Heroic Tier
Prerequisite: Hybrid character
Benefit: You gain a hybrid talent option for one of your hybrid class entries.
Special: You gain this feat at 11th level if you don’t take a paragon path. If you gain this feat twice, you can’t use it to choose an option that you already have.
CLASS TRAITS
Role: Striker.
Power Source: Shadow.
Key Abilities: Dexterity, Charisma, Constitution
Armor Proficiencies: Cloth, leather; light shields.
Weapon Proficiencies: Simple one-handed melee, simple ranged, military heavy blade, military light blade.
Implement: Ki focuses
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 5+ Constitution Score.
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class features: Assassin's Shroud (Hybrid)
Hybrid Talent Options: Guild Training (Hybrid), Shade Form or Shadow Step.
You have accepted your dark reflection and understand its place in your soul. Yet you are unwilling to surrender completely to the darkness you now harbor.
What drove you to seek out the Shadowfell’s power? Were you driven by grief, guilt, hatred, or vengeance? Something else? Is your divided focus the result of an incomplete bond? Or do you dabble in other areas to better conceal your sinister nature?
As a hybrid assassin, you can call forth shrouds to help guide your attacks where they can deal the most damage, but you sacrifice many of the techniques assassins use to evade their enemies.
ASSASSIN'S SHROUD (HYBRID)
You gain the assassin power assassin’s shroud, except you can subject a target to a maximum of two shrouds and you can invoke your shrouds on a target only when you attack with an assassin power or an assassin paragon path power.
You cause invisible shrouds to settle on your foe. At your command, the shrouds reveal the target’s weak points to your keen gaze.
At-Will Shadow
Free Action Close burst 10
Target: One enemy you can see in the burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Level 11: 1d6 + 3 damage per shroud.
Level 21: 1d6 + 6 damage per shroud.
Special: You can use this power only on your turn and only once per turn.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
GUILD TRAINING (HYBRID)
Assassins gain their abilities by following a training regimen developed by a particular guild. Even an assassin taught by an individual master studies a set of teachings that were once developed by a guild.
Assassins’ guilds claim towns and other territories as their hunting grounds. Nonguild assassins who seek to practice their art must first gain the permission of the local grandmaster of assassins. In some areas, particularly large cities that have many potential contracts, two guilds go to war for control of the slayers’ trade. In that situation, you must choose a side or face the wrath of both factions.
Choose a method of training. The choice you make gives you the benefit described below and also provides bonuses to certain assassin powers, as detailed in those powers.
Bleak Disciple (Hybrid)
When you hit an unbloodied target with an assassin attack power or assassin paragon path power, you gain temporary hit points equal to your Constitution modifier. Add 2 to the temporary hit points gained at 11th level and 4 at 21st level.
Githyanki brought the tradition of the Bleak Disciple from the Astral Sea. It teaches its adherents to forge the stuff of shadow into a weapon they can use against their foes. Its strictest followers keep a white cloth that they dab in the blood of each slain foe, and before they attack a chosen target, they reflect on this memento of the foes they have defeated.
Night Stalker (Hybrid)
You gain a bonus to damage rolls with assassin powers and assassin paragon path powers equal to your Charisma modifier against any target that is adjacent to none of your enemies.
The drow assassins who founded this guild at Lolth’s instruction held that fear and misdirection are as deadly as a poisoned blade. This tradition teaches how best to draw on shadow magic to terrorize and deceive enemies.
SHADE FORM
You gain the shade form power. When you gave part of your soul to the Shadowfell, the power of that dark realm fused with your material form. As a result, you can assume a shadowy form that allows you to pass through barriers and evade enemies that you could not normally avoid.
When you adopt this form, you blur, your skin becomes gray, and all the gear you carry and the clothes you wear adopt similarly dull colors. Your eyes lose their pupils, becoming blank, white orbs. You cannot damage your foes without returning to your normal form, which prevents you from doing more than maneuvering in for the kill against your enemies.
You transform yourself into a being of shadow, becoming more difficult to notice and to harm.
Encounter Shadow
Minor Action Personal
Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists.
SHADOW STEP
You gain the shadow step power. The shadow energy surrounding every creature touches the Shadowfell slightly, for the realm of death is a creature’s eventual destination. You have the ability to walk the shadow pathways from one creature to another.
You vanish into the shadow energy around one creature and then step out of it near another creature.
At-Will Shadow, Teleportation
Move Action Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares.
Suggested Combinations
Assassins combine best with other striker classes since doing so provides two methods for dealing striker damage. The strongest combinations include assassin/rogue, assassin/monk, and assassin/ranger. If you want to develop leader techniques, the assassin/bard is a good choice. For defender, think about the assassin/paladin to improve your durability and gain self-healing. Combining an assassin with controller classes is difficult since few abilities overlap. To add control techniques, you are served better by picking up the sorcerer or warlock. Although they are not controllers, many spells available to them have controller effects.
Published in Dragon Magazine 385, page(s) 32.
CLASS TRAITS
Role: Leader.
Power Source: Psionic.
Key Abilities: Charisma, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Streetwise (Cha).
Class features: Ardent Mantle (Hybrid), Ardent Surge (Hybrid), Psionic Augmentation (Hybrid)
Hybrid Talent Options: Ardent Armor Proficiency or Mantle Power.
Like most ardents, your psionic power comes from self-discovered potential rather than training. Why did you choose not to focus on honing your talent for harnessing emotion? Do you fear this ability, preferring to supplement it with the abilities of another class? Have you only begun to unlock this mysterious power?
As a hybrid ardent, you provide occasional but timely bursts of emotion to allies and enemies alike. However, by blending this power with the talents of another class, you give up the depth of your control over others’ emotions.
ARDENT MANTLE (HYBRID)
This class feature functions as the ardent class feature, except that you don’t gain the power associated with the mantle you choose.
Mantle of Clarity (Hybrid)
You and each ally within 5 squares of you gain a bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier. In addition, each ally within 5 squares of you gains a +2 bonus to Insight checks and Perception checks. (If a character is in the radius of more than one Mantle of Clarity, the bonuses are not cumulative. Only the highest ones apply to him or her.)
Mantle of Elation (Hybrid)
You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier.
In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks.
ARDENT SURGE (HYBRID)
You gain the ardent power ardent surge. The power functions as normal, except that you can use it only once per encounter.
You send a surge of powerful emotion that revives a faltering ally.
Encounter (Special) Healing, Psionic
Minor Action Close burst 5 (10 at 16th level)
Target: You or one ally
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Mantle of Clarity: The target gains a +1 bonus to all defenses until the end of your next turn.
Mantle of Elation: The target gains a +1 bonus to attack rolls until the end of your next turn.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
PSIONIC AUGMENTATION (HYBRID)
This class feature functions as the class feature, except that your power point total varies depending on your selection of powers. See “Psionic Augmentation and Hybrid Characters” in the glossary to determine the number of power points you have.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
ARDENT ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, and chainmail.
MANTLE POWER
You gain the power associated with the Ardent Mantle option you chose.
As you take a hit, your emotional energy inspires your allies.
Encounter Psionic
No Action Close burst 5
Trigger: You are bloodied by an attack
Target: Each ally in the burst
Effect: Each target can use a free action either to shift 1 square or to move half his or her speed.
As you take a hit, your anger unbalances your foes.
Encounter Psionic
No Action Close burst 5
Trigger: You are bloodied by an attack
Target: Each enemy in the burst
Effect: Each target grants combat advantage until the start of your next turn.
Suggested Combinations
The ardent/bard is a great combination thematically,
and the two classes’ roles and key ability scores match. It’s easy to imagine a character who taps into others’ emotions through both mental manipulation and song.
If you prefer to stay fully psionic, the ardent/battlemind delivers durability in battle and retains important leader functions.
One can easily compare the emotional discipline of an ardent to that required to be a paladin, and mixing these two classes creates an interesting hybrid. Charisma should be your best ability score, with Strength, Constitution, and Wisdom all vying for second place.
Published in Player's Handbook 3, page(s) 139.
CLASS TRAITS
Role: Leader.
Power Source: Arcane.
Key Abilities: Intelligence, Constitution, Wisdom
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Rods, staffs, wands
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Perception (Wis), Thievery (Dex).
Class features: Healing Infusion (Hybrid)
Hybrid Talent Options: Arcane Empowerment or Arcane Rejuvenation.
Whether student or tinkerer, you have learned many tricks for imbuing magic into objects and creatures. Your expertise is spotty, however, with many gaps that a true artificer might scoff at. Of course, you know plenty of tricks beyond the skill of that artificer.
Why does your knowledge have such gaps? Do you lack the discipline or talent to master some of the formulas and recipes of the artificer? Or have you recognized that technical skills must be supplemented with other abilities?
As a hybrid artificer, you retain some of the artificer’s healing ability, but you trade away magic item manipulation in exchange for another class’s abilities.
HEALING INFUSION (HYBRID)
This class feature functions as the artificer class feature, except that you can create only one healing infusion at the end of each extended rest.
You use the magic of your infusion to heal the wounds of your target.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 11: Healing surge value + your Wisdom modifier + 4.
Level 16: Healing surge value + your Wisdom modifier + 6.
Level 21: Healing surge value + your Wisdom modifier + 8.
Level 26: Healing surge value + your Wisdom modifier + 10.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
You channel the energy of your infusion into your target’s armor, providing lasting protection.
Encounter (Special) Arcane
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + your Constitution modifier.
Level 11: Temporary hit points equal to the target’s healing surge value + twice your Constitution modifier.
Level 21: Temporary hit points equal to the target’s healing surge value + three times your Constitution modifier.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
You carefully prepare a formula that inoculates your target’s body against damage of a certain type.
Encounter (Special) Arcane
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, force, lightning, necrotic, poison, radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of his or her next turn.
Level 11: Resist 10.
Level 21: Resist 15.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
ARCANE EMPOWERMENT
Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item, and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways.
Augment Energy
You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
Impart Energy
You recharge the daily power of a magic item. An item can be recharged only once per day in this way.
ARCANE REJUVENATION
Before combat, an artificer spends time infusing his or her allies’ magic items with curative energy. Whenever one of the artificer’s allies uses a magic item’s daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier.
Suggested Combinations
The artificer/wizard is a master of arcane secrets, using Intelligence to attack enemies and heal allies.
The artificer/swordmage might prefer melee powers. Choose Constitution as your secondary ability score to maximize synergy between the two classes.
The artificer/warlock can be an effective mix of leadership and damage-dealing, particularly if you set Intel-ligence and Constitution as your two highest ability scores.
Published in Player's Handbook 3, page(s) 139.
CLASS TRAITS
Role: Striker.
Power Source: Shadow.
Key Abilities: Dexterity, Charisma, Constitution
Armor Proficiencies: Cloth, leather; light shields.
Weapon Proficiencies: Simple one-handed melee, simple ranged, military heavy blade, military light blade.
Implement: Ki focuses
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 5+ Constitution Score.
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Insight (Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class features: Assassin's Shroud (Hybrid)
Hybrid Talent Options: Guild Training (Hybrid), Shade Form or Shadow Step.
You have accepted your dark reflection and understand its place in your soul. Yet you are unwilling to surrender completely to the darkness you now harbor.
What drove you to seek out the Shadowfell’s power? Were you driven by grief, guilt, hatred, or vengeance? Something else? Is your divided focus the result of an incomplete bond? Or do you dabble in other areas to better conceal your sinister nature?
As a hybrid assassin, you can call forth shrouds to help guide your attacks where they can deal the most damage, but you sacrifice many of the techniques assassins use to evade their enemies.
ASSASSIN'S SHROUD (HYBRID)
You gain the assassin power assassin’s shroud, except you can subject a target to a maximum of two shrouds and you can invoke your shrouds on a target only when you attack with an assassin power or an assassin paragon path power.
You cause invisible shrouds to settle on your foe. At your command, the shrouds reveal the target’s weak points to your keen gaze.
At-Will Shadow
Free Action Close burst 10
Target: One enemy you can see in the burst
Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Level 11: 1d6 + 3 damage per shroud.
Level 21: 1d6 + 6 damage per shroud.
Special: You can use this power only on your turn and only once per turn.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
GUILD TRAINING (HYBRID)
Assassins gain their abilities by following a training regimen developed by a particular guild. Even an assassin taught by an individual master studies a set of teachings that were once developed by a guild.
Assassins’ guilds claim towns and other territories as their hunting grounds. Nonguild assassins who seek to practice their art must first gain the permission of the local grandmaster of assassins. In some areas, particularly large cities that have many potential contracts, two guilds go to war for control of the slayers’ trade. In that situation, you must choose a side or face the wrath of both factions.
Choose a method of training. The choice you make gives you the benefit described below and also provides bonuses to certain assassin powers, as detailed in those powers.
Bleak Disciple (Hybrid)
When you hit an unbloodied target with an assassin attack power or assassin paragon path power, you gain temporary hit points equal to your Constitution modifier. Add 2 to the temporary hit points gained at 11th level and 4 at 21st level.
Githyanki brought the tradition of the Bleak Disciple from the Astral Sea. It teaches its adherents to forge the stuff of shadow into a weapon they can use against their foes. Its strictest followers keep a white cloth that they dab in the blood of each slain foe, and before they attack a chosen target, they reflect on this memento of the foes they have defeated.
Night Stalker (Hybrid)
You gain a bonus to damage rolls with assassin powers and assassin paragon path powers equal to your Charisma modifier against any target that is adjacent to none of your enemies.
The drow assassins who founded this guild at Lolth’s instruction held that fear and misdirection are as deadly as a poisoned blade. This tradition teaches how best to draw on shadow magic to terrorize and deceive enemies.
SHADE FORM
You gain the shade form power. When you gave part of your soul to the Shadowfell, the power of that dark realm fused with your material form. As a result, you can assume a shadowy form that allows you to pass through barriers and evade enemies that you could not normally avoid.
When you adopt this form, you blur, your skin becomes gray, and all the gear you carry and the clothes you wear adopt similarly dull colors. Your eyes lose their pupils, becoming blank, white orbs. You cannot damage your foes without returning to your normal form, which prevents you from doing more than maneuvering in for the kill against your enemies.
You transform yourself into a being of shadow, becoming more difficult to notice and to harm.
Encounter Shadow
Minor Action Personal
Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden.
Sustain Minor: The form persists.
SHADOW STEP
You gain the shadow step power. The shadow energy surrounding every creature touches the Shadowfell slightly, for the realm of death is a creature’s eventual destination. You have the ability to walk the shadow pathways from one creature to another.
You vanish into the shadow energy around one creature and then step out of it near another creature.
At-Will Shadow, Teleportation
Move Action Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport 3 squares to a square adjacent to a different creature.
Level 11: Teleport 4 squares.
Level 21: Teleport 5 squares.
Suggested Combinations
Assassins combine best with other striker classes since doing so provides two methods for dealing striker damage. The strongest combinations include assassin/rogue, assassin/monk, and assassin/ranger. If you want to develop leader techniques, the assassin/bard is a good choice. For defender, think about the assassin/paladin to improve your durability and gain self-healing. Combining an assassin with controller classes is difficult since few abilities overlap. To add control techniques, you are served better by picking up the sorcerer or warlock. Although they are not controllers, many spells available to them have controller effects.
Published in Dragon Magazine 385, page(s) 32.
CLASS TRAITS
Role: Striker.
Power Source: Martial and Shadow.
Key Abilities: Dexterity, Charisma
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple one-handed melee, military one-handed melee, simple ranged, blowgun, bola, garrote, shortbow.
Implement: Ki focuses
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class features: Assassin's Strike (Hybrid), Attack Finesse (Hybrid), Guild Attacks (Hybrid), Poison Use (Hybrid)
Hybrid Talent Options: Flawless Disguise (Hybrid) or Nimble Drop (Hybrid).
Hybrid executioners are common; many members of this class study arcane magic, worship deities of death, or cultivate other cover identities to mask their true talents.
ASSASSIN'S STRIKE (HYBRID)
When you can choose an encounter attack power that has a level from your hybrid classes, you can choose the hybrid version of assassin’s strike instead. This power counts as assassin’s strike for purposes of feats and paragon path features. If you already have assassin’s strike and an encounter attack power from your other hybrid class, then instead of choosing or replacing an encounter attack power, you can increase the extra damage dealt by your assassin’s strike by 1d10.
You strike with precision at the exact right moment, landing an attack that can be instantly fatal.
Encounter Martial
No Action Special
Trigger: You hit a creature within 5 squares of you with an attack using a weapon.
Target: The creature you hit
Effect: The target takes 1d10 extra damage from the triggering attack. If the target is helpless, this damage is maximized.
Level 11: 2d10 extra damage.
Level 21: 3d10 extra damage.
Special: Nothing but a short or an extended rest can allow you to regain the use of this power.
ATTACK FINESSE (HYBRID)
You gain the benefit of the executioner’s Attack Finesse class feature, except that you can deal the extra damage only when using the required weapons with basic attacks, assassin powers, and assassin paragon path powers.
GUILD ATTACKS (HYBRID)
You choose a guild and gain the benefit of the Guild Attacks class feature, except that you choose only two of the at-will attack powers associated with your guild.
League of Whispers (Hybrid)
You gain two of the following powers: bola takedown, precision dart, and quick shot.
You whirl your bola over your head and take careful aim before hurling it at a foe’s legs.
At-Will Martial, Weapon
Standard Action Ranged weapon
Requirement: You must use this power with a bola.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage, and the target falls prone.
Level 21: 2[W] damage.
The poisoned dart flies from your blowgun with unerring accuracy.
At-Will Martial, Weapon
Standard Action Ranged weapon
Requirement: You must use this power with a blowgun.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison’s effect.
Level 21: 2[W] + Dexterity modifier damage.
Effect: If the ammunition has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.
You loose a quick bolt from your crossbow, thereby creating a momentary opening for your escape.
At-Will Martial, Weapon
Standard Action Ranged 1
Requirement: You must use this power with a hand crossbow.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Effect: You shift up to 2 squares.
Special: Using this power doesn’t provoke opportunity attacks.
Red Scales (Hybrid)
You gain two of the following powers: garrote strangle, poisoned dagger, or quick lunge.
You wait for the perfect moment when your foe is within reach, then strangle it with your garrote.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a garrote.
Effect: You shift up to 2 squares before the attack.
Target: One creature you are hidden from
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is grabbed until the end of your next turn. While the grab persists, the target takes a -2 penalty to attack rolls against you and cannot speak, and you cannot make other attacks.
Level 21: 4[W] + Dexterity modifier damage.
Sustain Standard: The grab persists, and the target takes 2[W] + your Dexterity modifier damage.
Level 21: 4[W] + Dexterity modifier damage.
Your piercing blade delivers poisons quickly and cleanly, making them difficult to shake off.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a dagger.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack, the target takes a -4 penalty to its first saving throw, if any, against the poison’s effect.
Level 21: 2[W] + Dexterity modifier damage.
Effect: If the dagger has an assassin poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.
You lunge forward quickly, upending your foe with a kick and a thrust of your weapon.
At-Will Martial, Weapon
Standard Action Melee 1
Effect: You shift 1 square before the attack.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage, and you knock the target prone. You can then shift 1 square back to your starting position.
Level 21: 2[W] damage.
POISON USE (HYBRID)
You gain the benefit of the Poison Use class feature, with the following exception. You do not start with access to any poison recipes. When you gain a daily attack power, you can instead opt to learn a poison recipe. When you replace a daily attack power, you can instead replace one of your poison recipes with one of a higher level or with a daily attack power from your other hybrid class. The recipe’s level must be less than or equal to your level. For each daily attack power you forgo, you can prepare one poison per day.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
FLAWLESS DISGUISE (HYBRID)
You must be at least 8th level to choose this option.
During a short rest, you can craft an excellent disguise that makes you appear to be another humanoid of your size (either a specific person or a nondescript member of a race or an organization). Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, with a +5 bonus to your check. You must use a disguise kit to create the disguise.
NIMBLE DROP (HYBRID)
You must be at least 4th level to choose this option.
When you take falling damage, you can take a free action to reduce the damage by 6 + your level. If this reduces the damage to 0, you don’t fall prone.
Published in Dragon Magazine 400.
CLASS TRAITS
Role: Striker.
Power Source: Divine.
Key Abilities: Wisdom, Dexterity, Intelligence
Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Implement: Holy symbols
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will.
Hit Points at 1st Level: 7+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 3.5
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha).
Class features: Oath of Enmity (Hybrid)
Hybrid Talent Options: Armor of Faith, Avenger's Censure (Hybrid) or Channel Divinity (Hybrid Avenger).
You blend secret monastic training with other talents to become a unique servant of the gods. Do your vows represent an earlier stage of your life, all but left behind, or a newfound mission?
As a hybrid avenger, you pursue your foes with great skill, but you must sacrifice some of your offensive and defensive capabilities to dabble in a second class.
OATH OF ENMITY (HYBRID)
You gain the avenger power oath of enmity. The power functions as normal, except that you can apply the effect only when you make a melee attack using an avenger power or an avenger paragon path power.
You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy.
Encounter (Special) Divine
Minor Action Close burst 10
Target: One enemy you can see in the burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
ARMOR OF FAITH
The favor of your deity wards you from harm. While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +3 bonus to AC.
AVENGER'S CENSURE (HYBRID)
This class feature functions as the avenger class feature, except that the bonus to damage rolls applies only to your avenger powers and avenger paragon path powers.
CHANNEL DIVINITY (HYBRID AVENGER)
This class feature functions as the avenger class feature, except that you start with a single avenger Channel Divinity power of your choice.
Suggested Combinations
The avenger/invoker enjoys a variety of melee and nonmelee attacks, all based on Wisdom. You can control enemies at a distance, making it even easier for you to hunt down your prey.
The avenger/wizard seems like an unusual combination at first glance, but both classes suggest the study of secret lore. With good Wisdom and Intelligence scores, you can achieve the same variety of attacks as an avenger/invoker can.
CLASS TRAITS
Role: Striker.
Power Source: Primal.
Key Abilities: Strength, Constitution, Charisma
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee.
Bonus to Defense: +1 Fortitude.
Hit Points at 1st Level: 7.5+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 4
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis).
Class features: Rampage
Hybrid Talent Options: Barbarian Armored Agility or Feral Might.
In your heart, you know the power of rage. However, your link to the primal spirits that unleash these rages isn’t quite as strong as a typical barbarian’s. Perhaps you’ve been away from the tribe for too long, or maybe you have only begun to harness primal power. Regardless of the reason, as a hybrid barbarian you can’t unleash the burning rage in your heart quite as easily as a full member of that class, but you remain capable of occasional frenzied bursts of energy.
RAMPAGE
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
BARBARIAN ARMORED AGILITY
You gain the Barbarian Agility class feature. You also gain proficiency with leather armor and hide armor.
FERAL MIGHT
Barbarians connect with the natural world in a variety of ways. Some barbarians grow so hardened to physical punishment that they find it easier to simply absorb, rather than avoid, attacks. Others are living examples of the power of one’s will to shape one’s fate. Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain barbarian powers, as detailed in those powers.
Rageblood Vigor
You gain the swift charge power. In addition, whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier at 11th level and 10 + your Constitution modifier at 21st level.
As your foe falls, you rush toward your next victim.
Encounter Primal
Free Action Personal
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You charge an enemy.
Thaneborn Triumph
You gain the roar of triumph power. In addition, whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier.
Your howl of victory shakes your enemies to the core, as they know your blood thirst is not yet quenched.
Encounter Fear, Primal
Free Action Close burst 5
Trigger: Your attack reduces an enemy to 0 hit points
Target: Each enemy in the burst
Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.
Thunderborn Wrath
You gain the war cry power. In addition, once per round when your attack bloodies an enemy, each enemy adjacent to you takes thunder damage equal to your Constitution modifier.
Your potent victory cry sends nearby enemies reeling in terror.
Encounter Fear, Primal
Free Action Close blast 3
Trigger: Your attack reduces an enemy to 0 hit points
Target: Each enemy in the blast
Effect: You push each target 1 square.
Whirling Slayer
You gain the whirling lunge power, and you can wield a one-handed weapon in your off hand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
Striking down one foe, you whirl deeper into enemy ranks.
Encounter Primal, Weapon
Free Action Melee 1
Trigger: Your attack reduces an enemy to 0 hit points
Effect: You shift 2 squares and then deal 1[W] damage (off-hand weapon) to an enemy adjacent to you that you can see.
Suggested Combinations
The hybrid barbarian can be joined with the hybrid fighter for great durability and melee prowess. Choose a Hybrid Talent option to improve your AC, either Barbarian Armored Agility or Fighter Armor Proficiency.
If you are a barbarian/cleric who chooses Strength-based healing powers, you gain valuable healing capability that you can use to keep yourself fighting.
A barbarian/ranger is a potent combatant. Such a character can use barbarian powers requiring a two-handed weapon as well as ranger powers requiring two melee weapons.
Published in Player's Handbook 3, page(s) 141.
CLASS TRAITS
Role: Leader.
Power Source: Arcane.
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail; light shields.
Weapon Proficiencies: Simple melee, simple ranged, military ranged, longsword, scimitar, short sword.
Implement: Wands
Bonus to Defense: +1 Reflex, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Streetwise (Cha).
Class features: Majestic Word (Hybrid), Skill Versatility
Hybrid Talent Options: Bard Armor Proficiency, Bardic Virtue, Song of Rest or Words of Friendship.
You are a dabbler among dabblers. The versatility of the typical bard isn’t enough for you, so you have branched out even further into other talents. Alternatively, you might have been incapable of mastering the bard’s full repertoire of performance and inspiration and have chosen to explore other areas to augment your abilities. As a hybrid bard, you retain some of the bard’s healing power, but trade away much of that class’s innate versatility in exchange for access to another class’s tricks.
MAJESTIC WORD (HYBRID)
You gain the bard power majestic word. The power functions as normal, except that you can use it only once per encounter.
You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
SKILL VERSATILITY
You gain a +1 bonus to untrained skill checks.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
BARD ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, chainmail, and light shields.
BARDIC VIRTUE
Bards praise many virtues in their stories, telling tales of people whose particular qualities set them above common folk. The valor of dauntless heroes and the cunning of great minds are among these virtues, and a bard can choose to emphasize either quality.
Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain bard powers, as detailed in those powers.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action.
Virtue of Prescience
Once per encounter as an immediate interrupt, when an enemy hits one ally within 5 squares of you, you grant that ally a power bonus equal to your Wisdom modifier to the defense targeted by the triggering enemy until the end of that enemy’s turn.
Virtue of Valor
Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level.
SONG OF REST
When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time.
WORDS OF FRIENDSHIP
You gain the words of friendship power.
You infuse your words with arcane power, turning even the simplest speech into a compelling oration.
Encounter Arcane, Charm
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Suggested Combinations
The bard and warlock classes make a good hybrid combination, with complete overlap between primary and secondary abilities. Focus on ranged implement attacks when choosing bard powers.
A bard/paladin can mix leadership and defense and maintain accuracy with Charisma attack powers. You’ll need a little help with AC, particularly if you’re the only defender in the group.
Combining a bard with a warlord can create a leader who has powers that move allies and enemies around the battlefield with ease.
Published in Player's Handbook 3, page(s) 141.
CLASS TRAITS
Role: Defender.
Power Source: Psionic.
Key Abilities: Constitution, Wisdom, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: +1 Will.
Hit Points at 1st Level: 7.5+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 4.5
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha).
Class features: Psionic Augmentation (Hybrid), Psionic Defense (Hybrid)
Hybrid Talent Options: Battlemind Armor Proficiency, Psionic Study (Hybrid).
When you start with a sturdy mind and body, you can add almost any other set of talents to achieve a strong whole—or so you like to tell yourself.
What led you to add another class’s abilities to your own mental and physical perfection as a battlemind? Do you secretly believe your psionic talents to be unreliable, at least compared to a strong blade or a reliance on other forms of magic? Or have you only recently discovered your psionic capabilities?
As a hybrid battlemind, you give up some battlefield control and psionic tricks in order to add another class’s features and powers to your arsenal.
PSIONIC AUGMENTATION (HYBRID)
This class feature functions as the class feature, except that your power point total varies depending on your selection of powers. See “Psionic Augmentation and Hybrid Characters” in the glossary to determine the number of power points you have.
PSIONIC DEFENSE (HYBRID)
This class feature functions as the battlemind class feature, except that you must choose either blurred step or mind spike.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
BATTLEMIND ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, chainmail, scale armor, light shields, and heavy shields.
PSIONIC STUDY (HYBRID)
Battleminds learn to fight using their bodies as weapons. Some battleminds alter their own form to fit their needs. Other battleminds use their psionic power to predict the best position for launching an attack.
Choose one of these options.
Battle Resilience (Hybrid)
You gain the battle resilience power, which reflects your ability to use your psionic power to bend your own body to protect yourself.
You steel yourself for battle, girding yourself against your foe’s initial assault.
Encounter Psionic
Free Action Personal
Trigger: An attack hits or misses you for the first time during an encounter
Effect: Until the end of your next turn, you gain resistance to all damage equal to 3 + your Wisdom modifier.
Level 11: Resist 6 + your Wisdom modifier.
Level 21: Resist 9 + your Wisdom modifier.
Speed of Thought (Hybrid)
You gain the speed of thought power, which allows you to be always ready for a fight.
You move in the blink of an eye, reaching your foes before they can draw their weapons.
Encounter Psionic
Free Action Personal
Trigger: You roll initiative
Effect: You move a number of squares equal to 3 + your Charisma modifier.
Special: You can use this power even if you’re surprised.
Wild Focus (Hybrid)
You gain the wild focus power, which reflects the raw telekinetic power you wield in combat.
Suggested Combinations
The battlemind/fighter has plenty of durability, but you’ll need to assign high scores to both Strength and Constitution, with Wisdom as your third-best score.
The ardent/battlemind also needs two high scores—Constitution and Charisma—but can manage without a third good score. This combination also gives you the full array of power points for your augmentable powers.
A battlemind/warlock can get away with only one high ability score (Constitution), and Charisma makes a great secondary score for both classes. Unfortunately, you’re a little fragile for a defender, so either shore up those defenses or find a tough ally to stand next to.
Published in Player's Handbook 3, page(s) 142.
CLASS TRAITS
Role: Leader.
Power Source: Divine.
Key Abilities: Wisdom, Strength, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Holy symbols
Bonus to Defense: +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int).
Class features: Healer's Lore, Healing Word (Hybrid)
Hybrid Talent Options: Channel Divinity (Hybrid Cleric) or Cleric Armor Proficiency.
By learning talents beyond those taught to the typical cleric, you have honed yourself into a distinctive divine leader. Your cleric training might represent a youthful devotion or a newly discovered dedication to a god.
As a hybrid cleric, you offer useful healing to a group, although less than a full-fledged cleric could. You also give up the versatility of the Channel Divinity and Ritual Casting class features in order to master new talents.
HEALER'S LORE
When you restore hit points to a creature by using a cleric power that has the healing keyword, add your Wisdom modifier to the hit points regained, but only if the healing involves the creature spending a healing surge.
HEALING WORD (HYBRID)
You gain the power healing word. The power functions as normal, except that you can use it only once per encounter.
You utter a soothing word that mends wounds of the body and spirit.
Encounter (Special) Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Update (4/21/2011)
Updated to match Class Compendium.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
CHANNEL DIVINITY (HYBRID CLERIC)
This class feature functions as the cleric class feature, except that you start with a single cleric Channel Divinity power of your choice.
CLERIC ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, and chainmail.
Suggested Combinations
Cleric/fighter and cleric/paladin offer similar benefits: a great mix of Strength-based melee attacks, high durability, and healing powers to keep yourself and your allies in the fight.
A cleric/invoker stays at the back of the party, launching helpful ranged attacks and devastating area blasts from a position of relative safety.
A cleric/warlord combines leader powers from two different classes to make an effective whole.
Published in Player's Handbook 3, page(s) 143.
CLASS TRAITS
Role: Defender.
Power Source: Martial.
Key Abilities: Strength, Dexterity, Wisdom, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +1 Fortitude.
Hit Points at 1st Level: 7.5+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 4.5
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha).
Class features: Combat Challenge (Hybrid)
Hybrid Talent Options: Combat Specialty, Fighter Armor Proficiency, Fighter Combat Talent.
You call on your martial training to guard allies and strike down enemies, and because of your hybrid training, you have tricks up your sleeve that your enemies don’t expect.
Many hybrid fighters learned their martial talents in a military or a mercenary organization, but these experiences typically represent only a portion of the character’s background. Perhaps your character has moved on from military service to a new area of expertise, or maybe you have taken up the sword as part of a new direction in your life after months or years of other studies.
As a hybrid fighter, you protect your comrades as any other defender does: with durability, martial prowess, and battlefield control. However, you give up some of the fighter’s talent with weapons, and you can’t mark enemies with all your powers.
COMBAT CHALLENGE (HYBRID)
Every time you attack an enemy with your fighter powers or your fighter paragon path powers, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, you gain the Combat Challenge power.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
COMBAT SPECIALTY
When you select this option, you choose one of the following class features.
Combat Agility (Hybrid)
This class feature replaces the Combat Superiority class feature. You gain the power Combat Agility.
Your foe might think it has escaped you, but in its moment of triumph, you chase it down and make it pay.
At-Will Martial, Weapon
Opportunity Action Melee weapon
Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack
Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack.
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone.
Level 21: 2[W] + Strength modifier damage.
Combat Superiority (Hybrid)
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
FIGHTER ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, chainmail, scale armor, light shields, and heavy shields.
FIGHTER COMBAT TALENT
When you select this option, you choose one of the following class features.
Battlerager Vigor (Hybrid)
Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.
Brawler Style (Hybrid)
While you wield a weapon in your primary hand and your off hand is free or grabbing a creature, you gain a +1 bonus to AC and a +2 bonus to Fortitude.
In addition, you gain a +2 enhancement bonus to the attack rolls of unarmed attacks and a +2 bonus to the attack rolls of grab attacks and attacks to move a creature you’re grabbing. These bonuses increase to +4 at 11th level and +6 at 21st level.
One-handed Weapon Talent (Hybrid)
When using a one-handed weapon, you gain a +1 bonus to attack rolls.
Tempest Technique (Hybrid)
When you wield two melee weapons, you gain a +1 bonus to attack rolls with weapons that have the offhand property. You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites.
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks when you are wielding two weapons. This bonus increases to +2 with weapons that have the off-hand property.
Two-handed Weapon Talent (Hybrid)
When using a two-handed weapon, you gain a +1 bonus to attack rolls.
Suggested Combinations
A fighter/paladin draws on two different flavors of tenacity and resilience to create a single defender.
By adding hybrid warlord to hybrid fighter, you can dabble in either tactical genius or inspirational brilliance without giving up melee prowess.
If you’re looking to add some nonmelee attacks to your hybrid fighter, consider the hybrid invoker. You don’t give up much AC (particularly if you are going to wield a two-handed weapon), and it doesn’t hurt for a fighter to have a high Wisdom score.
Published in Player's Handbook 3, page(s) 144.
CLASS TRAITS
Role: Controller.
Power Source: Primal.
Key Abilities: Wisdom, Dexterity, Constitution
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Staffs, totems
Bonus to Defense: +1 Reflex, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis).
Class features: Wild Shape
Hybrid Talent Options: Druid Armor Proficiency or Primal Aspect.
Your ability to take on the form of a beast marks you unmistakably as a druid, but your bond to the spirits of nature remains somewhat tenuous. Do your druid powers stem from an innate but undeveloped link to primal spirits? Or have you just begun to explore the mysteries of nature after a life spent in other pursuits?
As a hybrid druid, you can assume beast form and likely know powers useful in that form. However, you sacrifice some connections to the natural world—including Primal Aspect and Ritual Casting—to explore another class’s talents.
WILD SHAPE
As a druid, you have the ability to channel the primal energy of beasts into your physical form and transform into a beast. You have an at-will power, wild shape, that allows you to assume the form of a beast, and many druid powers have the beast form keyword and therefore can be used only while you are in beast form.
The wild shape power lets you assume a form of your size that resembles a natural or a fey beast, usually a four-legged mammalian predator such as a bear, a boar, a panther, a wolf, or a wolverine. Your beast form might also be an indistinct shape of shadowy fur and claws, an incarnation of the Primal Beast of which all earthly beasts are fractured images. You choose a specific form whenever you use wild shape, and that form has no effect on your game statistics.
Your choice of Primal Aspect might suggest a specific form you prefer to assume, and certain beast form powers specify changes to your form when you use them. You might also resemble a more exotic beast when you're in beast form: a reptile such as a rage drake or a crocodile, or a fantastic beast such as an owlbear or a bulette.
You assume an aspect of the Primal Beast or return to your humanoid form.
At-Will Polymorph, Primal
Minor Action Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can’t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.
Update (11/17/2010)
In the first paragraph, replace the third sentence with the following text.
"While you are in beast form, you can’t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers."
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
DRUID ARMOR PROFICIENCY
You gain proficiency with leather armor and hide armor.
PRIMAL ASPECT
Druidic lore speaks of the Primal Beast, the first spirit of the world’s noble predators. A formless thing of shadows, fur, feathers, and claws, this creature appears in many druids’ visions, and they speak of channeling the Primal Beast when using their wild shape and beast form powers. As a druid, you choose which aspect of the Primal Beast you most strongly manifest with your powers.
Choose one of these options. Your choice provides bonuses to certain druid powers, as detailed in those powers.
Primal Guardian
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Primal Predator
While you are not wearing heavy armor, you gain a +1 bonus to your speed.
Primal Swarm
While you are in beast form and not wearing heavy armor, melee attacks and ranged attacks deal less damage to you. When you take damage from either type of attack, the damage is reduced by your Constitution modifier.
Primal Wrath
While you are not wearing heavy armor, you gain a +1 bonus to the attack rolls of druid attack powers and druid paragon path attack powers that have the cold, fire, lightning, or thunder keywords.
Selecting Druid Powers
Despite automatically gaining the wild shape power, a hybrid druid doesn’t come with beast form powers; you must select them from your limited array of druid powers.
At 1st level, you should consider selecting a beast form power as your lone druid at-will power. You can use your other at-will power in humanoid form even if that power isn’t a druid power. (Human hybrid druids can afford to pick up both a beast form and a nonbeast form druid at-will power.)
If you don’t have any beast form powers, you’re wasting wild shape, so include beast form powers among your attack powers and utility powers. Having a beast form power you can use in every encounter makes your wild shape more valuable.
Suggested Combinations
The druid/shaman is an ideal combination of primal classes, mixing the druid’s control and melee powers with the shaman’s leadership.
A druid/invoker mixes powers and features from two different Wisdom-based controller classes and can offer an interesting character background: What brought you to mesh the ancient power of the gods with the might of primal spirits?
Hybrid druids who want to increase their deadliness in melee should consider the avenger, ranger, and rogue classes.
Published in Player's Handbook 3, page(s) 143.
CLASS TRAITS
Role: Leader.
Power Source: Primal.
Prerequisite: When building a hybrid character, you cannot combine a hybrid sentinel with any other type of druid.
Key Abilities: Wisdom, Constitution
Armor Proficiencies: Cloth, leather, hide; light shields.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Staffs, totems
Bonus to Defense: +1 Fortitude.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis).
Class features: Acolyte of the Natural Cycle (Hybrid), Animal Companion, Combined Attack (Hybrid), Healing Word (Hybrid)
Hybrid Talent Options: Animal Companion Power (Hybrid), Druid Armor Proficiency (Sentinel), Nature's Bounty (Hybrid), Paragon of the Natural Cycle (Hybrid), Primal Guardian (Sentinel) or Wilderness Knack (Hybrid).
A hybrid sentinel understands that protecting the natural world demands a wide variety of skills. By dabbling in other power sources and classes, a hybrid sentinel is able to respond to many threats and opponents.
ACOLYTE OF THE NATURAL CYCLE (HYBRID)
You gain the Acolyte of the Natural Cycle class feature, but you gain only the animal companion and the skill bonus associated with your season choice.
ANIMAL COMPANION
You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature.
Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be.
You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
Your animal companion’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back:
* Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value.
* Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.
As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
Standard Actions: To take a standard action, your animal companion needs you to take a standard action to command it to do so.
Move Actions: Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action.
Minor Actions: To take a minor action, your animal companion needs you to take a minor action to command it to do so.
Free Actions: Your animal companion can take free actions without you taking an action to command it.
Triggered Actions: If one of your animal companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.
In situations where you can’t give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn’t sit around waiting for you to show up (unless that’s what you have previously commanded it to do).
An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.
Druid of Spring: Wolf
You gain a wolf animal companion.
Druid of Summer: Bear
You gain a bear animal companion.
Druid of the Wastes: Living Zephyr
You gain a living zephyr animal companion.
COMBINED ATTACK (HYBRID)
You can select the combined attack power whenever you have the opportunity to gain a class encounter attack power that has a level. If you already have combined attack, you gain an additional use of the power if you select it again.
Your animal companion waits for the signal of your own attack, then pushes in with a devastating follow-up that your foe never sees coming.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 17: 2[W] + Wisdom modifier damage.
Level 27: 3[W] + Wisdom modifier damage.
Effect: Your animal companion can take a free action to move up to its speed and then use its animal attack.
HEALING WORD (HYBRID)
You gain the power healing word. The power functions as normal, except that you can use it only once per encounter.
You utter a soothing word that mends wounds of the body and spirit.
Encounter (Special) Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Update (4/21/2011)
Updated to match Class Compendium.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
ANIMAL COMPANION POWER (HYBRID)
You can gain this class feature only if you are 17th level or higher and already have the Acolyte of the Natural Cycle class feature.
You gain a power associated with your animal companion.
DRUID ARMOR PROFICIENCY (SENTINEL)
You gain proficiency with leather armor, hide armor, and light shields.
NATURE'S BOUNTY (HYBRID)
You can gain this class feature only if you are 27th level or higher and already have the Acolyte of the Natural Cycle class feature.
Whenever you use your second wind, choose one ally within 10 squares of you. That ally gains a benefit determined by the season you chose for your Acolyte of the Natural Cycle class feature.
* Spring: The chosen ally gains resist 10 to all damage until the end of your next turn.
* Summer: The chosen ally gains a +5 power bonus to damage rolls until the end of your next turn.
PARAGON OF THE NATURAL CYCLE (HYBRID)
Gain a benefit related to your druid's chosen season. You can gain this class feature only if you are 13th level or higher and already have the Acolyte of the Natural Cycle class feature.
PRIMAL GUARDIAN (SENTINEL)
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
WILDERNESS KNACK (HYBRID)
You gain one of the sentinel’s wilderness knack options.
Published in Dragon Magazine 402.
CLASS TRAITS
Role: Controller.
Power Source: Divine.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, leather, hide, chainmail.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Rods, staffs
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will.
Hit Points at 1st Level: 5+ Constitution Score.
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Class Skills: Arcana (Int), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int).
Class features: Covenant Manifestation
Hybrid Talent Options: Channel Divinity (Hybrid Invoker) or Invoker Armor proficiency.
You wield the might of the gods, mixed with powers more earthly. But why would you forgo pure devotion to the secrets of the invoker? Did you uncover a mystery that frightened you from wielding such unfettered power? Or has your understanding of divinity only recently awakened? As a hybrid invoker, you wield the gods’ own might to smite your foes. However, you forgo the versatility of Channel Divinity and Ritual Casting to gain the benefits of another class.
COVENANT MANIFESTATION
You gain the Covenant Manifestation of a Divine Covenant of your choice.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
CHANNEL DIVINITY (HYBRID INVOKER)
This class feature functions as the invoker class feature, except that you start with a single Channel Divinity power. That power is the Channel Divinity power associated with the same Divine Covenant as your Covenant Manifestation.
INVOKER ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, and chainmail.
Suggested Combinations
A cleric/invoker offers a divine combination of mass devastation and healing powers.
An invoker/wizard has access to a vast array of controller powers. Consider taking the Hybrid Talent feat to get the Channel Divinity power preserver’s rebuke in order to make optimal use of a high Intelligence score.
The invoker/shaman mixes two very different traditions of power to great effect on the battlefield.
Published in Player's Handbook 3, page(s) 145.
CLASS TRAITS
Role: Striker.
Power Source: Psionic.
Key Abilities: Dexterity, Strength, Wisdom
Armor Proficiencies: Cloth.
Weapon Proficiencies: Club, dagger, quarterstaff, shuriken, sling, spear.
Implement: Ki focus, weapons with which you have proficiency
Bonus to Defense: +1 Any.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex).
Class features: Monastic Tradition (Hybrid)
Hybrid Talent Options: Expanded Tradition, Unarmed Combatant or Unarmored Defense.
You are an enigma, blending supreme discipline and focus with a multifaceted approach to victory in battle. How do you explain this seeming contradiction? Are you a failed student of monastic discipline, turning to alternative talents to stay alive? Or have you newly discovered an ascetic lifestyle and now seek to leave behind your former life?
As a hybrid monk, you sacrifice some of the training of your monastic tradition, including significant unarmed prowess, in order to gain aspects of a second class.
MONASTIC TRADITION (HYBRID)
Choose a Monastic Tradition option. You gain only the Flurry of Blows power associated with that option. Your Flurry of Blows power is triggered only when you hit with a monk power or monk paragon path power during your turn. You are considered to have that option for the purpose of meeting prerequisites.
Centered Breath (Hybrid)
The Centered Breath tradition focuses on honing your mental awareness to better harness psionic magic. This tradition teaches that only by controlling yourself can you control your environment. The tradition’s adherents are typically ascetics, whose monasteries stand in quiet corners of the world where the monks can train and study without distraction. In some of these monasteries, speech is forbidden except for one hour each day.
Flurry of Blows: You gain the centered flurry of blows power.
Your fists become a blur as you follow up your initial attack with another, shifting your foes’ positions to your advantage.
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 2 + your Wisdom modifier, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn’t targeted by the triggering attack.
Special: You can use this power only once per round.
Update (6/28/2011)
Changed to match July update.
Stone Fist (Hybrid)
The Stone Fist tradition is one of physical mastery, relentless exercise, and athletic perfection. Its adherents seek to master their bodies, turning themselves into living weapons capable of supernatural feats of strength, agility, and speed. Monks of the Stone Fist prefer to study among the trappings of civilization. Some Stone Fist monasteries are small schools built in towns and villages, where students work as laborers and artisans when they aren’t training. Other Stone Fist monasteries stand in the most forbidding regions of the world—from the bitter cold of the tundra to the edge of a rumbling volcano—to test their students’ endurance day after day.
Flurry of Blows: You gain the stone fist flurry of blows power.
You lash out at another enemy after your first attack, a casual reminder of your great strength.
At-Will Psionic
No Action Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Level 11: One or two creatures
Level 21: Each enemy adjacent to you
Effect: The target takes damage equal to 3 + your Strength modifier. If the target wasn’t targeted by the triggering attack, the damage increases by 2 (4 at 11th level and 6 at 21st level).
Special: You can use this power only once per round.
Update (6/28/2011)
Changed to match July update.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
EXPANDED TRADITION
You gain all the features associated with your Monastic Tradition.
UNARMED COMBATANT
You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you’re kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see “Implements” below).
UNARMORED DEFENSE
While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC.
Suggested Combinations
The monk/rogue is an excellent combination, resulting in a character who can use a dagger to deliver flurries and sneak attacks alike. Focus on a good Dexterity score and make Strength second best.
The avenger/monk combination suggests years of training in a secret monastery dedicated to disciplined vengeance. You’ll need a high score in both Dexterity and Wisdom to maximize accuracy.
The fighter/monk can call out foes for one-on-one battle, and then slip away when things get too rough. Put high scores in both Dexterity and Strength, with Wisdom a strong third score.
Published in Player's Handbook 3, page(s) 145.
CLASS TRAITS
Role: Defender.
Power Source: Divine.
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Implement: Holy symbols
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will.
Hit Points at 1st Level: 7.5+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 5
Class Skills: Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int).
Class features: Divine Challenge (Hybrid)
Hybrid Talent Options: Channel Divinity (Hybrid Paladin) or Paladin Armor Proficiency.
You combine the divine authority of a paladin with the talents of another class to become a formidable protector. Many hybrid paladins have only recently pledged themselves to the path of the divine warrior after years spent in other pursuits. A few, however, have recognized that single-minded devotion isn’t for them and have expanded their abilities accordingly.
As a hybrid paladin, you bring a useful marking ability and strong melee powers to a group. Like other de-fenders, you are durable and can protect allies well, but you give up some healing capability to gain the tal-ents of another class.
DIVINE CHALLENGE (HYBRID)
You gain the paladin power divine challenge. The power functions as normal, except that the radiant damage equals your Charisma modifier. The damage increases to 2 + your Charisma modifier at 11th level and 4 + your Charisma modifier at 21st level.
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will Divine, Radiant
Minor Action Close burst 5
Target: One creature in the burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While the target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. The first time it makes an attack that doesn’t include you as a target before the start of your next turn, you can use an immediate reaction to deal radiant damage to the target equal to your Charisma modifier. The damage increases to 2 + your Charisma modifier at 11th level and 4 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
CHANNEL DIVINITY (HYBRID PALADIN)
This class feature functions as the paladin class feature, except that you start with a single paladin Channel Divinity power of your choice.
PALADIN ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, chainmail, scale armor, plate armor, light shields, and heavy shields.
Suggested Combinations
Combining the hybrid fighter with the hybrid paladin keeps your AC up and mixes two different styles of melee control.
It’s easy to see the value of combining paladin and cleric, but the paladin/warlord—favoring Charisma over Intelligence—might well be the most valiant battlefield leader imaginable.
Perhaps a strange combination, the paladin/warlock meshes melee prowess with deadly ranged attacks, as well as the ability to keep distant foes marked with divine challenge. For this combination, Paladin Armor Proficiency is a must-have option.
Published in Player's Handbook 3.
CLASS TRAITS
Role: Striker.
Power Source: Divine.
Prerequisite: When building a hybrid character, you cannot combine a hybrid blackguard with any other type of paladin.
Key Abilities: Strength, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Implement: Holy symbols
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will.
Hit Points at 1st Level: 7.5+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 5
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha), Religion (Int), Thievery (Dex).
Class features: Dark Menace (Hybrid), Dread Smite (Hybrid), Spirit of Vice (Hybrid)
Hybrid Talent Options: Paladin Armor Proficiency or Shroud of Shadow (Hybrid).
Hybrid blackguards are relatively rare, since most adventurers who follow that dark path do so with a fervor matched only by a paladin’s dedication to justice. Still, some blackguards are practical enough to realize that arcane magic and other talents can help them sow terror and overpower their foes. In fact, some blackguard orders embrace such abilities, cultivating unique combinations of talents to confuse and surprise their enemies.
DARK MENACE (HYBRID)
Whenever you make a weapon attack against an enemy granting combat advantage to you using a paladin power or paladin paragon path power, that enemy takes extra damage equal to your Charisma modifier.
DREAD SMITE (HYBRID)
You can select the dread smite power whenever you have the opportunity to gain or replace a class encounter attack power that has a level. If you already have dread smite, you gain an additional use of the power if you select it again.
The dark coldness at the heart of your vice makes your strike all the more crippling.
Encounter Cold, Divine, Necrotic, Shadow
Free Action Personal
Trigger: You target an enemy with an at-will weapon attack power.
Effect: The target takes cold and necrotic damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target also takes ongoing 5 cold and necrotic damage (save ends).
Level 7: 4 + Charisma modifier cold and necrotic damage.
Level 17: 7 + Charisma modifier cold and necrotic damage, and ongoing 10 cold and necrotic damage (save ends).
Level 27: 10 + Charisma modifier cold and necrotic damage, and ongoing 15 cold and necrotic damage (save ends).
SPIRIT OF VICE (HYBRID)
You choose a vice and gain the benefit of the Spirit of Vice class feature, except that the benefit applies only to your paladin powers and paladin paragon path powers.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
PALADIN ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, chainmail, scale armor, plate armor, light shields, and heavy shields.
SHROUD OF SHADOW (HYBRID)
You gain the shroud of shadow power. In addition, at 7th level or higher, you gain the benefit of the Improved Shroud of Shadow feature associated with your vice.
A misty cloud of gloom swirls about you, confounding your enemies and fortifying your resolve.
Encounter Shadow
Minor Action Personal
Effect: You gain partial concealment until the end of your next turn. You also gain 5 temporary hit points.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
Published in Dragon Magazine 402.
CLASS TRAITS
Role: Leader.
Power Source: Primal.
Prerequisite: When building a hybrid character, you cannot combine a hybrid sentinel with any other type of druid.
Key Abilities: Wisdom, Constitution
Armor Proficiencies: Cloth, leather, hide; light shields.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Staffs, totems
Bonus to Defense: +1 Fortitude.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis).
Class features: Acolyte of the Natural Cycle (Hybrid), Animal Companion, Combined Attack (Hybrid), Healing Word (Hybrid)
Hybrid Talent Options: Animal Companion Power (Hybrid), Druid Armor Proficiency (Sentinel), Nature's Bounty (Hybrid), Paragon of the Natural Cycle (Hybrid), Primal Guardian (Sentinel) or Wilderness Knack (Hybrid).
A hybrid sentinel understands that protecting the natural world demands a wide variety of skills. By dabbling in other power sources and classes, a hybrid sentinel is able to respond to many threats and opponents.
ACOLYTE OF THE NATURAL CYCLE (HYBRID)
You gain the Acolyte of the Natural Cycle class feature, but you gain only the animal companion and the skill bonus associated with your season choice.
ANIMAL COMPANION
You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature.
Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way as any other creature can be.
You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
Your animal companion’s level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short rest, your animal companion regains all its hit points.
If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back:
* Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value.
* Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.
As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
Standard Actions: To take a standard action, your animal companion needs you to take a standard action to command it to do so.
Move Actions: Whenever you take a move action, your animal companion can also take a move action. Alternatively, you can stay put but take a move action to command your animal companion to take a move action.
Minor Actions: To take a minor action, your animal companion needs you to take a minor action to command it to do so.
Free Actions: Your animal companion can take free actions without you taking an action to command it.
Triggered Actions: If one of your animal companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.
In situations where you can’t give commands to your animal companion, it can act independently. For example, if you are unconscious or if you are more than 20 squares away from your companion, it doesn’t sit around waiting for you to show up (unless that’s what you have previously commanded it to do).
An animal companion acting independently can take either a standard, a move, or a minor action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.
Druid of Spring: Wolf
You gain a wolf animal companion.
Druid of Summer: Bear
You gain a bear animal companion.
Druid of the Wastes: Living Zephyr
You gain a living zephyr animal companion.
COMBINED ATTACK (HYBRID)
You can select the combined attack power whenever you have the opportunity to gain a class encounter attack power that has a level. If you already have combined attack, you gain an additional use of the power if you select it again.
Your animal companion waits for the signal of your own attack, then pushes in with a devastating follow-up that your foe never sees coming.
Encounter Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Level 17: 2[W] + Wisdom modifier damage.
Level 27: 3[W] + Wisdom modifier damage.
Effect: Your animal companion can take a free action to move up to its speed and then use its animal attack.
HEALING WORD (HYBRID)
You gain the power healing word. The power functions as normal, except that you can use it only once per encounter.
You utter a soothing word that mends wounds of the body and spirit.
Encounter (Special) Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Update (4/21/2011)
Updated to match Class Compendium.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
ANIMAL COMPANION POWER (HYBRID)
You can gain this class feature only if you are 17th level or higher and already have the Acolyte of the Natural Cycle class feature.
You gain a power associated with your animal companion.
DRUID ARMOR PROFICIENCY (SENTINEL)
You gain proficiency with leather armor, hide armor, and light shields.
NATURE'S BOUNTY (HYBRID)
You can gain this class feature only if you are 27th level or higher and already have the Acolyte of the Natural Cycle class feature.
Whenever you use your second wind, choose one ally within 10 squares of you. That ally gains a benefit determined by the season you chose for your Acolyte of the Natural Cycle class feature.
* Spring: The chosen ally gains resist 10 to all damage until the end of your next turn.
* Summer: The chosen ally gains a +5 power bonus to damage rolls until the end of your next turn.
PARAGON OF THE NATURAL CYCLE (HYBRID)
Gain a benefit related to your druid's chosen season. You can gain this class feature only if you are 13th level or higher and already have the Acolyte of the Natural Cycle class feature.
PRIMAL GUARDIAN (SENTINEL)
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
WILDERNESS KNACK (HYBRID)
You gain one of the sentinel’s wilderness knack options.
Published in Dragon Magazine 402.
CLASS TRAITS
Role: Controller.
Power Source: Psionic.
Key Abilities: Intelligence, Charisma, Wisdom
Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Orbs, staffs
Bonus to Defense: +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis).
Class features: Discipline Focus (Hybrid), Psionic Augmentation (Hybrid)
Hybrid Talent Options: Expanded Discipline Focus.
You can bend your enemies’ wills to your own, yet that is not enough. What led you to meld the psion’s powers of mental control with the powers of another class? Have you discovered a secret connection between psionics and another power source? Or do your mental talents represent the ace up your sleeve, an unexpected well of tricks that supplement your other abilities?
As a hybrid psion, you forgo that class’s innate talent with rituals and minor psionic powers to gain features and powers from a second class.
DISCIPLINE FOCUS (HYBRID)
Choose a Discipline Focus option. If you choose Telekinesis Focus, you gain the far hand power. If you choose Telepathy Focus, you gain the send thoughts power.
Telekinesis Focus (Hybrid)
You gain the power far hand.
You lift an object into the air with the power of your mind.
Encounter Psionic
Minor Action Ranged 5
Target: One object that weighs 20 pounds or less and isn’t carried by another creature
Effect: You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less.
Sustain Minor: You either move the target to a square within range or manipulate it.
Telepathy Focus (Hybrid)
You gain the power send thoughts.
You communicate telepathically with a creature.
Encounter Psionic
Free Action Ranged 20
Target: One creature that shares a language with you
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.
PSIONIC AUGMENTATION (HYBRID)
This class feature functions as the class feature, except that your power point total varies depending on your selection of powers. See “Psionic Augmentation and Hybrid Characters” in the glossary to determine the number of power points you have.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
EXPANDED DISCIPLINE FOCUS
If you have Telekinesis Focus, you gain the forceful push power. If you have Telepathy Focus, you gain the distract power.
Suggested Combinations
The psion/wizard is a controller extraordinaire, using a high Intelligence to rain down arcane and psionic destruction on enemies.
A bard/psion combines discipline with guile to outfox enemies just long enough to defeat them. You’ll want high Intelligence and Charisma scores.
The psion/warlock grasps for power from all sources, whether by mastering your own psionic potential or by drawing on bargains with otherworldly entities. With good Intelligence and Charisma scores, you should be able to gather all the power you need.
Published in Player's Handbook 3, page(s) 147.
CLASS TRAITS
Role: Striker.
Power Source: Martial.
Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +1 Fortitude, +1 Reflex.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex).
Class features: Hunter's Quarry (Hybrid)
Hybrid Talent Options: Ranger Armor Proficiency, Ranger Combat Talent, Ranger Fighting Style.
You blend the hunter’s dogged pursuit of a quarry with other talents to become a formidable warrior. You might have learned your ranger powers as a young wanderer or an independent scout before taking up new skills. Alternatively, you might have been driven only recently to a life in the wilderness.
You retain the ranger’s damage-dealing capability. However, you initially give up the specialization of the ranger’s Fighting Style class feature.
HUNTER'S QUARRY (HYBRID)
This class feature functions as the ranger class feature, except that you can deal the extra damage only when you hit your quarry with a ranger power or a ranger paragon path power.
At-Will
Minor Action
Effect: You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
Level
Hunter’s Quarry Extra Damage
1st–10th
+1d6
11th–20th
+2d6
21st–30th
+3d6
Addition (10/17/2008)
Add the following sentence at the end of the second paragraph: “If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.”
Revision (7/16/2008)
Replace the first sentence of the second paragraph with the following: “Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level.”
Revision (6/10/2008)
In the first paragraph, replace “enemy nearest to you” with “nearest enemy to you that you can see.”
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
RANGER ARMOR PROFICIENCY
You gain proficiency with leather armor and hide armor.
RANGER COMBAT TALENT
When you select this option, you choose one of the following class features.
Prime Shot: This class feature functions exactly as the ranger class feature.
Running Attack: This class feature functions exactly as the ranger class feature.
Prime Shot (Hybrid)
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. You do not gain this feature if you choose the Beast Mastery fighting style.
Running Attack (Hybrid)
This class feature replaces the Prime Shot class feature.
If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.
RANGER FIGHTING STYLE
When you select this option, you can choose one of the following class features.
Archer Fighting Style (Hybrid)
Because of your focus on ranged attacks, you gain Defensive Mobility as a bonus feat.
Beast Mastery (Hybrid)
This class feature functions as the ranger class feature except that the beast takes a -1 penalty to attack rolls and all defenses.
Hunter Fighting Style (Hybrid)
You gain Quick Draw as a bonus feat, even if you don’t meet the prerequisites. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack.
Marauder Fighting Style (Hybrid)
You gain Two-Weapon Defense as a bonus feat, even if you don’t meet the prerequisites. In addition, you gain a +1 bonus to speed while you aren’t using a shield or a two-handed weapon.
Two-Blade Fighting Style (Hybrid)
Because of your focus on two-weapon melee attacks, you can wield a one-handed weapon in your off hand as if it were an off-hand weapon. (Make sure to designate on your character sheet which weapon is main and which is off-hand.) In addition, you gain Toughness as a bonus feat.
Suggested Combinations
Fighter/ranger is an effective combination if you focus on melee powers designed for two weapons.
A ranger/rogue is undoubtedly a master damage-dealer. However, when combining the ranger and rogue classes, choose your powers carefully; many of these powers have weapon requirements that don’t match up well. For example, if you want to use ranged powers from both classes, you need a crossbow.
Even though the druid/ranger must balance multiple key abilities, this combination adds a fun primal flavor to the hybrid ranger.
Published in Player's Handbook 3.
CLASS TRAITS
Role: Striker.
Power Source: Martial.
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Dagger, hand crossbow, short sword, shuriken, sling.
Bonus to Defense: +1 Reflex.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class features: Sneak Attack (Hybrid)
Hybrid Talent Options: First Strike, Rogue Combat Talent, Rogue Tactics (Hybrid).
You know the value of a well-placed knife, even if you don’t bring the rogue’s full complement of talents to every situation.
The most common backstory for a hybrid rogue is a childhood spent on the mean streets of a city, learning enough tricks to stay alive and out of prison. Alternatively, you might have been a respected member of society once, driven to a rogue’s life by cruel fate or the machinations of your enemies. You can be just as sneaky and deadly as a nonhybrid rogue, but you must sacrifice some rogue options to gain those of another class.
SNEAK ATTACK (HYBRID)
This class feature functions as the rogue class feature, except that you can deal the extra damage only when you hit with a rogue power or a rogue paragon path power.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
FIRST STRIKE
At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
ROGUE COMBAT TALENT
When you select this option, you choose one of the following class features.
Rogue Weapon Talent (Hybrid)
When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
Sharpshooter Talent (Hybrid)
This class feature replaces the Rogue Weapon Talent class feature.
Choose crossbows or slings. You gain a +1 bonus to attack rolls with any weapon of the chosen group. You gain Far Shot as a bonus feat, even if you don’t meet the prerequisites.
ROGUE TACTICS (HYBRID)
Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.
Choose one of the following tactics below. The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.
Artful Dodger (Hybrid)
You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel (Hybrid)
You gain a bonus to Sneak Attack damage equal to your Strength modifier.
Cunning Sneak (Hybrid)
You don’t take a penalty to Stealth checks for moving more than 2 squares, and you take a –5 penalty instead of a -10 penalty to Stealth checks for running.
If you end a move action at least 3 squares away from your starting position, you can make a Stealth check to become hidden if you have any concealment or any cover, except for cover provided by intervening allies.
Ruthless Ruffian (Hybrid)
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power or rogue paragon path power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.
Suggested Combinations
Most hybrid rogues need two good ability scores, making hybrid combinations tricky to build.
A rogue/sorcerer can add some devious ranged and burst attacks to a repertoire of melee powers.
Combining the hybrid rogue with the hybrid bard creates a master trickster, who uses Charisma and Dexterity to alternately befuddle and eviscerate foes.
If you prefer brawn over guile, combine the hybrid fighter with the hybrid rogue, choose Rogue Tactics through the Hybrid Talent feat, and then pick either the Brutal Scoundrel class feature or the Ruthless Ruffian class feature.
Published in Player's Handbook 3.
CLASS TRAITS
Role: Leader.
Power Source: Divine.
Key Abilities: Strength, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shields.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Arcana (Int), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Religion (Int), Thievery (Dex).
Class features: Rune of Mending (Hybrid), Runic Artistry
Hybrid Talent Options: Rune Master or Runepriest Armor Proficiency.
You have begun to unlock the mysteries of divine runes, but you lack the focus needed for true mastery. What keeps you from achieving this focus? Have you recognized that runic study alone is insufficient to stand against the forces of evil? Or have you started dabbling in rune magic to enhance your already formidable talents in battle?
As a hybrid runepriest, you forgo some battlefield healing and mastery of basic runes in exchange for a second class’s features and powers.
RUNE OF MENDING (HYBRID)
You gain the runepriest power rune of mending. The power functions as normal, except that you can use it only once per encounter.
The healing rune flares with a cold blue fire as you trace it in the air. The rune then appears on your allies’ armor.
Encounter (Special) Divine, Healing, Runic
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge.
Level 6: The target regains 1d6 additional hit points.
Level 11: The target regains 2d6 additional hit points.
Level 16: The target regains 3d6 additional hit points.
Level 21: The target regains 4d6 additional hit points.
Level 26: The target regains 5d6 additional hit points.
Rune of Destruction: You and each ally in the burst gain a +2 power bonus to damage rolls (+4 power bonus at 11th level and +6 power bonus at 21st level) until the end of your next turn.
Rune of Protection: You and each ally in the burst gain a +1 bonus to all defenses until the end of your next turn.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
RUNIC ARTISTRY
Runepriests follow one of the major traditions of rune magic: the path of the Wrathful Hammer, the way of the Defiant Word or the tradition of the Serene Blade.
Defiant Word
Whenever an enemy misses you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Wisdom modifier, regardless of the number of times the enemy misses you in a round.
Serene Blade
You gain proficiency with all one-handed and two-handed military heavy blades. While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. Once per round immediately after an enemy deals damage to you with an attack, you gain temporary hit points equal to your Wisdom modifier. The number of temporary hit points increases to 5 + your Wisdom modifier at 11th level and 10 + your Wisdom modifier at 21st level.
Wrathful Hammer
You gain proficiency with military hammers and military maces. In addition, whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Constitution modifier, regardless of the number of times the enemy damages you in a round.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
RUNE MASTER
Some of your powers have the runic keyword. When you are going to use a runic power, you first choose one of the runes noted in the power—either the rune of destruction or the rune of protection—and then use the power, applying the chosen rune’s effects. The moment you choose the rune, you enter its rune state. You remain in that rune state until you enter another rune state or until the end of the encounter. Whenever you enter the rune state of the rune of destruction or the rune of protection, you gain an additional benefit. The benefit lasts while you’re in the rune state.
Rune of Destruction
Allies gain a +1 bonus to attack rolls against enemies that are adjacent to you or to any other runepriests who are in this rune state.
Rune of Protection
While adjacent to you, allies gain resist 2 to all damage. The resistance increases to 4 at 11th level and 6 at 21st level.
RUNEPRIEST ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, chainmail, scale armor, and light shields.
Suggested Combinations
The cleric/runepriest combines leadership from two divine classes, offering a wealth of story and tactical options. Make Strength and Wisdom your two best ability scores, with either Constitution or Charisma in third place.
Both the fighter/runepriest and the paladin/runepriest offer similar blends of the leader and defender roles, and also allow you to maximize your class armor proficiencies. Strength should be your primary ability score, with Constitution or Wisdom a good second choice.
The barbarian/runepriest provides a hefty dose of damage-dealing capability, allowing you to put the fear of your god into foes. Your highest ability score should be Strength, with Constitution second.
Published in Player's Handbook 3, page(s) 149.
CLASS TRAITS
Role: Controller.
Power Source: Primal.
Key Abilities: Wisdom, Strength, Dexterity
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged, military ranged.
Bonus to Defense: +1 Reflex, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex).
Class features: Inevitable Shot (Hybrid), Seeker's Bond (Hybrid)
Hybrid Talent Options: True Seeker's Bond.
You have forged a tenuous bond with primal spirits of the hunt. What keeps you from giving yourself fully to the primal spirits? Do you fear loss of control? Do you mistrust their motives? Or are you simply not spiritually strong enough to hold the power they offer?
As a hybrid seeker, you give up some battlefield control ability in exchange for features and powers of a second class.
INEVITABLE SHOT (HYBRID)
You gain the seeker power inevitable shot. The power functions as normal, except that it is triggered only by ranged attacks from seeker powers and seeker paragon path powers.
SEEKER'S BOND (HYBRID)
Choose one of the Seeker’s Bond options. You gain only the power associated with that option, and you can use the power only once per day. You are also considered to have that option for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
Bloodbond (Hybrid)
You gain the encaging spirits power. You can use the power only once per day. You are also considered to have Bloodbond for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
You call on protecting spirits to harry your foes.
Encounter Primal
Minor Action Close burst 1
Level 11: Close burst 2
Level 21: Close burst 3
Target: Each enemy in the burst
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
Spiritbond (Hybrid)
You gain the spirits’ rebuke power. You can use the power only once per day. You are also considered to have Spiritbond for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
You dodge your enemy’s attack, and spirits coalesce around you to punish your attacker.
Encounter Primal, Weapon
Immediate Reaction Melee weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon.
Trigger: An enemy misses you with a melee attack
Target: The triggering enemy
Effect: The target takes 1[W] + your Strength modifier damage, and you push it 1 square.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
TRUE SEEKER'S BOND
You gain the rest of the benefits of the Seeker’s Bond option you chose (except that you can still use the power only once per day).
Suggested Combinations
The best hybrid combination for this class is ranger/seeker, creating a ranged attack specialist. Your Wisdom and Dexterity scores should be equally high, with Strength a good third choice.
The rogue/seeker can pick up ranged attacks from both classes, using thrown daggers or a hand crossbow rather than a longbow. Ability score assignment is difficult; you’ll need high Wisdom and Dexterity scores, and your secondary ability options require some tough choices.
The fighter/seeker can be a mighty warrior. Strength and Wisdom should be your top ability scores.
Published in Player's Handbook 3, page(s) 150.
CLASS TRAITS
Role: Leader.
Power Source: Primal.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, longspear.
Implement: Totems
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Arcana (Int), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int).
Class features: Companion Spirit (Hybrid), Healing Spirit (Hybrid), Speak with Spirits
Hybrid Talent Options: Spirit Boon (Hybrid) or Spirit's Power.
You have learned to call a spirit companion to your side, yet your connection to primal spirits isn’t as strong as a shaman’s. What caused this deficiency? Did you flee or fail a rite of passage before its completion, weakening your link to the spirit world? Have you angered the spirits, causing their voices to quiet in your mind?
As a hybrid shaman, you have a spirit companion, as well as the ability to call on spirits for healing, but you give up many of your other talents to pursue a second class.
COMPANION SPIRIT (HYBRID)
You gain the call spirit companion power.
In addition, choose one of the Companion Spirit options. You don’t gain the Spirit Boon or any of the powers granted by that choice, but you are considered to have the class feature for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
Special: To select the at-will attack power associated with a Companion Spirit, you must have the appropriate spirit. For example, you can’t select the stalker’s strike power unless you have Stalker Spirit.
HEALING SPIRIT (HYBRID)
You gain the shaman power healing spirit. The power functions as normal, except that you can use it only once per encounter.
You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor.
Encounter (Special) Healing, Primal
Minor Action Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
SPEAK WITH SPIRITS
You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.
You commune with the spirits, letting them guide your words and actions.
Encounter Primal
Minor Action Personal
Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
SPIRIT BOON (HYBRID)
You gain the Spirit Boon of the Companion Spirit option you chose.
SPIRIT'S POWER
You gain the opportunity action power of the Companion Spirit option you chose.
Suggested Combinations
A druid/shaman has a wide array of options on the battlefield, including area attacks and healing effects.
The hybrid shaman seeking to add melee prowess would do well to consider the hybrid warden.
A melee-focused hybrid shaman might add the hybrid avenger, favoring Intelligence as a secondary ability. Would such a character be more loyal to the primal spirits or to the divine patron who schooled him or her in the arts of retribution?
Published in Player's Handbook 3, page(s) 150.
CLASS TRAITS
Role: Striker.
Power Source: Arcane.
Key Abilities: Charisma, Dexterity, Strength
Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Daggers, staffs
Bonus to Defense: +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis).
Class features: Sorcerous Power
Hybrid Talent Options: Soul of the Sorcerer.
You know the innate power of arcane magic flowing through your body and blood, yet it does not speak to you as strongly as it would if you were only a sorcerer.
Is your sorcerous bloodline diluted, requiring you to learn other talents to survive as an adventurer? Or do you fear what might happen if you gave yourself fully to the luring pulse of magic?
As a hybrid sorcerer, you’re capable of unleashing powerful gouts of arcane fury. But you don’t have the resilience of a nonhybrid sorcerer or the other quirks derived from a dedication to sorcerous ways.
SORCEROUS POWER
You gain a bonus to the damage rolls of sorcerer powers and sorcerer paragon path powers equal to your Strength or Dexterity modifier. This bonus increases by 2 at 11th level and by 2 again at 21st level.
You choose which modifier to use when you make your character. If you choose Strength, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC while you are not wearing heavy armor.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
SOUL OF THE SORCERER
Choose one of the following class features: Dragon Soul, Soul of the Cosmic Cycle, Storm Soul, or Wild Soul. You gain that class feature, and you are considered to have the associated Spell Source for the purpose of meeting prerequisites and using the benefits tailored for it in certain powers.
Suggested Combinations
One can easily imagine a young sorcerer turning to an Eldritch Pact to gain access to even greater power. Indeed, the sorcerer/warlock is a potent striker who has a variety of attacks, though the classes’ secondary abilities don’t match up well.
Add the hybrid bard to your hybrid sorcerer to gain healing powers and to heighten your character’s reputation as a valorous trickster.
A rogue/sorcerer gains some useful melee attack powers, as long as he or she favors Dexterity.
Published in Player's Handbook 3, page(s) 151.
CLASS TRAITS
Role: Defender.
Power Source: Arcane.
Key Abilities: Intelligence, Strength, Constitution
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged, military light blade, military heavy blade.
Implement: Light blades, heavy blades
Bonus to Defense: +1 Will.
Hit Points at 1st Level: 7.5+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 4
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha).
Class features: Swordbond, Swordmage Aegis (Hybrid)
Hybrid Talent Options: Swordmage Warding.
You are no stranger to discipline and training, but you don’t have the single-minded commitment to arcane swordplay that a swordmage has. Perhaps in your youth you dabbled in the fundamentals of spell and blade but never dedicated yourself to these studies wholeheartedly. Some hybrid swordmages are new students of ancient magical traditions, coming most often from other arcane or martial traditions.
As a hybrid swordmage, you provide a good mix of melee prowess, battlefield control, and utility, but you can’t hold back waves of enemies quite as well as a full-fledged swordmage can.
SWORDBOND
By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
You can forge a bond with a different blade using the same meditation process (for instance, if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates.
If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.)
SWORDMAGE AEGIS (HYBRID)
This class feature functions as the swordmage class feature, except that you can use the power that you choose only once per encounter. However, you regain the use of that power when its target drops to 0 hit points or when its mark is superseded by another mark.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
SWORDMAGE WARDING
While you are conscious and wielding either a light blade or a heavy blade, you maintain a field of magical force around you.
This field provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade in one hand and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else).
Suggested Combinations
Most hybrid swordmages sacrifice some of their defense for greater versatility. Combining the hybrid swordmage with the hybrid wizard gives you a great breadth of powers that share the same key ability.
If you’re dedicated to staying in melee, consider adding the hybrid warlord, and put your Intelligence to good use as a tactician.
Although the hybrid swordmage and the hybrid shaman might seem incompatible, the spirit companion and the spirit’s fangs power give a swordmage an extra option for battlefield control that doesn’t require you to stay in the forefront every round.
Published in Player's Handbook 3, page(s) 152.
CLASS TRAITS
Role: Striker.
Power Source: Shadow.
Key Abilities: Dexterity, Charisma
Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Holy symbols, ki focuses
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 2
Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), History (Int), Intimidate (Cha), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex).
Class features: Blood Drinker (Hybrid), Blood Is Life, Child of the Night (Hybrid), Enduring Soul, Hidden Might
Hybrid Talent Options: Embrace Undeath or Vampiric Reflexes.
A hybrid vampire is likely a character who was saddled with the curse of vampirism after commencing the study of weapons, arcane magic, or another path. Some hybrid vampires might be younger vampires who seek to augment their shadow talents with new abilities.
BLOOD DRINKER (HYBRID)
You can select the blood drinker power whenever you have the opportunity to gain a class encounter attack power that has a level. If you already have blood drinker, you gain an additional use of the power if you select it again.
When your attack strikes true, you sweep past your foe’s defenses to consume the essence of its life.
Encounter Shadow
No Action Personal
Trigger: You hit an enemy with a vampire melee at-will attack power.
Target: The triggering enemy
Effect: The target takes 1d10 extra damage from the triggering attack, and you gain a healing surge.
Level 17: 2d10 extra damage.
Level 27: 3d10 extra damage.
BLOOD IS LIFE
Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.
CHILD OF THE NIGHT (HYBRID)
You gain the following benefits and weaknesses.
* You are an undead creature. You are unaffected by anything that affects only living creatures. You don’t need to breathe, which means you are immune to suffocation. You also don’t age. Unlike most undead, you do need to sleep.
* You have vulnerable 5 radiant.
* If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.
ENDURING SOUL
While you are bloodied, you gain regeneration equal to your Charisma modifier. If you take radiant damage, your regeneration does not function until the end of your next turn.
HIDDEN MIGHT
You gain a bonus to the damage rolls of your vampire powers and vampire paragon path powers. The bonus equals your Charisma modifier. The bonus increases to 2 + your Charisma modifier at 5th level, 4 + your Charisma modifier at 15th level, and 6 + your Charisma modifier at 25th level.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
EMBRACE UNDEATH
You gain darkvision and resist 5 necrotic.
VAMPIRIC REFLEXES
You gain a +2 shield bonus to AC while you are wearing cloth armor or no armor and aren’t using a shield.
Published in Dragon Magazine 402.
CLASS TRAITS
Role: Defender.
Power Source: Primal.
Key Abilities: Strength, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 8.5+ Constitution Score.
Hit Points per Level Gained: 3.5
Healing Surges per Day: 4.5
Class Skills: Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis).
Class features: Nature's Wrath (Hybrid)
Hybrid Talent Options: Font of Life or Warden’s Armored Might.
To stand strong against the defilers of the natural world, you have buttressed your primal tenacity with the capabilities of another class. These capabilities might be other ways of channeling primal spirits, or you might have decided that you can’t count on the spirits for all your strength.
As a hybrid warden, you can still punish foes for attacking your allies. However, because you divide your focus between two classes, you must give up some of the class’s innate durability (in the form of Font of Life and Guardian Might).
NATURE'S WRATH (HYBRID)
This class feature functions as the warden class feature, except that you mark only one adjacent enemy when you use the class feature’s marking ability.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
FONT OF LIFE
At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.
If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
WARDEN’S ARMORED MIGHT
You gain the Guardian Might class feature. You also gain proficiency with leather armor, hide armor, light shields, and heavy shields.
Suggested Combinations
The fighter/warden offers great durability and melee attacks, though this combination might need some help with AC; Warden’s Armored Might or Fighter Armor Proficiency are good fixes.
Adding the hybrid cleric gives the hybrid warden useful healing powers; Wisdom is likely your secondary ability.
Combining the hybrid warden with the hybrid ranger increases your damage output without hurting your AC too much.
Published in Player's Handbook 3, page(s) 152.
CLASS TRAITS
Role: Striker.
Power Source: Arcane.
Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3
Class Skills: Arcana (Int), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex).
Class features: Eldritch Pact (Hybrid), Warlock's Curse (Hybrid)
Hybrid Talent Options: Prime Shot, Shadow Walk or Warlock Pact Boon.
You draw power from snippets of arcane lore wrested from dusty tomes and primeval entities, but these secrets do not wholly define or limit your abilities. What keeps you from fully embracing the pacts of a warlock? Do you fear the price that such bargains might entail? Or have you not yet managed to pin down the final secret that would unleash your arcane destiny? As a hybrid warlock, you command excellent damage-dealing ability along with some control powers, but you must give up some of the more notable features of the class, including the Pact Boon and Shadow Walk.
ELDRITCH PACT (HYBRID)
This class feature functions as the warlock class feature, except that you don’t gain the at-will attack power or the Pact Boon granted by it. This means you meet prerequisites that require the pact you choose, and you can use the benefits tailored for it in certain powers.
WARLOCK'S CURSE (HYBRID)
This class feature functions as the warlock class feature, except that you can deal the extra damage only when you hit a cursed enemy with a warlock power or a warlock paragon path power.
At-Will
Minor Action
Effect: Once per turn as a minor action, you can place a Warlock’s Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage only once per turn.
A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.
You can place a Warlock’s Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can’t place a Warlock’s Curse on a creature that is already affected by your or another character’s Warlock’s Curse.
As you advance in level, your extra damage increases.
Level
Warlock’s Curse Extra Damage
1st–10th
+1d6
11th–20th
+2d6
21st–30th
+3d6
Update (8/23/2011)
Updated in Class Compendium.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
PRIME SHOT
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. You do not gain this feature if you choose the Beast Mastery fighting style.
SHADOW WALK
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
WARLOCK PACT BOON
You gain the Pact Boon associated with your Eldritch Pact.
To select this option, you must have selected the at-will attack power associated with your pact. If you later retrain that power, you lose the benefit of this option.
Suggested Combinations
A sorcerer/warlock can be a potent striker, with Charisma as the highest ability score.
Combining the warlock with the wizard creates a synergistic power list, and the wizard’s key ability, Intelligence, is a good secondary ability for the warlock.
A combination of warlock and bard works quite well, thanks to the ability score overlap of the two classes and the diversity of their power selection.
Published in Player's Handbook 3, page(s) 153.
CLASS TRAITS
Role: Controller.
Power Source: Arcane.
Key Abilities: Charisma, Dexterity, Intelligence
Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3
Class Skills: Arcana (Int), Bluff (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Thievery (Dex).
Class features: Pact Boon (Hybrid Binder), Shadow Twist (Hybrid)
Hybrid Talent Options: Shadow Walk.
Binders dabble in strange magic and rituals to gain their power. Many of them have an innate curiosity that leads them down the dilettante’s path. They cultivate a sense of discovery and experimentation that allows them to combine disparate talents into a unique package.
PACT BOON (HYBRID BINDER)
Instead of choosing a 1st-level warlock at-will attack power, you gain an at-will attack power and a utility power associated with your pact.
SHADOW TWIST (HYBRID)
You gain a +1 bonus to ranged attack rolls and area attack rolls against any enemy that has no other creature adjacent to it when using warlock powers and warlock paragon path powers.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
SHADOW WALK
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Published in Dragon Magazine 402.
CLASS TRAITS
Role: Leader.
Power Source: Martial.
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail; light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha).
Class features: Inspiring Word (Hybrid), Warlord Leadership
Hybrid Talent Options: Commanding Presence (Hybrid) or Warlord Armor Proficiency.
You have combined your talent for command with other skills, rather than focusing entirely on leadership. How and where did you come to learn the intricacies of command? Did an early stint in the military or tutelage at the feet of a tribal leader inspire you to grasp the reins of authority? Or have you only recently donned the mantle of leadership?
As a hybrid warlord, you bring talents of combat leadership and healing to a group, although you give up the Commanding Presence class feature.
INSPIRING WORD (HYBRID)
You gain the warlord power inspiring word. The power functions as normal, except that you can use it only once per encounter.
You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade.
Encounter (Special) Healing, Martial
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
WARLORD LEADERSHIP
You choose one of the following class features.
Battlefront Leader (Hybrid)
You gain proficiency with heavy shields, and you gain the battlefront shift power.
Canny Leader (Hybrid)
You and any ally within 10 squares of you who can see and hear you gain a +2 bonus to Insight checks and Perception checks.
Combat Leader (Hybrid)
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
COMMANDING PRESENCE (HYBRID)
This class feature functions as the warlord class feature, except that you can grant the benefit of your Commanding Presence option only once per encounter.
Bravura Presence (Hybrid)
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
Insightful Presence (Hybrid)
When any ally who can see you spends an action point to take an extra action, that ally gains a bonus to all defenses equal to half your Wisdom modifier or half your Charisma modifier until the end of your next turn.
Inspiring Presence (Hybrid)
When an ally who can see you spends an action point to take an extra action, that ally also regains hit points equal to one-half your level + your Charisma modifier.
Resourceful Presence (Hybrid)
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Skirmishing Presence (Hybrid)
When an ally who can see you spends an action point to make an attack, that ally can use a free action to shift a number of squares equal to your Intelligence or Wisdom modifier before or after the attack.
Tactical Presence (Hybrid)
When an ally you can see spends an action point to make an attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
WARLORD ARMOR PROFICIENCY
You gain proficiency with leather armor, hide armor, chainmail, and light shields.
Suggested Combinations
The paladin/warlord and fighter/warlord combinations provide durability and melee control as well as healing.
For a barbarian/warlord, what’s more inspiring than charging into battle with a savage war cry? Make Charisma your second-highest ability score and pick powers from the two classes that take advantage of it.
A consummate leader, the cleric/warlord should focus on powers that use Strength and Charisma.
Published in Player's Handbook 3, page(s) 154.
CLASS TRAITS
Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth.
Weapon Proficiencies: Dagger, quarterstaff.
Implement: Orbs, staffs, wands, tomes
Bonus to Defense: +1 Will.
Hit Points at 1st Level: 5+ Constitution Score.
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int).
Class features: Cantrips
Hybrid Talent Options: Arcane Implement Mastery.
The path of wizardry demands focus and study, yet you have mastered several elements of arcane magic while still having time for other learning.
Did you give up a promising academic life to pursue a less sheltered existence? Did your mentor abandon you before sharing the final secrets of arcane lore? Or have you only recently begun the long task of master-ing the arcane power that permeates the cosmos?
As a hybrid wizard, you have much of a wizard’s versatility in power selection, but you give up the flexibility provided by the Ritual Casting and Spellbook class features, as well as the Arcane Implement Mastery class feature.
CANTRIPS
You gain four cantrips of your choice.
Hybrid talent Options
If you take the Hybrid Talent feat, you can select one of the following options.
ARCANE IMPLEMENT MASTERY
You specialize in the use of one kind of implement to gain additional abilities when you wield it. Choose one of the following forms of implement mastery: Orb of Imposition, Staff of Defense, Tome of Binding, Tome of Readiness, Wand of Accuracy.
Orb of Deception
Once per encounter, you can use your orb of Deception power.
Illusionist wizards select this form of mastery to spread a wider net of deception over foes.
Encounter
Free Action
Trigger: When you miss an enemy with a wizard illusion power
Effect: Choose another enemy within 3 squares of the missed target. The chosen enemy cannot also be a target of the original attack. Repeat the attack against this new target, with a bonus to the attack roll equal to your Charisma modifier.
Requirement: You must wield an orb to benefit from this feature.
Orb of Imposition
Once per encounter while you are holding an orb on your turn, you can use your orb of imposition power.
Control wizards select this form of mastery because it helps extend the duration of their control effects.
Encounter Implement
Free Action
Effect: You can use your orb to gain one of the following two effects.
You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
Requirement: You must wield an orb to use this ability.
Update (2/8/2010)
In the second sentence of the second paragraph, replace “saving throws” with “next saving throw.” This saving throw limitation is part of a larger effort to mitigate the use of saving throw penalties to lock down enemies for the duration of an encounter.
Staff of Defense
A staff of defense grants you a +1 bonus to AC. In addition, once per encounter, you can use the Staff of Defense power.
This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells.
Encounter Implement
Immediate Interrupt
Effect: you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total.
Requirement: You must wield your staff.
Tome of Binding
Once per encounter, as a free action, if you use your tome when using an arcane summoning power, all creatures summoned by that power gain a bonus to damage rolls equal to your Constitution modifier.
You must wield a tome to benefit from this feature.
Summoner wizards prefer this form of tome mastery because of its obvious benefits to their summoning spells. This form of mastery also provides benefits to certain conjuration powers.
Tome of Readiness
When you select this form of implement mastery, choose a wizard encounter attack power of your level or lower that you don’t already know. That power is now stored and available for your use at a later time.
Once per encounter as a free action, you can use the stored power by expending another unused wizard encounter attack power of its level or higher. You must still take the normal action required to use the stored power.
Each time you reach a level that lets you choose an encounter power, you can replace the stored power with a new wizard encounter attack power of your level or lower that you do not already know.
You must wield a tome to benefit from this feature.
Wizards of all builds appreciate this form of mastery because of the flexibility it allows them during combat.
Wand of Accuracy
Once per encounter, you can use your Wand of Accuracy power.
This form of mastery is good for war wizards because it helps increase their accuracy with damaging powers.
Encounter Implement
Free Action
Effect: you gain a bonus to a single attack roll equal to your Dexterity modifier.
Requirement: You must wield your wand.
Suggested Combinations
As a hybrid wizard, you’re not particularly durable, so you must choose your second hybrid class, as well as your powers, with care.
The swordmage shares the same key ability, but that class’s predilection for melee combat is at odds with the typical wizard’s preference for staying out of the fray. To keep up in melee, select a good mix of close attack powers and some feats that improve your survivability. Alternatively, focus your swordmage power selection on ranged powers and area powers and enter melee only as a last resort.
A cleric/wizard who has good Intelligence and Wisdom scores can safely and effectively remain in the back ranks while supporting allies with battlefield control and healing.
Adding the avenger class to your hybrid wizard allows you to surprise your enemies with the occasional deadly melee attack. Taking Armor of Faith through the Hybrid Talent feat gives you the boost to AC you need to stay close enough to deliver such an attack.
Published in Player's Handbook 3, page(s) 155.