to 1/2. At 14th level, the CR increases to 1.

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Beast Spells

Starting at 14th level, you can cast spells learned with your Disciple of the Weave and Magical Secrets features while in beast form. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

College of Zeal[edit]

This college is a hybrid subclass between Bards and Paladins.

Bonus Proficiencies

When you join the College of Zeal at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Inspiring

Also at 3rd level, whenever you grant a creature Bardic Inspiration, it gains a number of temporary hit points equal to your Bard level.

Radiance

Also at 3rd level, whenever you hit a creature with an attack roll or fail a saving throw against a creature, you can expend a use of your Bardic Inspiration and roll the die. The creature takes the result in radiant damage.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cleansing Inspiration

Starting at 14th level, you can touch a willing creature, expend a use of Bardic Inspiration, and roll the die. One spell affecting the target ends, and it regains a number of hit points equal to the number rolled on the die.

Improved Radiance

Also at 14th level, whenever you would use your Radiance feature, you can choose to not expend your Bardic Inspiration to instead use a d6 for the damage dealt.

College of Hunting[edit]

This college is a hybrid subclass between Bards and Rangers.

Bonus Proficiencies

When you join the College of Hunting at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Hunter's Mark

At 3rd level, you learn the Hunter's Mark spell. It is considered a Bard spell for you and doesn't count against your spells known.

Precision

Also at 3rd level, whenever a creature uses your Bardic Inspiration to increase the result of an attack roll, it also adds the number rolled to the damage dealt by that attack.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Inspiring Awareness

Starting at 14th level, you and creatures that you have granted Bardic Inspiration but that have yet to use it cannot be surprised. Additionally, your attacks score a critical hit on a roll of 19 or 20.

College of Thievery[edit]

This college is a hybrid subclass between Bards and Rogues.

Bonus Proficiencies

When you join the College of Thievery at 3rd level, you gain proficiency with thieves' tools and Dexterity (Sleight of Hand) checks. If you already had proficiency with a tool or skill granted by this feature, you can choose a different tool or skill instead.

Cutpurse

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, Hide, or Use an Object action or to make a Dexterity (Sleight of Hand) check or use your thieves' tools to disarm a trap or open a lock.

Expertise

At 6th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Reliable Talent

By 14th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

College of Metamagic[edit]

This college is a hybrid subclass between Bards and Sorcerers.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the Metamagic options available to the Sorcerer class of your choice. You gain another one at 14th level. You can expend a Bardic Inspiration die to use a Metamagic option.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Sorcerous Flair

At 3rd level, you learn two Sorcerer cantrips and one Sorcerer spell of 1st or 2nd level of your choice. For you, these spells count as Bard spells but don't count against your maximum spells known.

At 5th, 7th, and 9th level, you learn one additional Sorcerer spell in this way as long as you have a spell slot you can cast it with.

Supernatural Guidance

Starting at 6th level, whenever you make an ability check, you can expend a use of your Bardic Inspiration, roll the die, and add the number rolled to the result.

Favored Metamagic

Starting at 14th level, choose one Metamagic option you know. You can use it at-will without expending a use of your Bardic Inspiration.

College of the Unnatural[edit]

This college is a hybrid subclass between Bards and Warlocks.

Eldritch Invocation

At 3rd level, you gain the benefits of one Eldritch Invocation that doesn't have any prerequisites. If an Eldritch Invocation would require you to use a spell slot to use its ability, you can expend a use of your Bardic Inspiration to use it instead.

At 6th and 14th levels, you can choose one more Eldritch Invocation in this way. You can use your Bard level as the level requirement for an Eldritch Invocation.

Otherworldly Patron

At 3rd level, you learn two Warlock cantrips and one Warlock spell of 1st or 2nd level of your choice. For you, these spells count as Bard spells but don't count against your maximum spells known.

At 5th, 7th, and 9th level, you learn one additional Warlock spell in this way as long as you have a spell slot you can cast it with.

Pact Tactics

Starting at 6th level, whenever you make an attack or damage roll, you can expend a use of your Bardic Inspiration, roll the die, and add the number rolled to the result.

Empowered Magic

Starting at 14th level, you gain one additional 6th-level spell slot.

College of Wizardry[edit]

This college is a hybrid subclass between Bards and Wizards.

Bardic Recovery

Starting at 3rd level, you have learned to regain some of your magical energy by meditating. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Bard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level Bard, you can recover up to two levels worth of spell slots.

You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Magical Education

At 3rd level, choose one school of magic. Each Wizard spell from that school of magic is considered a Bard spell for you. Additionally, you learn one cantrip and one 1st or 2nd level spell of your choice from your spell list. These spells don't count against your maximum spells known.

Ritual Master

At 6th level, you can cast any spell with the ritual tag on your spell list as a ritual, even if you don't know that spell.

School Magic

Starting at 14th level, you gain one of the following benefits based on the school of magic you chose at level 3:

  • Abjuration: You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
  • Conjuration: Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
  • Divination: You are always under the effects of the See Invisibility spell.
  • Enchantment: When you cast an enchantment spell of 1st level or higher that targets a number of creatures instead of an area, you can have it target twice as many creatures.
  • Evocation: You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose any number of them. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
  • Illusion: You have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone.
  • Necromancy: You can use magic to bring undead under your control, even those created by other mages. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
  • Transmutation: You know the Polymorph spell, and you can cast it at 4th level by expending a use of your Bardic Inspiration.

Cleric Hybrid Subclasses[edit]

Tempest Domain already acts as a suitable hybrid subclass between Clerics and Barbarians. Likewise, Peace Domain acts as a suitable hybrid subclass between Clerics and Bards, Nature Domain acts as a suitable hybrid subclass between Clerics and Druids, War Domain acts as a suitable hybrid subclass between Clerics and Fighters, Order Domain acts as a suitable hybrid subclass between Clerics and Paladins, Twilight Domain acts as a suitable hybrid subclass between Clerics and Rangers, Trickery Domain acts as a suitable hybrid subclass between Clerics and Rogues, Grave Domain acts as a suitable hybrid subclass between Clerics and Warlocks, and Arcana Domain acts as a suitable hybrid subclass between Clerics and Wizards.

Wild Magic Domain[edit]

This domain is a hybrid subclass between Clerics and Sorcerers.

Wild Magic Domain Spells
Cleric Level Spells
1st chaos bolt, false life
3rd crown of madness, shatter
5th blink, fireball
7th confusion, polymorph
9th far step, synaptic static
Wild Initiate

Starting when you choose this domain at 1st level, you learn one Sorcerer cantrip of your choice. For you, it counts as a Cleric cantrip and doesn't count against your cantrips known.

Wild Magic Surge

Also at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a Cleric spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Channel Divinity - Invoke Change

Starting at 2nd level, you can use your channel divinity to alter certain aspects of your spells. Whenever you cast a spell, you can use your channel divinity (no action required) to create one of the following changes:

  • One Strength, Dexterity, or Constitution check or saving throw becomes a different one of those three of your choice.
  • One Charisma, Intelligence, or Wisdom check or saving throw becomes a different one of those three of your choice.
  • One of the following damage types dealt by a spell becomes a different damage type from this list: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder.
  • A spell that would normally heal a creature can target a construct or undead. A spell with the range of touch uses an attack roll, whereas a ranged spell uses a Dexterity saving throw. The spell deals radiant damage equal to its normal healing value + twice the level of the spell.
Channel Divinity - Metamagic

Starting at 6th level, you can use your channel divinity to create metamagic effects. Whenever you cast a spell, you can use your channel divinity (no action required) to create a metamagic option available to the Sorcerer class.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8.

When you deal damage with this feature, roll another d8 to determine the damage type dealt:

  • 1 - acid
  • 2 - cold
  • 3 - fire
  • 4 - force
  • 5 - lightning
  • 6 - poison
  • 7 - psychic
  • 8 - thunder
Blessing of Chaos

At 17th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. Additionally, you can choose to roll on the Wild Magic Surge table whenever you use a channel divinity option without expending a use of channel divinity.

Druid Hybrid Subclasses[edit]

Circle of the Moon already acts as a suitable hybrid subclass between Druids and Barbarians. Likewise, Circle of Stars acts as a suitable hybrid subclass between Druids and Clerics, Circle of Dreams acts as a suitable hybrid subclass between Druids and Rangers, and Circle of Wildfires acts as a suitable hybrid subclass between Druids and Wizards.

Fighter Hybrid Subclasses[edit]

Arcane Archer already acts as a suitable hybrid subclass between Fighters and Rangers. Likewise, Battle Master acts as a suitable hybrid subclass between Fighters and Rogues, and Eldritch Knight acts as a suitable hybrid subclass between Fighters and Wizards.

Monk Hybrid Subclasses[edit]

Way of Mercy already acts as a suitable hybrid subclass between Monks and Clerics. Likewise, Way of the Sun Soul acts as a suitable hybrid subclass between Monks and Paladins, Way of the Kensei acts as a suitable hybrid subclass between Monks and Rogues, Way of Shadow acts as a suitable hybrid subclass between Monks and Sorcerers, Way of the Long Death acts as a suitable hybrid subclass between Monks and Warlocks, and Way of the Four Elements acts as a suitable hybrid subclass between Monks and Wizards.

Paladin Hybrid Subclasses[edit]

Oath of Furor already acts as a suitable hybrid subclass between Paladins and Barbarians. Likewise, Oath of Glory acts as a suitable hybrid subclass between Paladins and Bards, Oath of Devotion acts as a suitable hybrid subclass between Paladins and Clerics, Oath of the Ancients acts as a suitable hybrid subclass between Paladins and Druids, Oath of Conquest acts as a suitable hybrid subclass between Paladins and Fighters, Oath of the Watchers acts as a suitable hybrid subclass between Paladins and Rangers, Oath of Treachery (UA) acts as a suitable hybrid subclass between Paladins and Rogues, and Oathbreaker acts as a suitable hybrid subclass between Paladins and Warlocks.

Ranger Hybrid Subclasses[edit]

Fey Wanderer already acts as a suitable hybrid subclass between Rangers and Bards. Likewise, Swarmkeeper acts as a suitable hybrid subclass between Rangers and Druids, Hunter acts as a suitable hybrid subclass between Rangers and Fighters, and Gloom Stalker acts as a suitable hybrid subclass between Rangers and Rogues.

Rogue Hybrid Subclasses[edit]

Swashbuckler already acts as a suitable hybrid subclass between Rogues and Fighters. Likewise, Scout acts as a suitable hybrid subclass between Rogues and Rangers, Phantom acts as a suitable hybrid subclass between Rogues and Warlocks, and Arcane Trickster acts as a suitable hybrid subclass between Rogues and Wizards.

Sorcerer Hybrid Subclasses[edit]

Divine Soul already acts as a suitable hybrid subclass between Sorcerers and Clerics. Likewise, Shadow Magic acts as a suitable hybrid subclass between Sorcerers and Rogues, Aberrant Mind acts as a suitable hybrid subclass between Sorcerers and Warlocks, and Clockwork Soul acts as a suitable hybrid subclass between Sorcerers and Wizards.

Warlock Hybrid Subclasses[edit]

Celestial already acts as a suitable hybrid subclass between Warlocks and Clerics. Likewise, Archfey acts as a suitable hybrid subclass between Warlocks and Druids, Hexblade acts as a suitable hybrid subclass between Warlocks and Paladins, and Great Old One acts as a suitable hybrid subclass between Warlocks and Wizards.

Wizard Hybrid Subclasses[edit]

School of Bladesinging already acts as a suitable hybrid subclass between Wizards and Barbarians. Likewise, School of Enchantment acts as a suitable hybrid subclass between Wizards and Bards.

School of Theology[edit]

This domain is a hybrid subclass between Wizards and Clerics.

Expanded Spell List

Wizards who study theology have a larger spell list than Wizards who only study the arcane. The following spells are added to your spell list and are considered Wizard spells for you.

School of Theology Spells
Spell Level Spells
Cantrips guidance, sacred flame, spare the dying, thaumaturgy
1st bless, cure wounds, detect evil and good, guiding bolt
2nd aid, spiritual weapon, warding bond, zone of truth
3rd daylight, spirit guardians, water walk
4th death ward, freedom of movement, guardian of faith
5th commune, hallow, mass cure wounds
6th forbiddance, heal
7th divine word, fire storm
8th earthquake, holy aura
9th mass heal
Bane of the Undead

When you adopt this tradition at 2nd level, whenever you destroy an undead creature, you regain 1d6 hit points, and you add 1d4 to the next attack roll, check, or saving throw you make before the end of your next turn.

Blessed Knowledge

Also at 2nd level, you can use Intelligence instead of Wisdom for your Insight and Medicine skills.

Divine Arcana

Starting at 6th level, you can expend a 1st-level spell slot to use the Turn Undead channel divinity option of the Cleric class. Additionally, choose one Cleric Domain. You can also choose the channel divinity option available to that Cleric Domain at 2nd level in this way.

Divine Inspiration

Starting at 10th level, whenever you finish a short or long rest, choose one of the following spells: bless, detect evil and good, detect magic, detect poison and disease, protection from evil and good, or shield of faith. You come under the effects of the chosen spell without concentration until the start of your next short or long rest.

Domain Infusion

Starting at 14th level, you attune with a particular domain of divinity. Choose one of the following benefits:

  • Arcana: You can prepare 4 more spells of your choice.
  • Death: When you cast a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
  • Forge: You gain immunity to fire damage.
  • Grave: When a creature you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until you complete a short or long rest or if you expend a spell slot to use it again.
  • Knowledge: You are always under the effects of See Invisibility.
  • Life: Whenever you restore hit points with a spell, add twice the level of the spell to the result.
  • Light: You can cast Daylight at-will without expending a spell slot.
  • Nature: As an action, each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. Once you have used this ability a number of times equal to your Intelligence modifier, you can't use it again until you finish a short or long rests or if you expend a spell slot to use it again.
  • Order: Whenever you cast a spell that deals radiant damage, it deals an additional 1d8 damage. Whenever you hit with a weapon attack, it deals an additional 1d8 radiant damage.
  • Peace: You can concentrate on up to two spells at a time. The combined level of the spells cannot exceed 7, and one of the spells must be from the abjuration or enchantment schools of magic.
  • Tempest: You can cast Fly on yourself at-will without expending a spell slot.
  • Trickery: Add the Project Image spell to your spellbook, if it is not there already. You can cast Project Image without expending a spell slot. Once you cast Project Image in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
  • Twilight: You can cast Darkvision at-will without expending a spell slot. Additionally, the Darkvision you provide with this spell can pierce magical darkness.

School of Natural Science[edit]

This domain is a hybrid subclass between Wizards and Druids.

Expanded Spell List

Wizards who study nature have a larger spell list than Wizards who only study the arcane. The following spells are added to your spell list and are considered Wizard spells for you.

School of Natural Science Spells
Spell Level Spells
Cantrips druidcraft, guidance, resistance, shillelagh
1st animal friendship, detect poison or disease, faerie fire, speak with animals
2nd barkskin, healing spirit, moonbeam, protection from poison
3rd conjure animals, meld into stone, speak with plants
4th conjure woodland beings, dominate beast, freedom of movement
5th commune with nature, contagion, reincarnate
6th bones of the earth, find the path
7th fire storm, regenerate
8th animal shapes, earthquake
9th storm of vengeance
Totemic Attunement

When you adopt this tradition at 2nd level, you gain one of the following benefits whenever you finish a long rest:

  • You gain a number of temporary hit points equal to your Intelligence modifier (minimum of 1) times your Wizard level, and you have advantage on Strength checks and Strength saving throws.
  • You can use your reaction to grant yourself advantage on an attack roll or saving throw. Additionally, you have advantage on Wisdom (Perception) checks.
  • Whenever you cast a spell that targets another creature, you gain temporary hit points equal to the spell's level. Additionally, creatures have disadvantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks made against you.
Primal Summoner

Starting at 6th level, whenever you summon a creature with a spell, it gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Shape Changer

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Circle Infusion

Starting at 14th level, you attune with a particular circle of druidry. Choose one of the following benefits:

  • Dreams: The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. Once you use this feature, you can't use it again until you finish a long rest.
  • Land: Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your Wizard spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
  • Moon: You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at-will without expending a spell slot.
  • Shepherd: The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can't use it again until you finish a long rest.
  • Spores: You can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
  • Stars: You become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
  • Wildfire: You can cast Scorching Ray at-will without expending a spell slot. When you cast it in this way, add your Intelligence modifier to the damage dealt by each ray.

School of Law[edit]

This domain is a hybrid subclass between Wizards and Paladins.

Expanded Spell List

Wizards who study elemental law have a larger spell list than Wizards who only study the arcane. The following spells are added to your spell list and are considered Wizard spells for you.

School of Law Spells
Spell Level Spells
1st command, shield of faith, wrathful smite
2nd branding smite, lesser restoration, zone of truth
3rd blinding smite, daylight
4th aura of life, staggering smite
5th circle of power, dispel evil and good
Bonus Proficiencies

When you adopt this tradition at 2nd level, you gain proficiency in light and medium armor, shields, simple weapons, and one melee martial weapon of your choice.

Fighting Style

Starting at 2nd level, you gain the benefits of a Fighting Style available to the Paladin class.

Tactical Magic

Also at 2nd level, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Additionally, you can use Intelligence instead of Strength or Dexterity for the attack and damage rolls of weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Arcane Smite

Starting at 10th level, whenever you hit a creature with a melee weapon attack, you can expend a spell slot to deal extra radiant damage to it. The radiant damage dealt is 2d8 for a 1st-level spell slot and increases by 1d8 per slot level above 1st. Additionally, your weapon attacks count as magical for the purposes of overcoming resistance.

Touch of the Law

Starting at 14th level, as an action you can touch a willing creature. You can end one condition, disease, poison, or spell affecting the creature.

Once you have used this feature, you can't use it again until you finish a short rest or if you expend a spell slot of 3rd-level or higher to use it again.

School of Discovery[edit]

This domain is a hybrid subclass between Wizards and Rangers.

Expanded Spell List

Wizards who study the natural world have a larger spell list than Wizards who only study the arcane. The following spells are added to your spell list and are considered Wizard spells for you.

School of Discovery Spells
Spell Level Spells
1st animal friendship, speak with animals, zephyr strike
2nd locate animals and plants, protection from poison, spike growth
3rd daylight, speak with plants
4th conjure woodland beings, freedom of movement
5th commune with nature, swift quiver
Bonus Proficiencies

When you adopt this tradition at 2nd level, you gain proficiency in light armor, shields, simple weapons, the shortsword, and the longbow.

Fighting Style

Starting at 2nd level, you gain the benefits of a Fighting Style available to the Ranger class.

Tactical Magic

Also at 2nd level, you can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Additionally, you can use Intelligence instead of Strength or Dexterity for the attack and damage rolls of weapons.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Buff

Starting at 10th level, as an action, you can give yourself a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to 1 + a quarter of your Wizard level (rounded up), and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Vanishing Magician

At 14th level, you can cast Invisibility on yourself at-will without expending a spell slot. You can choose whether you concentrate on it or not. If you choose to not concentrate on the spell, it lasts only a number of turns equal to your Intelligence modifier (minimum of 1 turn).

School of Sorcery[edit]

This domain is a hybrid subclass between Wizards and Sorcerers.

Origin Magic

Wizards who study the vulgar magic of sorcerous origins know an additional cantrip and memorize a few spells based on the type of origin magic they study. Choose one sorcerous origin. You learn the cantrip associated with that origin, and you always have spells of 1st-level and higher associated with that sorcerous origin prepared for which you have one or more spell slots of the correlating level. You don't need to have a spell in your spellbook for it to be prepared in this way.

Aberrant Mind Origin Spells
Spell Level Spells
Cantrip mind sliver
1st dissonant whispers
2nd detect thoughts
3rd sending
4th summon aberration
5th telekinesis
6th eyebite
7th plane shift
8th dominate monster
9th psychic scream
Clockwork Soul Origin Spells
Spell Level Spells
Cantrip mending
1st protection from evil and good
2nd aid
3rd dispel magic
4th summon construct
5th wall of force
6th globe of invulnerability
7th reverse gravity
8th antimagic field
9th time stop
Divine Soul Origin Spells
Spell Level Spells
Cantrip sacred flame
1st protection from evil and good
2nd zone of truth
3rd dispel magic
4th guardian of faith
5th dispel evil and good
6th forbiddance
7th divine word
8th antimagic field
9th astral projection
Draconic Bloodline Origin Spells
Spell Level Spells
Cantrip acid splash, fire bolt, lightning lure, poison spray, or ray of frost
1st absorb elements
2nd dragon's breath
3rd fear
4th polymorph
5th legend lore
6th flesh to stone
7th prismatic spray
8th illusory dragon
9th true polymorph
Shadow Magic Origin Spells
Spell Level Spells
Cantrip chill touch
1st ray of sickness
2nd darkness
3rd summon shadowspawn
4th shadow of moil
5th enervation
6th tasha's otherworldly guise
7th finger of death
8th maddening darkness
9th blade of disaster
Storm Magic Origin Spells
Spell Level Spells
Cantrip shocking grasp
1st thunderwave
2nd gust of wind
3rd call lightning
4th summon elemental
5th control winds
6th chain lightning
7th fire storm
8th control weather
9th storm of vengeance
Wild Magic Origin Spells
Spell Level Spells
Cantrip prestidigitation
1st chaos bolt
2nd cloud of daggers
3rd enemies abound
4th confusion
5th bigby's hand
6th scatter
7th prismatic spray
8th reality break
9th wish
One with Sorcery

When you adopt this tradition at 2nd level, you get a minor benefit based on your chosen sorcerous origin magic:

  • Aberrant Mind: Whenever you cast a spell on a creature with an Intelligence score of 2 or higher, you can telepathically communicate with that creature until the end of your next turn or until you use this ability again.
  • Clockwork Soul: Once between long rests when you miss with a spell attack or a creature succeeds on a saving throw against one of your spells, you can reroll the attack roll or saving throw and use the second result.
  • Divine Soul: Once between long rests, you can cast one of the following spells at 1st level without expending a spell slot: bane, bless, cure wounds, or inflict wounds.
  • Draconic Bloodline: You learn Draconic. If you could already read and write Draconic, you learn another language of your choice.
  • Shadow Magic: You can see through the darkness created by your spells.
  • Storm Magic: You learn Primordial. If you could already read and write Primordial, you learn another language of your choice.
  • Wild Magic: Once between long rests when you make an ability check, attack roll, or saving throw, you can choose to gain advantage on that roll.
Metamagic

Starting at 6th level, you can use metamagic. Whenever you want to use a metamagic option, you must expend a spell slot to do so. You learn two metamagic options of your choice, and you learn an additional option of your choice at 10th level. Whenever you gain a level in this class, you can exchange one metamagic option you know for another of your choice.

Blood Magic

At 10th level, you gain proficiency with Constitution saving throws. If you already have proficiency, you gain proficiency with one other type of saving throw of your choice.

Metamagic Master

At 14th level, choose one metamagic option you know that costs 1 or 2 sorcery points. You can use that metamagic option at-will to modify your spells of 1st-level or higher.

Sorcerous Infusion

Also at 14th level, the benefits associated with the sorcerous origin magic you chose at level 2 improve:

  • Aberrant Mind: You gain resistance to psychic damage, and you are immune to being frightened.
  • Clockwork Soul: Whenever you take damage, you can use your reaction to cause a creature you can see within 30 feet of you to take half the damage you took (rounded down, to a minimum of 1). The damage dealt is of the same type as you took.
  • Divine Soul: You can cast Prayer of Healing at-will without expending a spell slot. Additionally, your hit point maximum increases by 14. Whenever you gain a level in this class, your hit point maximum increases by 1.
  • Draconic Bloodline: You gain resistance to the type of damage dealt by the cantrip you selected on the Draconic Bloodline Origin Spells table. Additionally, your hit point maximum increases by 14. Whenever you gain a level in this class, your hit point maximum increases by 1.
  • Shadow Magic: When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. Additionally, you gain darkvision out to 120 feet if you didn't already have such.
  • Storm Magic: You gain resistance to lightning and thunder damage, and you have advantage on lightning and thunder damage rolls dealt by your spells.
  • Wild Magic: You can use your level 2 ability twice between long rests, and you can use any metamagic option you know as the one you chose with Metamagic Master.

School of Pact Magic[edit]

This domain is a hybrid subclass between Wizards and Warlocks.

Expanded Spell List

Wizards who study pact magic have a larger spell list than Wizards who only study the arcane. You can inscribe spells from the Warlock spell list into your spellbook. Those spells are considered Wizard spells for you.

Minor Pact

Wizards who study the pact magic of Warlocks know Eldritch Blast and memorize a few spells based on the type of pact magic they study. Choose one otherworldly patron. You always have the expanded spell list spells of that otherworldly patron prepared for which you have one or more spell slots of the correlating level. You don't need to have a spell in your spellbook for it to be prepared in this way.

Eldritch Invocation

When you adopt this tradition at 2nd level, you gain the benefits of one of the following Eldritch Invocations of your choice: agonizing blast, armor of shadows, aspect of the moon, beast speech, beguiling influence, devil's sight, eldritch mind, eldritch sight, eldritch spear, eyes of the runekeeper, fiendish vigor, gaze of two minds, grasp of hadar, lance of lethargy, mask of many faces, misty visions, or repelling blast.

Eldritch Invocation options that use a book of shadows instead use your spellbook.

Improved Invocation

At 6th level, you can choose another Eldritch Invocation from the list available to you at 2nd level or from the following list: cloak of flies, far scribe, gift of the depths, maddening hex, one with shadows, tomb of levistus, or undying servitude.

Unnatural Power

Also at 6th level, you gain the ability to lay a powerful curse. You gain an additional spell slot, which equals the level of your highest level Wizard spell slot (up to 5th level). You can use this spell slot to cast the hex spell without having it prepared or in your spellbook or any other spell on the Warlock spell list that you have prepared and that is in your spellbook.

Superior Invocation

At 10th level, you can choose another Eldritch Invocation from the lists available to you at 2nd level and 6th level or from the following list: ascendant step, ghostly gaze, gift of the protectors, otherworldly leap, relentless hex, trickster's escape, or whispers of the grave.

Patron Infusion

Starting at 14th level, you gain a benefit based on the otherworldly patron you chose to study at level 2 as follows:

  • Archfey: You can cast Calm Emotions without expending a spell slot at-will. Additionally, you are immune to being charmed and frightened.
  • Celestial: You can cast Flaming Sphere without expending a spell slot at-will. Additionally, whenever you finish a long rest, you come under the effects of Death Ward until the start of your next long rest.
  • Fathomless: You can cast Gust of Wind without expending a spell slot at-will. Additionally, you can breathe underwater and have a swimming speed equal to your walking speed.
  • Fiend: You can cast Scorching Ray without expending a spell slot at-will. Additionally, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your Wizard level (minimum of 1).
  • Genie: You can cast Phantasmal Force without expending a spell slot at-will. Additionally, whenever you finish a short or long rest, roll a d6. At any point, you can roll and expend this d6 and add it to an ability check, attack roll, damage roll, roll to restore hit points, or saving throw you make and add it to the result.
  • Great Old One: You can cast Detect Thoughts without expending a spell slot at-will. Additionally, you can telepathically communicate with creatures you can see within 30 feet of you that have an Intelligence score of 2 or higher.
  • Hexblade: You can cast Branding Smite without expending a spell slot at-will. Additionally, you gain proficiency with all simple weapons, rapiers, and shortswords.
  • Undead: You can cast Blindness/Deafness without expending a spell slot at-will. Additionally, you are immune to being frightened, and whenever you finish a long rest, you gain 1d10 + your Wizard level temporary hit points.
  • Undying: You can cast Silence without expending a spell slot at-will. Additionally, once between long rests you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw.
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