Class Features
As a hybrid, you gain the following class features.
Hit Points
Hit Dice: 1d6 per hybrid level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 6 + your Constitution modifier per hybrid level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, muskets
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a musket and 20 ammunition or (b) any simple weapon
a component pouch
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
Hybrid Powers (Spellcasting)
At some point in your family tree, some interbreeding between ancient races and your own took place or an advanced team of scientists modified you from birth in a lab, integrating various lineage factors into your blood. These rare genetic qualities grant you an unknown source of energy, allowing you to use various hybrid powers (spells) to shape that energy to your will. Hybrid Powers are the equivalent of "Spells" in 5th edition, and hybrid power slots are the same as "Spell Slots". Make sure to view the "Casting a Spell" section in the Player's Handbook for understanding Spellcasting in 5th Edition D&D. Hybrid powers count as hybrid Spells.
Natural Abilities (Cantrips)
At 1st level, you know four cantrips of your choice from the hybrid spell list, and can use them as natural abilities. You learn additional hybrid cantrips of your choice at higher levels, as shown in the Natural Abilities (Cantrips) Known column of the Hybrid table.
Hybrid Power (Spell) Slots
The Hybrid table shows how many Hybrid Power (Spell) slots you have to cast your hybrid powers of 1st level and higher. To cast one of these hybrid powers, you must expend a slot of the power's level or higher. You regain all expended hybrid power slots when you finish a long rest.
For example, if you know the 1st-level hybrid power (spell) burning hands and have a 1st-level and a 2nd-level hybrid power slot available, you can cast burning hands using either slot.
Hybrid Powers (Spells) Known of 1st Level and Higher
You know two 1st-level hybrid powers of your choice from the hybrid spell list.
The Hybrid Powers (Spells) Known column of the Hybrid table shows when you learn more hybrid spells of your choice. Each of these hybrid powers must be of a level for which you have hybrid power slots. For instance, when you reach 3rd level in this class, you can learn one new hybrid power of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the hybrid powers (spells) you know and replace it with another spell from the hybrid spell list, which also must be of a level for which you have hybrid power (spell) slots.
Hybrid Power (Spellcasting) Ability
Charisma is your hybrid (spellcasting) ability for your hybrid powers, since the power of your power relies on your ability to project your inner strength into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a hybrid power (spell) you cast and when making an attack roll with one.
Hybrid save DC = 8 + your proficiency bonus + your Charisma modifier
Hybrid attack modifier = your proficiency bonus + your Charisma modifier
Hybrid Power (Spellcasting) Focus
You can use a hybridized part of your body as a spellcasting focus for your hybrid powers (spells).
Hybrid Lineage
Choose a hybrid lineage, which describes the source of your innate power. Choose the Seraphim, Germa, or Beast Lineage, all detailed below. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Hybrid Enchantments
At 2nd level, you tap into a deep wellspring of power within yourself, formed from advanced lineage factors. This wellspring is represented by Hybrid Points, which allow you to create a variety of special effects.
Hybrid Points. You have 2 hybrid points, and you gain more as you reach higher levels, as shown in the Hybrid Points column of the Hybrid table. You can never have more hybrid points than shown on the table for your level. You regain all spent hybrid points when you finish a long rest.
Flexible Powers. You can use your hybrid points to gain additional hybrid power (spell) slots, or sacrifice hybrid power slots to gain additional hybrid points. You learn other ways to use your hybrid points as you reach higher levels.
Creating Hybrid Power (Spell) Slots. You can transform unexpended hybrid points into one spell slot as a bonus action on your turn. The Creating Hybrid Power Slots table shows the cost of creating a spell slot of a given level. You can create hybrid power slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Hybrid Power (Spell) Slot to Hybrid Points. As a bonus action on your turn, you can expend one spell slot and gain a number of hybrid points equal to the slot's level.
Creating Hybrid Slots
Hybrid Power (Spell) Slot Level Hybrid Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Power Enhancements
At 3rd level, you gain the ability to twist your hybrid powers (spells) to suit your needs. You gain two of the following Enhancements options of your choice. You gain another one at 10th and 17th level.
You can use only one Enhancement option on a hybrid power (spell) when you cast it, unless otherwise noted.
Careful Enhancement. When you cast a hybrid power that forces other creatures to make a saving throw, you can protect some of those creatures from the hybrid's full force. To do so, you spend 1 hybrid point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the hybrid power.
Distant Enhancement. When you cast a hybrid power that has a range of 5 feet or greater, you can spend 1 hybrid point to double the range of the hybrid power. When you cast a hybrid power that has a range of touch, you can spend 1 hybrid point to make the range of the hybrid power 30 feet.
Empowered Enhancement. When you roll damage for a hybrid power, you can spend 1 hybrid point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Enhancement even if you have already used a different Enhancement option during the casting of the hybrid power.
Extended Enhancement. When you cast a hybrid power that has a duration of 1 minute or longer, you can spend 1 hybrid point to double its duration, to a maximum duration of 24 hours.
Heightened Enhancement. When you cast a hybrid power that forces a creature to make a saving throw to resist its effects, you can spend 3 hybrid points to give one target of the hybrid power disadvantage on its first saving throw made against the hybrid power.
Quickened Enhancement. When you cast a hybrid power that has a casting time of 1 action, you can spend 2 hybrid points to change the casting time to 1 bonus action for this casting.
Seeking Enhancement. If you make an attack roll for a hybrid power and miss, you can spend 2 hybrid points to reroll the d20, and you must use the new roll. You can use Seeking Enhancement even if you have already used a different Enhancement option during the casting of the hybrid power.
Seeking Enhancement. When you cast a hybrid power that requires you to make a hybrid attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 hybrid point to ignore the effects of half- and three-quarters cover against targets of the hybrid power.
Subtle Enhancement. When you cast a hybrid power, you can spend 1 hybrid point to cast it without any somatic or verbal components.
Transmuted Enhancement. When you cast a hybrid power that deals a type of damage from the following list, you can spend 1 hybrid point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Enhancement. When you cast a hybrid power that targets only one creature and doesn't have a range of self, you can spend a number of hybrid points equal to the hybrid power's level to target a second creature in range with the same hybrid power (1 hybrid point if the hybrid power is a cantrip). To be eligible, a hyrbid power must be incapable of targeting more than one creature at the hybrid power's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Alternatively, you can take a feat listed. As normal, you can’t increase an ability score above 20 using this feature.
Additionally, when you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the power within you flowing in new ways:
Replace one of the options you chose for the Enhancement feature with a different Enhancement option available to you.
Replace one natural ability (cantrip) you learned from this class' spellcasting feature with another cantrip from the hybrid spell list.
Hybrid Resilience
When you reach 5th level, you can tap into your special genetic traits to try and conjure success from failure. When you make an ability check that fails, you can spend 1 hybrid point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Hybrid Restoration
At 20th level, you regain 4 expended hybrid points whenever you finish a short rest.