I am under no illusions that WotC is paying attention to this discussion, but I've been wanting to try this for a while, so here's a take on what hybrid classes in 5E could look like. (I'm basing this off the standard 5E fighter and wizard, since the 1D&D versions are still in flux.)
HYBRID FIGHTER
Level | Prof. Bonus | Features |
1 | +2 | Fighting Style, Second Wind (2/long rest) |
2 | +2 | Action Surge (1/long rest) |
3 | +2 | Hybrid Subclass: Martial Archetype* |
4 | +2 | Ability Score Improvement* |
5 | +3 | Limited Extra Attack |
6 | +3 | Ability Score Improvement* |
7 | +3 | Martial Archetype Feature* |
8 | +3 | Ability Score Improvement* |
9 | +4 | Indomitable (1/long rest) |
10 | +4 | Martial Archetype Feature* |
11 | +4 | Limited Extra Attack (2) |
12 | +4 | Ability Score Improvement* |
13 | +5 | Indomitable (2/long rest) |
14 | +5 | Ability Score Improvement* |
15 | +5 | Martial Archetype Feature* |
16 | +5 | Ability Score Improvement* |
17 | +6 | Action Surge (2/long rest) |
18 | +6 | Martial Archetype Feature* |
19 | +6 | Ability Score Improvement* |
20 | +6 | Limited Extra Attack (3) |
*You only get these features if you chose a martial archetype for your Hybrid Subclass.
Hit Points
To find your total hit points, combine the base hit points from both your classes, then add your Constitution modifier times your level.
Hit Dice: 1d10 per level, or your other class's hit dice, whichever is greater
Base Hit Points at 1st Level: 5
Base Hit Points at Higher Levels: 3
Proficiencies
You have proficiency in one minor saving throw and one major saving throw, chosen from the options available to both your classes.
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength (minor), Constitution (major)
Skills: Choose one from Arcana, History, Insight, Investigation, Medicine, and Religion
Fighting Style
If you don't already have a fighting style, you may choose one fighting style from the options available to the fighter class.
Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a long rest before you can use it again.
Action Surge
Starting at 2nd level, on your turn, you can take one additional action. Once you use this feature, you must finish a long rest before you can use it again. Starting at 17th level, you can use it twice before a long rest, but only once on the same turn.
Hybrid Subclass
At 3rd level, if you have not yet chosen a Hybrid Subclass, you may choose a martial archetype from the Fighter class. If you do, the archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
At 4th level, if you chose a martial archetype for your Hybrid Subclass, you can increase one ability score by 2; increase two ability scores by 1 each; or gain a feat of your choice. You can't increase an ability score above 20 this way.
Limited Extra Attack
Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. You can use this ability three times, and you can recover expended uses as an action.
The number of attacks increases to three when you reach 11th level and four when you reach 20th level.
If your other class also grants Limited Extra Attack: You don't expend uses of this ability to make two attacks instead of one. You must still expend a use to make three attacks (at 11th level or higher) or four attacks (at 20th level). For those purposes, you have a total of three uses.
Indomitable
Starting at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level.
HYBRID WIZARD
Level |
Prof. Bonus |
Features |
Cantrips
Known | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | +2 | Spellcasting, Minor Arcane Recovery | 2 | 1 | — | — | — | — | — | — | — | — |
2 | +2 | Hybrid Subclass: Arcane Tradition* | 2 | 2 | — | — | — | — | — | — | — | — |
3 | +2 | | 2 | 2 | 1 | — | — | — | — | — | — | — |
4 | +2 | Ability Score Improvement* | 2 | 2 | 1 | — | — | — | — | — | — | — |
5 | +3 | | 2 | 2 | 1 | 1 | — | — | — | — | — | — |
6 | +3 | Arcane Tradition Feature* | 2 | 2 | 2 | 1 | — | — | — | — | — | — |
7 | +3 | | 2 | 2 | 2 | 1 | 1 | — | — | — | — | — |
8 | +3 | Ability Score Improvement* | 2 | 2 | 2 | 1 | 1 | — | — | — | — | — |
9 | +4 | | 2 | 2 | 2 | 1 | 1 | 1 | — | — | — | — |
10 | +4 | Arcane Tradition Feature* | 3 | 2 | 2 | 1 | 1 | 1 | — | — | — | — |
11 | +4 | | 3 | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
12 | +4 | Ability Score Improvement* | 3 | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
13 | +5 | | 3 | 2 | 2 | 2 | 1 | 1 | 0 | 1 | — | — |
14 | +5 | Arcane Tradition Feature* | 3 | 2 | 2 | 2 | 1 | 1 | 0 | 1 | — | — |
15 | +5 | | 3 | 2 | 2 | 2 | 1 | 1 | 0 | 0 | 1 | — |
16 | +5 | Ability Score Improvement* | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 0 | 1 | — |
17 | +6 | | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 0 | 0 | 1 |
18 | +6 | Invoke Mastery | 3 | 2 | 2 | 2 | 1 | 1 | 0 | 1 | 0 | 1 |
19 | +6 | Ability Score Improvement* | 3 | 2 | 2 | 2 | 1 | 1 | 0 | 0 | 1 | 1 |
20 | +6 | Signature Spell | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 0 | 1 | 1 |
*You only get these features if you chose an arcane tradition for your Hybrid Subclass.
Hit Points
To find your total hit points, combine the base hit points from both your classes, then add your Constitution modifier times your level.
Hit Dice: 1d6 per level, or your other class's hit dice, whichever is greater
Base Hit Points at 1st Level: 3
Base Hit Points at Higher Levels: 2
Proficiencies
You have proficiency in one minor saving throw and one major saving throw, chosen from the options available to both your classes.
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence (minor), Wisdom (major)
Skills: Choose one from Arcana, History, Insight, Investigation, Medicine, and Religion
Spellcasting
You use the same spellcasting rules as the wizard class, but the number of wizard spells you can prepare is halved, and you only gain the spell slots indicated for your level on the Hybrid Wizard table.
You can learn and prepare a wizard spell as long as its level is less than or equal to your highest-level spell slot from this class. (If you don't have a slot of the spell's exact level, you may have to use a higher-level slot to cast it.)
Minor Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level up to your proficiency bonus minus 1.
Hybrid Subclass
At 2nd level, if you have not yet chosen a Hybrid Subclass, you can choose an arcane tradition from the Wizard class. If you do, the archetype you choose grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
At 4th level, if you chose an arcane tradition for your Hybrid Subclass, you can increase one ability score by 2; increase two ability scores by 1 each; or gain a feat of your choice. You can't increase an ability score above 20 this way.
Invoke Mastery
At 18th level, as a bonus action, you can choose a 1st-level wizard spell and a 2nd-level wizard spell you have prepared. For 1 minute, you can cast those spells at their lowest level without expending spell slots. You can't use this ability again until you finish a long rest.
Signature Spell
At 20th level, choose a 3rd-level wizard spell in your spellbook as a signature spell. You always have this spell prepared, it doesn't count against the number of spells you have prepared, and you can cast it once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.